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
564 lines
19 KiB
TypeScript
564 lines
19 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { webcrypto } from 'node:crypto';
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import { readFileSync, readdirSync } from 'node:fs';
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import { DatabaseSync } from 'node:sqlite';
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import { runInNewContext } from 'node:vm';
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import ts from 'typescript';
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import * as engine from '../game/engine';
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import * as bots from '../game/bots';
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import * as seatAiDelegation from '../lib/seat-ai-delegation';
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import { baseDeck } from '../game/cards';
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import {
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createStrongholdCards,
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type StrongholdId,
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} from '../game/stronghold-cards';
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import { MOBILE_LOCATION, MOBILE_STRONGHOLD } from '../game/board';
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import type * as Rooms from '../db/rooms';
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/** Execute the production room module and SQL, with a hook immediately before its CAS. */
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function unitStore(runBots = bots.runBots) {
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const sqlite = new DatabaseSync(':memory:');
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const hooks: { beforeWrite?: () => Promise<void> } = {};
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const writes: { expected: number; changes: number }[] = [];
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for (const file of readdirSync(new URL('../drizzle/', import.meta.url))
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.filter((f) => f.endsWith('.sql'))
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.sort())
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sqlite.exec(
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readFileSync(new URL('../drizzle/' + file, import.meta.url), 'utf8'),
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);
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class Statement {
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values: (string | number | null)[] = [];
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constructor(readonly sql: string) {}
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bind(...values: (string | number | null)[]) {
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this.values = values;
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return this;
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}
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async first() {
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return sqlite.prepare(this.sql).get(...this.values) ?? null;
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}
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async run() {
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const continuation = this.sql.startsWith('UPDATE rooms SET state');
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if (continuation) await hooks.beforeWrite?.();
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const changes = Number(
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sqlite.prepare(this.sql).run(...this.values).changes,
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);
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if (continuation)
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writes.push({ expected: Number(this.values[3]), changes });
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return { meta: { changes } };
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}
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}
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const database = {
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prepare: (sql: string) => new Statement(sql),
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batch: async (statements: Statement[]) => {
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sqlite.exec('BEGIN');
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try {
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const results = [];
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for (const statement of statements) results.push(await statement.run());
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sqlite.exec('COMMIT');
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return results;
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} catch (error) {
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sqlite.exec('ROLLBACK');
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throw error;
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}
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},
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};
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function loadRooms() {
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const exports = {};
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runInNewContext(
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ts.transpileModule(
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readFileSync(new URL('../db/rooms.ts', import.meta.url), 'utf8'),
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{
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compilerOptions: {
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module: ts.ModuleKind.CommonJS,
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target: ts.ScriptTarget.ES2022,
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},
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},
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).outputText,
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{
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exports,
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crypto: webcrypto,
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TextEncoder,
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structuredClone,
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// Keep persisted JSON values in the test realm for strict structural assertions.
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JSON,
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require: (name: string) => {
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if (name === 'cloudflare:workers') return { env: { DB: database } };
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if (name === '@/game/engine') return engine;
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if (name === '@/game/bots') return { ...bots, runBots };
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if (name === '@/lib/seat-ai-delegation') return seatAiDelegation;
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throw new Error('Unexpected module ' + name);
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},
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},
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);
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return exports as typeof Rooms;
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}
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return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
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}
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const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
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async function fixture() {
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const store = unitStore();
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const created = await store.rooms.createRoom(
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'Mobile owner',
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'guild',
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false,
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[],
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);
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const code = created.view.code;
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const enemy = await store.rooms.joinRoom(code, 'Opponent', 'emperor');
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const observer = await store.rooms.joinRoom(code, 'Observer', 'atreides');
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const tokens = [created.token, enemy.token!, observer.token!];
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const seats = await Promise.all(
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tokens.map((token) => store.rooms.authenticate(code, token)),
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);
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const action = async (index: number, command: engine.Action) => {
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const current = await store.restart().readRoom(code);
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await store
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.restart()
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.act(code, seats[index], current.version, command, clock);
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return store.restart().readRoom(code);
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};
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for (const index of [0, 1, 2]) await action(index, { type: 'ready' });
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let initial = await action(0, { type: 'start' });
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for (const [index, player] of initial.players.entries())
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if (player.traitorChoices.length)
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await action(index, {
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type: 'traitor',
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leader: player.traitorChoices[0],
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});
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initial = await store.restart().readRoom(code);
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assert.equal(initial.status, 'playing');
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Object.assign(initial, {
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advanced: true,
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phase: 6,
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turn: 2,
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storm: 18,
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active: seats[0].playerId,
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order: seats.map((seat) => seat.playerId),
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deck: baseDeck(),
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discard: [],
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decision: null,
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response: null,
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phaseOpening: null,
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mobileStronghold: { location: 'red_chasm:7' },
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strongholdCards: createStrongholdCards(),
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});
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initial.strongholdCards!.claimedTurn = 1;
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initial.strongholdCards!.owners.hidden_mobile_stronghold = seats[0].playerId;
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// Current physical control supplies copy choices even when someone else holds a card.
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initial.strongholdCards!.owners.arrakeen = seats[1].playerId;
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initial.strongholdCards!.owners.sietch_tabr = seats[2].playerId;
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for (const [index, player] of initial.players.entries()) {
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player.hand = [];
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player.spice = 20;
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player.forces = index < 2 ? { [MOBILE_LOCATION]: 6 } : {};
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player.reserves = index < 2 ? 14 : 20;
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player.traitors = [];
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player.ally = null;
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delete player.elites;
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const kind = index === 0 ? 'worthless' : index === 1 ? 'shield' : 'poison';
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const at = initial.deck.findIndex((card) => card.kind === kind);
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assert.ok(at >= 0);
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player.hand.push(initial.deck.splice(at, 1)[0]);
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}
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Object.assign(initial.players[0].forces, {
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'arrakeen:10': 1,
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'sietch_tabr:14': 1,
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});
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initial.players[0].reserves -= 2;
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const save = (g: engine.Game) =>
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store.sqlite
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.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
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.run(JSON.stringify(g), g.version, code);
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// Only this in-memory room receives the battle fixture. Every later command uses production APIs.
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save(initial);
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let pending = await action(0, {
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type: 'chooseBattle',
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territory: MOBILE_STRONGHOLD,
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target: seats[1].playerId,
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});
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for (const index of [0, 1])
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if (pending.battle?.preLeader && !pending.battle.preLeader.closed)
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pending = await action(index, {
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type: 'battlePreparationReady',
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event: pending.battle.event,
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});
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assert.equal(pending.decision?.kind, 'strongholdCopy');
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if (pending.decision?.kind !== 'strongholdCopy')
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throw Error('Copy choice missing');
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assert.deepEqual(pending.decision.choices, ['arrakeen', 'sietch_tabr']);
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store.writes.length = 0;
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return { ...store, code, seats, tokens, action, initial, pending, save };
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}
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type Fixture = Awaited<ReturnType<typeof fixture>>;
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async function prepare(f: Fixture) {
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for (let limit = 0; limit < 30; limit++) {
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const g = await f.restart().readRoom(f.code);
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if (g.response) {
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const index = g.players.findIndex(
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(p) => !g.response!.passed.includes(p.id),
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);
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await f.action(index, { type: 'passResponse' });
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} else if (g.battle?.preparation) {
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await f.action(
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f.seats.findIndex((p) => p.playerId === g.battle!.preparation!.owner),
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{ type: 'declineBattlePower' },
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);
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} else if (g.decision?.kind === 'fullPlanOffer') {
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await f.action(
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f.seats.findIndex((p) => p.playerId === g.decision!.player),
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{ type: 'decision', decline: true },
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);
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} else return g;
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}
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throw Error('Battle preparation did not finish');
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}
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function inventory(g: engine.Game) {
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return [...g.deck, ...g.discard, ...g.players.flatMap((p) => p.hand)]
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.map((c) => c.id)
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.sort();
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}
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async function rejectUnchanged(
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f: Fixture,
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index: number,
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command: engine.Action,
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version?: number,
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) {
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const before = await f.restart().readRoom(f.code);
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const writes = f.writes.length;
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await assert.rejects(
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f
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.restart()
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.act(f.code, f.seats[index], version ?? before.version, command, clock),
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);
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assert.equal(f.writes.length, writes);
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assert.deepEqual(await f.restart().readRoom(f.code), before);
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}
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async function race(
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f: Fixture,
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index: number,
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commands: [engine.Action, engine.Action],
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) {
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const before = await f.restart().readRoom(f.code);
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let release!: () => void;
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let arrivals = 0;
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const waiting = new Promise<void>((resolve) => {
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release = resolve;
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});
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f.writes.length = 0;
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f.hooks.beforeWrite = async () => {
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if (++arrivals === 2) release();
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await waiting;
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};
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try {
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const attempts = await Promise.allSettled(
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commands.map((command) =>
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f.restart().act(f.code, f.seats[index], before.version, command, clock),
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),
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);
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assert.equal(
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attempts.filter((attempt) => attempt.status === 'fulfilled').length,
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1,
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);
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assert.equal(
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attempts.filter((attempt) => attempt.status === 'rejected').length,
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1,
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);
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assert.deepEqual(
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f.writes.map((write) => write.changes).sort((a, b) => a - b),
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[0, 1],
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);
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const after = await f.restart().readRoom(f.code);
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assert.equal(after.version, before.version + 1);
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return after;
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} finally {
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f.hooks.beforeWrite = undefined;
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}
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}
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async function plan(f: Fixture, index: number, dial: number, support = 0) {
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const g = await f.restart().readRoom(f.code);
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const player = g.players[index];
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const leader = [...player.leaders].sort((a, b) =>
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index === 0 ? b.strength - a.strength : a.strength - b.strength,
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)[0];
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return f.action(index, {
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type: 'battlePlan',
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dial,
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support,
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leader: leader.id,
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...(index === 0
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? { weapon: player.hand.find((c) => c.kind === 'worthless')!.id }
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: {}),
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});
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}
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void test('mobile copy persists through module reload and real seat recovery; later private plans stay sealed', async () => {
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const f = await fixture();
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try {
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const pending = f.pending;
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assert.deepEqual(await f.restart().readRoom(f.code), pending);
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await f.restart().continueRoomAutomatic(f.code, clock);
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assert.equal(f.writes.length, 0);
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for (const seat of f.seats) {
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const view = await f.restart().readSeatView(f.code, seat);
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assert.deepEqual(view.strongholdCards, pending.strongholdCards);
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assert.deepEqual(view.battle!.plans, {});
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assert.deepEqual(view.battle!.cards, []);
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for (const player of view.players)
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assert.deepEqual(
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player.hand,
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player.id === seat.playerId
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? pending.players.find((p) => p.id === player.id)!.hand
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: undefined,
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);
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}
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const recoverySecret = 'a'.repeat(64),
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newSessionToken = 'b'.repeat(64);
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await f
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.restart()
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.setRecoveryKey(f.code, f.seats[0], pending.version, recoverySecret);
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const secured = await f.restart().readRoom(f.code);
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await f.restart().recoverSeat(f.code, {
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playerId: f.seats[0].playerId,
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recoverySecret,
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operationId: '1452d78d-b3ba-4359-8af5-56d8f410aa81',
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newSessionToken,
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});
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await assert.rejects(f.restart().authenticate(f.code, f.tokens[0]));
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f.seats[0] = await f.restart().authenticate(f.code, newSessionToken);
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const recovered = await f.restart().readRoom(f.code);
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assert.deepEqual(recovered.decision, pending.decision);
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assert.deepEqual(recovered.strongholdCards, pending.strongholdCards);
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assert.deepEqual(recovered.players, pending.players);
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assert.deepEqual(recovered.battle, pending.battle);
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assert.equal(recovered.version, secured.version + 1);
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await f.action(0, {
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type: 'decision',
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event: pending.battle!.event,
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stronghold: 'arrakeen',
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});
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await prepare(f);
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const sealed = await plan(f, 0, 2, 2);
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assert.equal(sealed.battle!.revealed, false);
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for (const [index, seat] of f.seats.entries()) {
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const view = await f.restart().readSeatView(f.code, seat);
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assert.equal(view.battle!.strongholdCopy, 'arrakeen');
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assert.deepEqual(view.battle!.cards, []);
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assert.deepEqual(
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view.battle!.plans,
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index === 0 ? sealed.battle!.plans : {},
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);
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}
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const writes = f.writes.length;
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await f.restart().continueRoomAutomatic(f.code, clock);
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assert.equal(f.writes.length, writes);
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assert.deepEqual(await f.restart().readRoom(f.code), sealed);
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} finally {
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f.sqlite.close();
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}
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});
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void test('wrong actor, stale event, unoffered and competing mobile choices cannot change the saved effect twice', async () => {
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for (const competing of [false, true]) {
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const f = await fixture();
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try {
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const event = f.pending.battle!.event;
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const choice: engine.Action = {
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type: 'decision',
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event,
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stronghold: 'arrakeen',
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};
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await rejectUnchanged(f, 1, choice);
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await rejectUnchanged(f, 0, { ...choice, event: 'stale' });
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await rejectUnchanged(f, 0, { ...choice, stronghold: 'carthag' });
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await rejectUnchanged(f, 1, {
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type: 'battlePlan',
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dial: 0,
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leader: f.pending.players[1].leaders[0].id,
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});
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const after = await race(f, 0, [
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choice,
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competing ? { ...choice, stronghold: 'sietch_tabr' } : choice,
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]);
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assert.ok(
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['arrakeen', 'sietch_tabr'].includes(after.battle!.strongholdCopy!),
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);
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if (!competing) assert.equal(after.battle!.strongholdCopy, 'arrakeen');
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assert.equal(
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after.log.filter((entry) =>
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entry.text.includes('as their copied mobile Stronghold advantage'),
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).length,
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1,
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);
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assert.deepEqual(after.strongholdCards, f.pending.strongholdCards);
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assert.deepEqual(inventory(after), inventory(f.pending));
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assert.deepEqual(
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after.players.map((p) => p.spice),
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[20, 20, 20],
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);
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await rejectUnchanged(f, 0, choice, f.pending.version);
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|
await rejectUnchanged(f, 0, {
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...choice,
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stronghold:
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after.battle!.strongholdCopy === 'arrakeen'
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? 'sietch_tabr'
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: 'arrakeen',
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});
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assert.deepEqual(await f.restart().readRoom(f.code), after);
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|
} finally {
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f.sqlite.close();
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}
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}
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});
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|
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void test('copied support subsidy and victory income settle once under duplicate final battle submission and persist through cleanup reloads', async () => {
|
|
for (const copy of ['arrakeen', 'sietch_tabr'] as StrongholdId[]) {
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|
const f = await fixture();
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|
try {
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|
await f.action(0, {
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|
type: 'decision',
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|
event: f.pending.battle!.event,
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|
stronghold: copy,
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|
});
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|
await prepare(f);
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|
await plan(f, 0, 3, 3);
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|
const revealed = await plan(f, 1, 1.5, 0);
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|
assert.equal(revealed.battle!.revealed, true);
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|
assert.deepEqual(
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|
revealed.players.map((p) => p.spice),
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|
[20, 20, 20],
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|
);
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|
await f.action(1, { type: 'traitorCall', call: false });
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|
const before = await f.restart().readRoom(f.code);
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|
const finish: engine.Action = { type: 'traitorCall', call: false };
|
|
const after = await race(f, 0, [finish, finish]);
|
|
assert.equal(after.battle, null);
|
|
assert.equal(after.decision?.kind, 'battleCards');
|
|
assert.equal(after.players[0].spice, copy === 'arrakeen' ? 19 : 18);
|
|
assert.equal(after.players[1].spice, 20);
|
|
assert.equal(after.players[0].forces[MOBILE_LOCATION], 3);
|
|
assert.equal(after.players[1].forces[MOBILE_LOCATION], undefined);
|
|
assert.equal(after.players[0].tanks, 3);
|
|
assert.equal(after.players[1].tanks, 6);
|
|
assert.deepEqual(after.strongholdCards, f.pending.strongholdCards);
|
|
assert.deepEqual(inventory(after), inventory(before));
|
|
assert.equal(
|
|
after.log.filter((entry) => entry.text.includes('Sietch Tabr victory'))
|
|
.length,
|
|
copy === 'sietch_tabr' ? 1 : 0,
|
|
);
|
|
assert.equal(
|
|
after.log.filter((entry) =>
|
|
entry.text.includes('won in Hidden Mobile Stronghold'),
|
|
).length,
|
|
1,
|
|
);
|
|
await rejectUnchanged(f, 0, finish, before.version);
|
|
await rejectUnchanged(f, 0, finish);
|
|
const writes = f.writes.length;
|
|
for (let restart = 0; restart < 3; restart++) {
|
|
await f.restart().continueRoomAutomatic(f.code, clock);
|
|
const view = await f.restart().readSeatView(f.code, f.seats[0]);
|
|
assert.deepEqual(view.strongholdCards, after.strongholdCards);
|
|
assert.equal(view.players[0].spice, after.players[0].spice);
|
|
assert.deepEqual(await f.restart().readRoom(f.code), after);
|
|
}
|
|
assert.equal(f.writes.length, writes);
|
|
} finally {
|
|
f.sqlite.close();
|
|
}
|
|
}
|
|
});
|
|
|
|
void test('corrupted saved copy bindings reject actions and normalization while room recovery leaves the pending human choice unchanged', async () => {
|
|
const f = await fixture();
|
|
try {
|
|
const mutations: [string, (g: engine.Game) => void][] = [
|
|
[
|
|
'stale event',
|
|
(g) => {
|
|
if (g.decision?.kind === 'strongholdCopy') g.decision.event = 'stale';
|
|
},
|
|
],
|
|
[
|
|
'wrong decision owner',
|
|
(g) => {
|
|
if (g.decision?.kind === 'strongholdCopy')
|
|
g.decision.player = f.seats[1].playerId;
|
|
},
|
|
],
|
|
[
|
|
'duplicated choices',
|
|
(g) => {
|
|
if (g.decision?.kind === 'strongholdCopy')
|
|
g.decision.choices = ['arrakeen', 'arrakeen'];
|
|
},
|
|
],
|
|
[
|
|
'uncontrolled choice',
|
|
(g) => {
|
|
if (g.decision?.kind === 'strongholdCopy')
|
|
g.decision.choices = ['arrakeen', 'carthag'];
|
|
},
|
|
],
|
|
[
|
|
'lost physical control',
|
|
(g) => {
|
|
delete g.players[0].forces['sietch_tabr:14'];
|
|
g.players[0].reserves++;
|
|
},
|
|
],
|
|
[
|
|
'wrong phase',
|
|
(g) => {
|
|
g.phase = 7;
|
|
},
|
|
],
|
|
[
|
|
'previous copy',
|
|
(g) => {
|
|
g.battle!.strongholdCopy = 'arrakeen';
|
|
},
|
|
],
|
|
[
|
|
'premature plan',
|
|
(g) => {
|
|
g.battle!.plans[f.seats[0].playerId] = {
|
|
dial: 0,
|
|
support: 0,
|
|
leader: g.players[0].leaders[0].id,
|
|
weapon: null,
|
|
defense: null,
|
|
};
|
|
},
|
|
],
|
|
];
|
|
for (const [name, mutate] of mutations) {
|
|
const malformed = structuredClone(f.pending);
|
|
mutate(malformed);
|
|
f.save(malformed);
|
|
f.writes.length = 0;
|
|
await rejectUnchanged(f, 0, {
|
|
type: 'decision',
|
|
event: f.pending.battle!.event,
|
|
stronghold: 'arrakeen',
|
|
});
|
|
assert.throws(
|
|
() => engine.normalizeAutomaticGame(malformed),
|
|
/Stronghold/,
|
|
name,
|
|
);
|
|
// The room scheduler never automatically answers a pending human copy choice.
|
|
await f.restart().continueRoomAutomatic(f.code, clock);
|
|
assert.equal(f.writes.length, 0, name);
|
|
assert.deepEqual(await f.restart().readRoom(f.code), malformed, name);
|
|
assert.deepEqual(inventory(malformed), inventory(f.pending), name);
|
|
}
|
|
} finally {
|
|
f.sqlite.close();
|
|
}
|
|
});
|