Closed JacobAKnox closed 5 months ago
https://github.com/TheFiveMemberTeam/Retrograde-DarkOrbit/blob/5b031164d29d716264b490f4734f3c7437854685/server/lobbies/lobbies.js#L89 You don't check if the lobby exists here
https://github.com/TheFiveMemberTeam/Retrograde-DarkOrbit/blob/5b031164d29d716264b490f4734f3c7437854685/server/lobbies/lobbies.js#L80-L84
https://github.com/TheFiveMemberTeam/Retrograde-DarkOrbit/blob/5b031164d29d716264b490f4734f3c7437854685/server/lobbies/lobbies.test.js#L92-L95
There is no wrapper around players, its just lobby
https://github.com/TheFiveMemberTeam/Retrograde-DarkOrbit/blob/5b031164d29d716264b490f4734f3c7437854685/server/lobbies/lobbies.test.js#L115-L116 We know it exists here, we want to make sure it fails gracefully if you pass one that doesn't exist.
https://github.com/TheFiveMemberTeam/Retrograde-DarkOrbit/blob/afe663bdfbc37ecd548f029a9a679763aff61b11/server/lobbies/lobbies.js#L78C1-L98C2 return 0 when you can't find the lobby is probably not ideal, but I can't think of a better solution. We can discuss this in the next meeting.
There should be a test for when get_num_ready_players is passed a lobby that doesn't exist.
looks good, no further feedback from me
30 mins