Files
Dune/tests/homeworld-collection-recovery.test.ts
T
Quintine 28ba1618ba Implement Homeworld mechanics through Caladan reinforcement checkpoint
Connect typed Homeworld custody, transport, battle, income, revival and Caladan reinforcement flows with private multiplayer recovery and controls. Preserve the optimized test workflow and keep unfinished rules modes gated. Verified with 3682 offline tests, typecheck, lint, production build and 40 HTTP tests; existing saved games remain unchanged.
2026-09-10 08:12:26 +10:00

498 lines
15 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 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 };
throw new Error('Unexpected module ' + name);
},
},
);
return exports as typeof Rooms;
}
return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
}
import { baseDeck, leaders } 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;
};
function fixture(options: Options = {}) {
let g = createGame(
'GIEDICOLLECTION',
newPlayer('h', 'Harkonnen', 'harkonnen'),
options.advanced ?? true,
[],
);
joinGame(g, newPlayer('g', 'Guild', 'guild'));
joinGame(g, newPlayer('a', 'Atreides', 'atreides'));
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) {
// Explicit Ecaz faction seam after genuine base Homeworld setup; the shared
// collection and all negotiated allocations still use production actions.
const ecaz = own(g, 'g');
ecaz.faction = 'ecaz';
ecaz.leaders = leaders('ecaz');
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: ['g', '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);
const prepared = fixture(options);
// Preserve the production room credentials while relocating the audited
// fixture's three identities consistently through its JSON keys and values.
let encoded = JSON.stringify(prepared);
for (const [index, id] of ['h', 'g', 'a'].entries())
encoded = encoded.replaceAll(
JSON.stringify(id),
JSON.stringify(auths[index].playerId),
);
let g: Game = JSON.parse(encoded);
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();
}
});