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af1a865fd6 Merge pull request 'Add station listing and cargo queries to admin client' (#21) from claude/station-realtime-planned-data-0fc51a into main
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Reviewed-on: #21
2026-07-23 21:52:35 +02:00
81a4d9333d Add station listing and cargo queries to admin client
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Extends the AdminBridge GameScript JSON channel (the same relay used by
list_vehicles/get_timetable) with station support:

- list_stations(): enumerate stations, fire-and-forget like list_vehicles().
- get_station(): authoritative per-cargo snapshot of a station's live state,
  with both the real-time waiting amount (GSStation.GetCargoWaiting) and the
  planned cargodist link-graph flow (GetCargoPlanned), plus rating.
- get_station_cargo(): break one cargo type down by source station and by
  next hop (the cargodist routing destination) for both waiting and planned
  amounts, with optional from_station/via_station filters.

All three use stock GameScript API (no server patch, unlike timetables).
Refactors the shared GS request/reply correlation out of get_timetable and
get_station into a _gs_query() helper. Companion handlers must be added to
the server-side AdminBridge GameScript (not tracked in this repo).

Includes unit + e2e tests, a worked demo in main_admin.py, and protocol docs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 21:48:20 +02:00
6 changed files with 418 additions and 17 deletions

View File

@@ -12,6 +12,9 @@ A high-performance, Object-Oriented Python client for OpenTTD servers, specifica
- **Vehicle Listing:** Query vehicle data via the Admin GameScript channel with `list_vehicles()`.
- **Vehicle Timetables:** Read and modify a vehicle's timetable (`change_timetable()`, `autofill_timetable()`, `set_timetable_start()`, `set_vehicle_on_time()`, `get_vehicle_timetable()`) via real game-protocol commands.
- **Authoritative Timetable Reads:** `OpenTTDAdminClient.get_timetable()` fetches the real, current timetable of any vehicle from the running game (via a patched GameScript API + the AdminBridge GS) — no company join needed, works for timetables set before connecting.
- **Station Listing:** Enumerate stations via the Admin GameScript channel with `list_stations()`.
- **Station Cargo Snapshots:** `OpenTTDAdminClient.get_station()` returns a station's live per-cargo state from the running game — both the **real-time** amount waiting and the **planned** flow through the cargodist link graph — over the AdminBridge GS (stock GameScript API, no server patch needed).
- **Cargo Flow Breakdown:** `OpenTTDAdminClient.get_station_cargo()` breaks one cargo type down by **source station** and **next hop** (routing destination) for both waiting (real-time) and planned amounts, with optional `from_station`/`via_station` filters.
## 🛠 Setup

View File

@@ -42,6 +42,26 @@ The stock GameScript API has no timetable getters, so this project patches the s
Replies carrying a `request_id` that matches a pending request resolve that request and are **not** delivered to the `on_gamescript` callback; all other `ServerGamescript` traffic reaches the callback unchanged. The same `update_frequency` subscription requirement applies (`get_timetable()` subscribes automatically on first use). Since GameScripts do not tick while the game is paused, a query against a paused server times out (`asyncio.TimeoutError`).
### Station Listing
Like vehicles, the Admin Network has no native packet for enumerating individual stations (`ServerCompanyStats` only reports an aggregate per-company station count). `list_stations()` sends a `list_stations` command over the same GameScript JSON channel and the companion AdminBridge GameScript replies with station data through `ServerGamescript` (`{"command": "list_stations", "stations": [{"id", "name", ...}, ...]}`). It is fire-and-forget, so the reply is delivered to the `on_gamescript` callback — subscribe to `Gamescript` updates first, exactly as for `list_vehicles()`. An optional `company_id` field scopes the list to one company.
### Station Query
`get_station()` fetches an authoritative snapshot of one station's live cargo state over the same GameScript JSON channel, awaiting the correlated reply — the station analogue of `get_timetable()`. Unlike timetables, the getters it relies on (`GSStation.GetCargoWaiting`, `GetCargoPlanned`, `GetCargoRating`) are part of the **stock** GameScript API, so this needs no server patch. The per-cargo reply exposes both the **real-time** amount currently waiting and the **planned** amount routed through the station by the cargodist link graph.
- **Request:** `{"command": "get_station", "station_id": N, "request_id": X}``request_id` is the same client-side monotonic counter used by `get_timetable()`, matching the reply to the awaiting caller.
- **Reply (success):** `{"command": "get_station", "station_id": N, "request_id": X, "name": ..., "location": <tile>, "owner": <company_id>, "cargo": [{"cargo_id", "waiting", "planned", "rating"}, ...]}``waiting` is the real-time units at the station (`GetCargoWaiting`), `planned` is the link-graph planned flow (`GetCargoPlanned`, 0 when cargo distribution is off for that cargo), and `rating` is the acceptance rating as a percentage (0-100, `GetCargoRating`) or `null` when the station has no rating for that cargo yet. Only cargo the station has handled appears.
- **Reply (error):** same envelope with an `"error"` field instead of the data: `"invalid_station"` (no such station) or `"response_too_large"`. `get_station()` raises `ValueError` for these.
Correlation, the `update_frequency` subscription requirement (auto-subscribed on first use), and the paused-game timeout behave exactly as described for the Timetable Query above.
### Station Cargo Flow Breakdown
`get_station_cargo()` drills into a single cargo type at one station and returns how its **waiting** (real-time) and **planned** amounts split across the cargo distribution (cargodist) link graph. Cargodist tags every unit with a **source** station (`from`, where it was first loaded) and a **next hop** (`via`, the next station it travels to toward its final destination). There is no per-station store of the *final* destination — the routing destination is the next hop — so the breakdown is offered along those two axes. The GS reads them with the stock `GSStation.GetCargoWaiting{From,Via,FromVia}` / `GetCargoPlanned{From,Via,FromVia}` scalars and the `GSStationList_Cargo{Waiting,Planned}By{From,Via}` (and `…ViaByFrom` / `…FromByVia`) list classes — again no server patch.
- **Request:** `{"command": "get_station_cargo", "station_id": N, "cargo_id": C, "request_id": X}`, optionally with `"from_station"` and/or `"via_station"` filters.
- **Reply (success):** `{"command": "get_station_cargo", "station_id": N, "cargo_id": C, "request_id": X, "waiting": ..., "planned": ..., "waiting_by_from": [{"station", "amount"}, ...], "planned_by_from": [...], "waiting_by_via": [...], "planned_by_via": [...]}`. `waiting`/`planned` are the (filtered) totals; each `*_by_from` list groups by source station and each `*_by_via` list groups by next hop (zero-amount entries omitted). A `station` of `65535` (`STATION_INVALID`) means the source was deleted or — as a next hop — the cargo has no onward routing / is consumed here (also the only next hop for cargo using manual, non-cargodist distribution). Any supplied `from_station`/`via_station` filter is echoed back.
- **Filters:** `via_station` restricts the query (and the `*_by_from` breakdowns) to cargo whose next hop is that station; `from_station` restricts it (and the `*_by_via` breakdowns) to cargo from that source; supplying both makes `waiting`/`planned` the exact source-and-next-hop amount. Pass `65535` to target `STATION_INVALID`.
- **Reply (error):** same envelope with an `"error"` field: `"invalid_station"`, `"invalid_cargo"`, `"invalid_from_station"`/`"invalid_via_station"` (a filter that is neither a valid station nor `STATION_INVALID`), or `"response_too_large"`. `get_station_cargo()` raises `ValueError` for these.
## Vehicle Timetables (Game Port DoCommands)
Unlike vehicle listing, timetables have no stock GameScript API surface (this project adds read-only getters via a server patch — see "Timetable Query" above; writing still has none). Reading and modifying them requires real engine commands (`DoCommand`s) sent over the **game port** (TCP 3979) via `ClientCommand`/`ServerCommand` packets, not the Admin Network. This section covers the wire format; for how to call the methods and what each parameter means, see the [Vehicle Timetables Usage Guide](TIMETABLES.md).

View File

@@ -454,6 +454,49 @@ class OpenTTDAdminClient:
payload["company_id"] = company_id
await self.send_gamescript(payload)
async def list_stations(self, company_id=None):
"""Request a list of stations via GameScript. company_id=None for all companies.
Like list_vehicles(), this is fire-and-forget: the AdminBridge GameScript replies with a
{"stations": [...]} envelope delivered to the on_gamescript callback, so subscribe to
Gamescript updates first (update_frequency(Gamescript, Automatic)) or the reply is dropped.
For a station's live cargo detail (waiting vs planned), use get_station().
"""
payload = {"command": "list_stations"}
if company_id is not None:
payload["company_id"] = company_id
await self.send_gamescript(payload)
async def _gs_query(self, payload, timeout, context):
"""Send a GameScript request and await its correlated reply.
Assigns a fresh request_id, registers a future the ServerGamescript handler resolves when
the matching reply arrives, and (on first use) subscribes to Gamescript updates so the
server actually forwards the reply. `payload` is the request dict without request_id;
`context` is a label used in the ValueError raised on a GameScript-reported error.
Raises asyncio.TimeoutError if no reply arrives within `timeout`, ValueError on an error
reply, and ConnectionError if the admin connection drops while waiting.
"""
from .protocol import AdminUpdateType, AdminUpdateFrequency
if not self._gs_subscribed:
await self.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
self._gs_subscribed = True
self._gs_request_id += 1
rid = self._gs_request_id
fut = asyncio.get_running_loop().create_future()
self._gs_futures[rid] = fut
request = dict(payload)
request["request_id"] = rid
try:
await self.send_gamescript(request)
data = await asyncio.wait_for(fut, timeout)
finally:
self._gs_futures.pop(rid, None)
if "error" in data:
raise ValueError(f"{context}: {data['error']}")
return data
async def get_timetable(self, vehicle_id, timeout=5.0):
"""Fetch an authoritative timetable snapshot for a vehicle via the AdminBridge GameScript.
@@ -470,22 +513,70 @@ class OpenTTDAdminClient:
ValueError on a GameScript-reported error (invalid_vehicle, response_too_large), and
ConnectionError if the admin connection drops while waiting.
"""
from .protocol import AdminUpdateType, AdminUpdateFrequency
if not self._gs_subscribed:
await self.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
self._gs_subscribed = True
self._gs_request_id += 1
rid = self._gs_request_id
fut = asyncio.get_running_loop().create_future()
self._gs_futures[rid] = fut
try:
await self.send_gamescript({"command": "get_timetable", "vehicle_id": vehicle_id, "request_id": rid})
data = await asyncio.wait_for(fut, timeout)
finally:
self._gs_futures.pop(rid, None)
if "error" in data:
raise ValueError(f"get_timetable({vehicle_id}): {data['error']}")
return data
return await self._gs_query(
{"command": "get_timetable", "vehicle_id": vehicle_id}, timeout,
f"get_timetable({vehicle_id})")
async def get_station(self, station_id, timeout=5.0):
"""Fetch an authoritative snapshot of a station's live cargo state via the AdminBridge GameScript.
This queries the real game state (like get_timetable() does for vehicles): it works for any
existing station regardless of when it was built or when this client connected. Auto-subscribes
to Gamescript updates on first use; if you manage update frequencies yourself, ensure
update_frequency(Gamescript, Automatic) is active before calling.
Returns a dict with station-level keys (name, location, owner) and a "cargo" list of per-cargo
dicts. Each cargo dict carries both the real-time and the planned amounts:
- "waiting": units currently sitting at the station (real-time, GSStation.GetCargoWaiting)
- "planned": units planned to move through it per the cargodist link graph
(GSStation.GetCargoPlanned); 0 when cargo distribution is not enabled for that cargo
- "rating": the station's acceptance rating for the cargo as a percentage (0-100),
or None if the station has no rating for that cargo yet
Only cargo types the station has ever handled appear in the list.
Raises asyncio.TimeoutError if no reply arrives (e.g. game paused, GS not loaded),
ValueError on a GameScript-reported error (invalid_station, response_too_large), and
ConnectionError if the admin connection drops while waiting.
"""
return await self._gs_query(
{"command": "get_station", "station_id": station_id}, timeout,
f"get_station({station_id})")
async def get_station_cargo(self, station_id, cargo_id, from_station=None, via_station=None, timeout=5.0):
"""Fetch a per-source / per-next-hop breakdown of one cargo at a station via the AdminBridge GS.
Where get_station() reports each cargo's totals, this drills into a single cargo type and
shows how the waiting (real-time) and planned amounts split across the cargo distribution
(cargodist) link graph. Cargodist tracks every unit by its source station (where it was
first loaded) and its next hop (the next station it heads to on the way to its final
destination); there is no separate "final destination" store, so the routing destination is
the next hop ("via").
Returns a dict with the (optionally filtered) totals "waiting" and "planned", plus four
breakdown lists, each a list of {"station": id, "amount": n} entries (zero amounts omitted):
- "waiting_by_from" / "planned_by_from": grouped by source station
- "waiting_by_via" / "planned_by_via": grouped by next hop (routing destination)
A station id of 65535 (STATION_INVALID) marks cargo whose source was deleted or, as a next
hop, cargo with no onward routing / to be consumed at this station (also the sole next hop
for cargo types using manual, non-cargodist distribution).
Optional filters narrow the query:
- from_station: only cargo originating at this source station.
- via_station: only cargo whose next hop is this station.
Passing from_station restricts the by_via breakdown to that source (and the totals to it);
passing via_station restricts the by_from breakdown to that next hop; passing both makes the
totals the exact source+next-hop amount. Pass 65535 for either to target STATION_INVALID.
Raises asyncio.TimeoutError if no reply arrives (e.g. game paused, GS not loaded),
ValueError on a GameScript-reported error (invalid_station, invalid_cargo,
response_too_large), and ConnectionError if the admin connection drops while waiting.
"""
payload = {"command": "get_station_cargo", "station_id": station_id, "cargo_id": cargo_id}
if from_station is not None:
payload["from_station"] = from_station
if via_station is not None:
payload["via_station"] = via_station
return await self._gs_query(payload, timeout, f"get_station_cargo({station_id}, {cargo_id})")
async def send_gamescript(self, json_data):
"""Send a JSON string to the GameScript."""

View File

@@ -50,6 +50,41 @@ async def run_admin():
print("--- Requesting vehicle info via GameScript ---")
await admin.list_vehicles()
# Capture station-list replies (delivered to on_gamescript, like list_vehicles) while
# still logging every other GameScript message.
stations = []
def gamescript_capture(data):
if isinstance(data, dict) and "stations" in data:
stations.append(data["stations"])
gamescript_logger(data)
admin.on_gamescript = gamescript_capture
print("--- Requesting station info via GameScript ---")
await admin.list_stations()
await asyncio.sleep(1)
# Fetch one station's authoritative live cargo (real-time waiting + planned).
if stations and stations[-1]:
sid = stations[-1][0]["id"]
try:
data = await admin.get_station(sid, timeout=10.0)
print(f"--- Station {sid} ({data.get('name')}) cargo: real-time waiting vs planned ---")
for cargo in data.get("cargo", []):
print(f" cargo {cargo['cargo_id']}: waiting={cargo['waiting']} "
f"planned={cargo['planned']} rating={cargo['rating']}")
# Break the first cargo down by source station and by next hop (routing destination).
if data.get("cargo"):
cid = data["cargo"][0]["cargo_id"]
flow = await admin.get_station_cargo(sid, cid, timeout=10.0)
print(f"--- Station {sid} cargo {cid} flow breakdown (station 65535 = none/deleted) ---")
print(f" waiting by source: {flow['waiting_by_from']}")
print(f" waiting by next hop: {flow['waiting_by_via']}")
print(f" planned by source: {flow['planned_by_from']}")
print(f" planned by next hop: {flow['planned_by_via']}")
except Exception as e:
print(f"!!! station query failed: {e}")
await asyncio.sleep(5)
print("--- Quitting ---")
await admin.quit()

View File

@@ -46,6 +46,20 @@ async def test_admin_list_vehicles():
assert decode_gamescript_payload(proto.sent[0]) == {"command": "list_vehicles"}
assert decode_gamescript_payload(proto.sent[1]) == {"command": "list_vehicles", "company_id": 2}
@pytest.mark.asyncio
async def test_admin_list_stations():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
proto = MockProtocol()
client._protocol = proto
client._transport = MockTransport()
await client.list_stations()
await client.list_stations(company_id=2)
assert len(proto.sent) == 2
assert decode_gamescript_payload(proto.sent[0]) == {"command": "list_stations"}
assert decode_gamescript_payload(proto.sent[1]) == {"command": "list_stations", "company_id": 2}
@pytest.mark.asyncio
async def test_admin_client_connect_and_actions(monkeypatch):
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
@@ -258,6 +272,117 @@ async def test_admin_get_timetable_disconnect_fails_pending():
await task
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_get_station_request_and_response():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
proto = MockProtocol()
client._protocol = proto
client._transport = MockTransport()
task = asyncio.ensure_future(client.get_station(3))
await asyncio.sleep(0) # let the task send the request
# First use auto-subscribes to Gamescript updates, then sends the query.
assert len(proto.sent) == 2
assert proto.sent[0][2] == PacketAdminType.AdminUpdateFrequency
assert decode_gamescript_payload(proto.sent[1]) == {
"command": "get_station", "station_id": 3, "request_id": 1,
}
response = {"command": "get_station", "station_id": 3, "request_id": 1,
"name": "Test Central", "location": 12345, "owner": 0,
"cargo": [{"cargo_id": 0, "waiting": 42, "planned": 17, "rating": 71}]}
await client.receive_ServerGamescript(None, data=response)
assert await task == response
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_get_station_error_response():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
client._protocol = MockProtocol()
client._transport = MockTransport()
task = asyncio.ensure_future(client.get_station(65535))
await asyncio.sleep(0)
await client.receive_ServerGamescript(
None, data={"command": "get_station", "station_id": 65535,
"request_id": 1, "error": "invalid_station"})
with pytest.raises(ValueError, match="invalid_station"):
await task
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_get_station_timeout():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
client._protocol = MockProtocol()
client._transport = MockTransport()
with pytest.raises(asyncio.TimeoutError):
await client.get_station(3, timeout=0.05)
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_get_station_cargo_request_and_response():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
proto = MockProtocol()
client._protocol = proto
client._transport = MockTransport()
task = asyncio.ensure_future(client.get_station_cargo(3, 0))
await asyncio.sleep(0) # let the task send the request
# First use auto-subscribes to Gamescript updates, then sends the query.
assert len(proto.sent) == 2
assert proto.sent[0][2] == PacketAdminType.AdminUpdateFrequency
assert decode_gamescript_payload(proto.sent[1]) == {
"command": "get_station_cargo", "station_id": 3, "cargo_id": 0, "request_id": 1,
}
response = {"command": "get_station_cargo", "station_id": 3, "cargo_id": 0, "request_id": 1,
"waiting": 60, "planned": 40,
"waiting_by_from": [{"station": 5, "amount": 25}, {"station": 6, "amount": 35}],
"planned_by_from": [{"station": 5, "amount": 40}],
"waiting_by_via": [{"station": 7, "amount": 60}],
"planned_by_via": [{"station": 7, "amount": 40}]}
await client.receive_ServerGamescript(None, data=response)
assert await task == response
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_get_station_cargo_with_filters_encoding():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
proto = MockProtocol()
client._protocol = proto
client._transport = MockTransport()
client._gs_subscribed = True # skip the auto-subscribe so only the query is sent
task = asyncio.ensure_future(client.get_station_cargo(3, 0, from_station=6, via_station=7))
await asyncio.sleep(0)
assert len(proto.sent) == 1
assert decode_gamescript_payload(proto.sent[0]) == {
"command": "get_station_cargo", "station_id": 3, "cargo_id": 0,
"from_station": 6, "via_station": 7, "request_id": 1,
}
await client.receive_ServerGamescript(
None, data={"request_id": 1, "waiting": 12, "planned": 8})
assert (await task)["waiting"] == 12
@pytest.mark.asyncio
async def test_admin_get_station_cargo_error_response():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")
client._protocol = MockProtocol()
client._transport = MockTransport()
task = asyncio.ensure_future(client.get_station_cargo(3, 999))
await asyncio.sleep(0)
await client.receive_ServerGamescript(
None, data={"command": "get_station_cargo", "station_id": 3, "cargo_id": 999,
"request_id": 1, "error": "invalid_cargo"})
with pytest.raises(ValueError, match="invalid_cargo"):
await task
assert client._gs_futures == {}
@pytest.mark.asyncio
async def test_admin_gamescript_passthrough_unmatched():
client = OpenTTDAdminClient("127.0.0.1", port=3977, admin_name="TestAdmin")

View File

@@ -464,6 +464,133 @@ async def test_e2e_admin_get_timetable_invalid_vehicle(connected_admin):
with pytest.raises(ValueError, match="invalid_vehicle"):
await connected_admin.get_timetable(65535, timeout=10.0)
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_list_stations_all_companies(connected_admin):
# Public function: list_stations()
# Input 1: all companies (no company_id)
responses = []
connected_admin.on_gamescript = lambda data: responses.append(data)
await connected_admin.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
await connected_admin.list_stations()
await asyncio.sleep(0.5)
assert not connected_admin.shutdown_event.is_set()
assert len(responses) >= 1
assert "stations" in responses[-1]
assert isinstance(responses[-1]["stations"], list)
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_list_stations_specific_company(connected_admin):
# Public function: list_stations()
# Input 2: specific company_id
responses = []
connected_admin.on_gamescript = lambda data: responses.append(data)
await connected_admin.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
await connected_admin.list_stations(company_id=0)
await asyncio.sleep(0.5)
assert not connected_admin.shutdown_event.is_set()
assert len(responses) >= 1
assert "stations" in responses[-1]
assert isinstance(responses[-1]["stations"], list)
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_get_station_valid_station(connected_admin):
# Public function: get_station()
# Input 1: a real station id discovered via list_stations
responses = []
connected_admin.on_gamescript = lambda data: responses.append(data)
await connected_admin.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
await connected_admin.list_stations()
await asyncio.sleep(0.5)
assert len(responses) >= 1 and "stations" in responses[-1]
stations = responses[-1]["stations"]
if not stations:
pytest.skip("No stations on the test server to query.")
sid = stations[0]["id"]
data = await connected_admin.get_station(sid, timeout=10.0)
assert data["station_id"] == sid
assert "cargo" in data
assert isinstance(data["cargo"], list)
for cargo in data["cargo"]:
for key in ("cargo_id", "waiting", "planned", "rating"):
assert key in cargo
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_get_station_invalid_station(connected_admin):
# Public function: get_station()
# Input 2: an id no station can have -> GameScript reports invalid_station
with pytest.raises(ValueError, match="invalid_station"):
await connected_admin.get_station(65535, timeout=10.0)
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_get_station_cargo_breakdown(connected_admin):
# Public function: get_station_cargo()
# Input 1: a real station + a cargo it has handled, discovered via list_stations/get_station
responses = []
connected_admin.on_gamescript = lambda data: responses.append(data)
await connected_admin.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
await connected_admin.list_stations()
await asyncio.sleep(0.5)
assert responses and "stations" in responses[-1]
stations = responses[-1]["stations"]
if not stations:
pytest.skip("No stations on the test server to query.")
# Find a station/cargo pair that actually has cargo data.
target = None
for st in stations:
detail = await connected_admin.get_station(st["id"], timeout=10.0)
if detail["cargo"]:
target = (st["id"], detail["cargo"][0]["cargo_id"])
break
if target is None:
pytest.skip("No station with handled cargo to break down.")
sid, cid = target
data = await connected_admin.get_station_cargo(sid, cid, timeout=10.0)
assert data["station_id"] == sid and data["cargo_id"] == cid
for key in ("waiting", "planned",
"waiting_by_from", "planned_by_from", "waiting_by_via", "planned_by_via"):
assert key in data
for key in ("waiting_by_from", "planned_by_from", "waiting_by_via", "planned_by_via"):
assert isinstance(data[key], list)
for entry in data[key]:
assert "station" in entry and "amount" in entry
# Input 2: the same query narrowed by a next-hop (via) filter is accepted and echoes it back.
filtered = await connected_admin.get_station_cargo(sid, cid, via_station=sid, timeout=10.0)
assert filtered["via_station"] == sid
@pytest.mark.e2e
@pytest.mark.asyncio
async def test_e2e_admin_get_station_cargo_invalid_cargo(connected_admin):
# Public function: get_station_cargo()
# A cargo id no cargo can have -> GameScript reports invalid_cargo. Needs a valid station.
responses = []
connected_admin.on_gamescript = lambda data: responses.append(data)
await connected_admin.update_frequency(AdminUpdateType.Gamescript, AdminUpdateFrequency.Automatic)
await connected_admin.list_stations()
await asyncio.sleep(0.5)
assert responses and "stations" in responses[-1]
stations = responses[-1]["stations"]
if not stations:
pytest.skip("No stations on the test server to query.")
with pytest.raises(ValueError, match="invalid_cargo"):
await connected_admin.get_station_cargo(stations[0]["id"], 250, timeout=10.0)
# --- Protocol Public Functions ---