Files
Dune/tests/homeworld-collection-recovery.test.ts
Quintine b21b2bc378 Add one-use consent for a named player to start seat AI
Let a human owner authorize another human in the started room to start a fixed difficulty once within 24 hours. The owner retains the seat, cookie, private hand, recovery setup and takeback control. Consent is explicit even while online; neither host status nor inactivity authorizes a takeover. Activation enters the existing paced private-view AI path without strategic changes.

Add additive migration 0006, both exact session fences, owner/delegate-only metadata in the authenticated room snapshot, atomic CAS activation and consumption, expiry and terminal retry receipts. Replacement hides older consent; own AI changes invalidate unused consent. Recovery or handover of either bound seat invalidates the grant. Future-version guards prevent stale computed state from overwriting a racing action. Exact browser retry records retain the original operation/version across refresh and cannot rearm old consent. Shared HTTP continuation preserves coalescing across ordinary and control routes.

Independent review found no material remaining issue. Revoke messaging accurately handles activation winning the race. Browser QA exercised grant/revoke, preserved consent after refresh, reciprocal fixed-profile activation, consumed receipts, keyboard takeback and private ownership. The panel now remains expanded after success and action buttons are at least 44px. Responsive screenshot acceptance remains open because the browser viewport override targeted a failed secondary-origin tab; desktop controls and no-overflow width were verified. The QA room is stopped at a genuine human setup decision with both seats taken back.

Types, lint, all 4906 offline tests, production build and all 45 HTTP tests pass on the stable source fingerprint. Seven new offline cases cover client consent/retry validation and real SQLite privacy, restart, one-use races, future versions, takeback, expiry and both-seat recovery/handover; two new HTTP cases cover authentication, injection, fixed-profile continuation and takeback. The first broad run exposed 68 legacy VM fixtures missing the new production dependency; their mappings were updated and the real shared continuation remains exercised. The historical 0005 migration test verifies backfill before applying 0006 for current code.

All 1174 original rooms, 2456 seats and every prior recovery/entry/handover/migration row remain unchanged. SQLite integrity and foreign keys pass; migration and QA added 88 rooms and 188 seats. No reset, server restart, usage check or automation was performed.

The current Sites integration has no supported durable Cron/DO provisioning path. Document this platform blocker rather than adding an inert scheduled export; unattended resumption and broader network-failure acceptance remain unfinished. Full rules, component, AI strength and publication gates remain closed.

Verified source tree: 2d86fc611e9ef4f5a10db10f96687a31db1ec238908ecf1e9333c50fac9ccaa8
2026-09-20 16:30:37 +10:00

495 lines
16 KiB
TypeScript

import test from 'node:test';
import assert from 'node:assert/strict';
import { createHash, webcrypto } from 'node:crypto';
import { readFileSync, readdirSync } from 'node:fs';
import { DatabaseSync } from 'node:sqlite';
import { runInNewContext } from 'node:vm';
import ts from 'typescript';
import * as engine from '../game/engine';
import * as bots from '../game/bots';
import * as seatAiDelegation from '../lib/seat-ai-delegation';
import type * as Rooms from '../db/rooms';
import { homeworldGameIntegrity } from '../game/homeworld-game';
/** Execute the production room module and SQL, with a hook immediately before its CAS. */
function unitStore(runBots = bots.runBots) {
const sqlite = new DatabaseSync(':memory:');
const hooks: { beforeWrite?: () => Promise<void> } = {};
const writes: { expected: number; changes: number }[] = [];
for (const file of readdirSync(new URL('../drizzle/', import.meta.url))
.filter((f) => f.endsWith('.sql'))
.sort())
sqlite.exec(
readFileSync(new URL('../drizzle/' + file, import.meta.url), 'utf8'),
);
class Statement {
values: (string | number | null)[] = [];
constructor(readonly sql: string) {}
bind(...values: (string | number | null)[]) {
this.values = values;
return this;
}
async first() {
return sqlite.prepare(this.sql).get(...this.values) ?? null;
}
async run() {
const continuation = this.sql.startsWith('UPDATE rooms SET state');
if (continuation) await hooks.beforeWrite?.();
const changes = Number(
sqlite.prepare(this.sql).run(...this.values).changes,
);
if (continuation)
writes.push({ expected: Number(this.values[3]), changes });
return { meta: { changes } };
}
}
const database = {
prepare: (sql: string) => new Statement(sql),
batch: async (statements: Statement[]) => {
sqlite.exec('BEGIN');
try {
const results = [];
for (const statement of statements) results.push(await statement.run());
sqlite.exec('COMMIT');
return results;
} catch (error) {
sqlite.exec('ROLLBACK');
throw error;
}
},
};
function loadRooms() {
const exports = {};
runInNewContext(
ts.transpileModule(
readFileSync(new URL('../db/rooms.ts', import.meta.url), 'utf8'),
{
compilerOptions: {
module: ts.ModuleKind.CommonJS,
target: ts.ScriptTarget.ES2022,
},
},
).outputText,
{
exports,
crypto: webcrypto,
TextEncoder,
structuredClone,
// Keep persisted JSON values in the test realm for strict structural assertions.
JSON,
require: (name: string) => {
if (name === 'cloudflare:workers') return { env: { DB: database } };
if (name === '@/game/engine') return engine;
if (name === '@/game/bots') return { ...bots, runBots };
if (name === '@/lib/seat-ai-delegation') return seatAiDelegation;
throw new Error('Unexpected module ' + name);
},
},
);
return exports as typeof Rooms;
}
return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
}
import { baseDeck } from '../game/cards';
import { createTechTokens } from '../game/tech-tokens';
const {
applyAction,
createGame,
initializeHomeworldGameForAudit,
joinGame,
newPlayer,
viewGame,
} = engine;
const { botActions } = bots;
type Game = engine.Game;
const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
const own = (g: Game, id: string) => g.players.find((p) => p.id === id)!;
const reload = (g: Game): Game => JSON.parse(JSON.stringify(g));
type Options = {
advanced?: boolean;
native?: number;
shared?: boolean;
multiple?: boolean;
stronghold?: boolean;
empty?: boolean;
technology?: boolean;
seatIds?: [string, string, string];
};
function fixture(options: Options = {}) {
const [h, partner, a] = options.seatIds ?? ['h', 'g', 'a'];
let g = createGame(
'GIEDICOLLECTION',
newPlayer(h, 'Harkonnen', 'harkonnen'),
options.advanced ?? true,
[],
);
joinGame(g, newPlayer(partner, 'Guild', 'guild'));
joinGame(g, newPlayer(a, 'Atreides', 'atreides'));
// Only the offline lobby faction is selected here; no initialized history is
// altered and public expansion joins retain their existing gates.
if (options.shared) g.players[1] = newPlayer(partner, 'Ecaz', 'ecaz');
g = applyAction(g, h, { type: 'homeworlds', enabled: true });
for (const p of g.players) g = applyAction(g, p.id, { type: 'ready' });
g = initializeHomeworldGameForAudit(g);
for (let n = 0; g.status === 'setup' && n < 40; n++) {
let next: Game | undefined;
for (const p of g.players) {
const view = viewGame(g, p.id);
view.players.find((seat) => seat.id === p.id)!.bot = 'Easy';
const command = botActions(view)[0];
if (command) {
next = applyAction(g, p.id, command);
break;
}
}
assert.ok(next);
g = next;
}
assert.equal(g.status, 'playing');
for (const p of g.players) {
g.deck.push(...p.hand.splice(0));
Object.assign(p, {
spice: 20,
forces: {},
reserves: 20,
tanks: 0,
shipped: true,
moved: 0,
});
}
const hark = own(g, h);
hark.forces = {
'wind_pass:14': 2,
...(options.multiple ? { 'hagga_basin:12': 2 } : {}),
...(options.stronghold ? { 'arrakeen:10': 1 } : {}),
};
hark.reserves = options.native ?? 7;
hark.forces['imperial_basin:10'] =
20 - hark.reserves - Object.values(hark.forces).reduce((a, b) => a + b, 0);
if (options.shared) {
// Ecaz was seated before setup. The later shared position and allocations
// preserve that original signed faction identity.
const ecaz = own(g, partner);
ecaz.forces = {
'wind_pass:14': 2,
...(options.multiple ? { 'hagga_basin:12': 2 } : {}),
...(options.stronghold ? { 'arrakeen:10': 1 } : {}),
};
ecaz.reserves = 20 - Object.values(ecaz.forces).reduce((a, b) => a + b, 0);
ecaz.ally = hark.id;
hark.ally = ecaz.id;
ecaz.allySinceTurn = hark.allySinceTurn = 1;
}
Object.assign(g, {
phase: 5,
turn: 2,
active: a,
movementRemaining: [a],
order: [partner, h, a],
ready: [],
phaseOpening: null,
response: null,
decision: null,
storm: 18,
spice: options.empty
? {}
: {
'wind_pass:14': 3,
...(options.multiple ? { 'hagga_basin:12': 5 } : {}),
},
});
if (options.technology) {
g.techTokens = createTechTokens(g.players);
g.techTokens.heighliners = { owner: h, spice: 2 };
}
inventory(g);
return g;
}
function inventory(g: Game) {
homeworldGameIntegrity(g);
for (const p of g.players) {
assert.equal(
p.reserves + p.tanks + Object.values(p.forces).reduce((a, b) => a + b, 0),
20,
);
const view = viewGame(reload(g), p.id);
for (const other of view.players.filter((other) => other.id !== p.id)) {
assert.equal(other.hand, undefined);
assert.equal(other.spice, undefined);
}
}
assert.deepEqual(
[...g.deck, ...g.discard, ...g.players.flatMap((p) => p.hand)]
.map((c) => c.id)
.sort(),
baseDeck()
.map((c) => c.id)
.sort(),
);
}
async function persisted(options: Options = {}, collection = false) {
const store = unitStore();
const made = await store.rooms.createRoom(
'Giedi SQL QA',
'harkonnen',
true,
[],
);
const code = made.view.code;
const guild = await store.rooms.joinRoom(code, 'Guild', 'guild');
const atreides = await store.rooms.joinRoom(code, 'Atreides', 'atreides');
const tokens = [made.token, guild.token!, atreides.token!];
const auths = await Promise.all(
tokens.map((token) => store.rooms.authenticate(code, token)),
);
const initial = await store.rooms.readRoom(code);
// Bind session identities before genuine setup produces signed history.
let g = fixture({ ...options, seatIds: auths.map((auth) => auth.playerId) as [string, string, string] });
g.code = code;
g.host = auths[0].playerId;
g.version = initial.version;
// Create signed collection receipts only after identities are bound.
if (collection) {
g = applyAction(g, auths[2].playerId, { type: 'endMovement' });
assert.equal(g.phase, 7);
}
const save = (state: Game) =>
store.sqlite
.prepare('UPDATE rooms SET state = ?, version = ? WHERE code = ?')
.run(JSON.stringify(state), state.version, code);
save(g);
const other = await store.rooms.createRoom(
'Untouched observer room',
'atreides',
false,
[],
);
const otherBefore = await store.rooms.readRoom(other.view.code);
store.writes.length = 0;
return {
...store,
code,
tokens,
auths,
ids: auths.map((a) => a.playerId),
initial: g,
save,
otherCode: other.view.code,
otherBefore,
};
}
type Fixture = Awaited<ReturnType<typeof persisted>>;
function snapshot(f: Fixture) {
const row = f.sqlite
.prepare('SELECT state, version FROM rooms WHERE code = ?')
.get(f.code)!;
return {
version: row.version,
hash: createHash('sha256').update(String(row.state)).digest('hex'),
};
}
async function restored(f: Fixture, g: Game) {
const rooms = f.restart();
for (let i = 0; i < f.tokens.length; i++) {
const auth = await rooms.authenticate(f.code, f.tokens[i]);
const view = await rooms.readSeatView(f.code, auth);
assert.deepEqual(view, engine.viewGame(g, f.ids[i]));
for (const other of view.players.filter((p) => p.id !== f.ids[i])) {
assert.equal(other.hand, undefined);
assert.equal(other.spice, undefined);
}
}
inventory(g);
assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
return rooms;
}
function barrier(f: Fixture) {
let count = 0;
let release!: () => void;
const waiting = new Promise<void>((resolve) => {
release = resolve;
});
f.hooks.beforeWrite = async () => {
if (++count === 2) release();
await waiting;
};
}
async function chooseShared(
f: Fixture,
g: Game,
allocation: Record<string, unknown>,
) {
const actor = g.decision!.player;
const auth = f.auths.find((a) => a.playerId === actor)!;
const rooms = await restored(f, g);
await rooms.act(
f.code,
auth,
g.version,
{ type: 'decision', event: g.ecazCollection!.event, allocation },
clock,
);
return rooms.readRoom(f.code);
}
void test('production SQL competing last movements commit multiple desert collection and Giedi bonus exactly once', async () => {
const f = await persisted({ multiple: true });
try {
const rooms = await restored(f, f.initial);
barrier(f);
const results = await Promise.allSettled([
rooms.act(
f.code,
f.auths[2],
f.initial.version,
{ type: 'endMovement' },
clock,
),
f.rooms.act(
f.code,
f.auths[2],
f.initial.version,
{ type: 'endMovement' },
clock,
),
]);
delete f.hooks.beforeWrite;
assert.equal(results.filter((r) => r.status === 'fulfilled').length, 1);
assert.deepEqual(
f.writes.map((w) => w.changes).sort((a, b) => a - b),
[0, 1],
);
const done = await rooms.readRoom(f.code);
assert.equal(done.version, f.initial.version + 1);
assert.equal(done.phase, 7);
assert.equal(done.players[0].spice, 29);
assert.equal(done.giediCollection?.qualifying, 7);
assert.equal(done.giediCollection?.awarded, true);
const before = snapshot(f);
await rooms.continueRoomAutomatic(f.code, clock);
await assert.rejects(
rooms.act(
f.code,
f.auths[2],
done.version,
{ type: 'endMovement' },
clock,
),
);
assert.deepEqual(snapshot(f), before);
await restored(f, done);
} finally {
f.sqlite.close();
}
});
void test('production SQL duplicate shared settlement restores the first positive Giedi award without replay', async () => {
const f = await persisted({ shared: true }, true);
try {
const rooms = await restored(f, f.initial);
assert.equal(f.initial.giediCollection?.awarded, false);
const auth = f.auths.find(
(a) => a.playerId === f.initial.decision!.player,
)!;
const action = {
type: 'decision',
event: f.initial.ecazCollection!.event,
allocation: { kind: 'equal' },
};
barrier(f);
const results = await Promise.allSettled([
rooms.act(f.code, auth, f.initial.version, action, clock),
f.rooms.act(f.code, auth, f.initial.version, action, clock),
]);
delete f.hooks.beforeWrite;
assert.equal(results.filter((r) => r.status === 'fulfilled').length, 1);
assert.deepEqual(
f.writes.map((w) => w.changes).sort((a, b) => a - b),
[0, 1],
);
const done = await rooms.readRoom(f.code);
assert.equal(done.players[0].spice, 24);
assert.equal(done.giediCollection?.qualifying, 2);
assert.equal(done.giediCollection?.awarded, true);
assert.equal(done.ecazCollection!.settled.length, 1);
const before = snapshot(f);
await assert.rejects(rooms.act(f.code, auth, done.version, action, clock));
await rooms.continueRoomAutomatic(f.code, clock);
assert.deepEqual(snapshot(f), before);
await restored(f, done);
} finally {
f.sqlite.close();
}
});
void test('production SQL zero shared allotment remains unawarded after restart and a later positive territory awards once', async () => {
const f = await persisted({ shared: true, multiple: true }, true);
try {
let g = f.initial;
const first =
g.ecazCollection!.allocation!.lots[g.ecazCollection!.allocation!.index];
g = await chooseShared(f, g, { kind: 'propose', ecazShare: first.amount });
g = await chooseShared(f, g, { kind: 'accept' });
assert.equal(g.players[0].spice, 20);
assert.equal(g.giediCollection!.qualifying, 0);
assert.equal(g.giediCollection!.awarded, false);
await restored(f, g);
const next =
g.ecazCollection!.allocation!.lots[g.ecazCollection!.allocation!.index];
g = await chooseShared(f, g, { kind: 'equal' });
assert.equal(g.players[0].spice, 22 + Math.ceil(next.amount / 2));
assert.equal(g.giediCollection!.awarded, true);
assert.equal(g.giediCollection!.qualifying, Math.ceil(next.amount / 2));
const rooms = await restored(f, g);
const before = snapshot(f);
await rooms.continueRoomAutomatic(f.code, clock);
assert.deepEqual(snapshot(f), before);
} finally {
f.sqlite.close();
}
});
void test('production SQL corrupted existing Giedi award receipt rejects private reads and actions without writes', async () => {
const f = await persisted({ multiple: true }, true);
try {
for (const mutate of [
(g: Game) => {
g.giediCollection!.qualifying++;
},
(g: Game) => {
g.giediCollection!.player = f.ids[1];
},
(g: Game) => {
g.giediCollection!.awarded = false;
},
(g: Game) => {
g.giediCollection!.signature = 'replayed';
},
]) {
const corrupt = reload(f.initial);
mutate(corrupt);
f.save(corrupt);
const before = snapshot(f);
const rooms = f.restart();
await assert.rejects(rooms.readSeatView(f.code, f.auths[0]));
await assert.rejects(
rooms.act(
f.code,
f.auths[0],
corrupt.version,
{ type: 'ready' },
clock,
),
);
assert.throws(() => engine.normalizeAutomaticGame(corrupt));
assert.deepEqual(snapshot(f), before);
assert.equal(f.writes.length, 0);
}
f.save(f.initial);
await restored(f, f.initial);
} finally {
f.sqlite.close();
}
});