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.
522 lines
24 KiB
TypeScript
522 lines
24 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { createHash, 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 type * as Rooms from '../db/rooms';
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import { homeworldGameIntegrity } from '../game/homeworld-game';
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import { homeworldVictoryObligationSignature } from '../game/homeworld-victory-return';
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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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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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import {
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caladanVictoryFixture,
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prepareVictoryBattle,
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holdVictoryCard,
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victoryInventory,
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victoryPlayer,
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victoryReload,
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} from './fixture-caladan-victory';
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import { caladanAmbassadorFixture } from './fixture-caladan-ambassador';
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type Game = engine.Game;
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const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
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async function persisted(ambassador = false, native = 6) {
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const store = unitStore();
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const made = await store.rooms.createRoom('Caladan SQL QA', 'atreides', ambassador, ambassador ? ['ecaz'] : []);
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const code = made.view.code;
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const guild = await store.rooms.joinRoom(code, 'Guild', 'guild');
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const tokens = [made.token, guild.token!];
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if (ambassador) {
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for (const faction of ['ecaz', 'harkonnen', 'beneGesserit'] as const) {
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const joined = await store.rooms.joinRoom(code, faction, faction);
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tokens.push(joined.token!);
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}
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}
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const auths = await Promise.all(tokens.map((token) => store.rooms.authenticate(code, token)));
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const initial = await store.rooms.readRoom(code);
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let encoded = JSON.stringify(ambassador ? caladanAmbassadorFixture() : caladanVictoryFixture());
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for (const [index, id] of (ambassador ? ['a', 'g', 'ec', 'h', 'bg'] : ['a', 'g']).entries())
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encoded = encoded.replaceAll(JSON.stringify(id), JSON.stringify(auths[index].playerId));
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let g: Game = JSON.parse(encoded);
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g.code = code;
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g.host = auths[0].playerId;
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g.version = initial.version;
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const atreides = victoryPlayer(g, auths[0].playerId);
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atreides.forces['polar_sink:0'] -= native - atreides.reserves;
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atreides.reserves = native;
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// Actual card custody and battle preparation precede the persisted real plans.
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const weapon = holdVictoryCard(g, auths[0].playerId, 'projectile');
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holdVictoryCard(g, auths[1].playerId, 'worthless');
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g = prepareVictoryBattle(g, ambassador ? 'arrakeen' : 'hagga_basin', auths[0].playerId, auths[1].playerId);
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const save = (state: Game) => store.sqlite.prepare('UPDATE rooms SET state = ?, version = ? WHERE code = ?')
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.run(JSON.stringify(state), state.version, code);
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save(g);
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const other = await store.rooms.createRoom('Untouched Caladan observer room', 'fremen', false, []);
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const otherBefore = await store.rooms.readRoom(other.view.code);
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store.writes.length = 0;
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return { ...store, ambassador, code, tokens, auths, ids: auths.map((a) => a.playerId), initial: g,
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weapon, save, otherCode: other.view.code, otherBefore };
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}
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type Fixture = Awaited<ReturnType<typeof persisted>>;
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function snapshot(f: Fixture) {
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const row = f.sqlite.prepare('SELECT state, version FROM rooms WHERE code = ?').get(f.code)!;
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return { version: row.version, hash: createHash('sha256').update(String(row.state)).digest('hex') };
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}
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async function restored(f: Fixture, g: Game) {
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const rooms = f.restart();
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for (let i = 0; i < f.tokens.length; i++) {
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const auth = await rooms.authenticate(f.code, f.tokens[i]);
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const view = await rooms.readSeatView(f.code, auth);
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assert.deepEqual(view, engine.viewGame(g, f.ids[i]));
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for (const other of view.players.filter((p) => p.id !== f.ids[i])) {
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assert.equal(other.hand, undefined);
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assert.equal(other.spice, undefined);
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}
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}
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homeworldGameIntegrity(g);
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victoryInventory(g);
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assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
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return rooms;
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}
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function barrier(f: Fixture) {
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let count = 0;
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let release!: () => void;
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const waiting = new Promise<void>((resolve) => { release = resolve; });
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f.hooks.beforeWrite = async () => { if (++count === 2) release(); await waiting; };
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}
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async function act(f: Fixture, g: Game, actor: string, action: engine.Action) {
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const auth = f.auths.find((a) => a.playerId === actor)!;
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await f.rooms.act(f.code, auth, g.version, action, clock);
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return f.rooms.readRoom(f.code);
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}
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async function opened(f: Fixture) {
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let g = f.initial;
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const winner = victoryPlayer(g, f.ids[0]);
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const loser = victoryPlayer(g, f.ids[1]);
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const winningLeader = winner.leaders.reduce((a, b) => a.strength > b.strength ? a : b);
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const losingLeader = loser.leaders.reduce((a, b) => a.strength < b.strength ? a : b);
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g = await act(f, g, winner.id, { type: 'battlePlan', leader: winningLeader.id, dial: 1, support: g.advanced ? 1 : 0, weapon: f.weapon });
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g = await act(f, g, loser.id, { type: 'battlePlan', leader: losingLeader.id, dial: 0, support: 0 });
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for (let n = 0; g.battle && n < 10; n++) {
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const view = engine.viewGame(g, winner.id).battle!;
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const voter = view.traitorVoters.find((id) => g.battle!.traitorCalls[id] === undefined)!;
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assert.ok(voter);
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g = await act(f, g, voter, { type: 'traitorCall', call: false });
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}
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assert.equal(g.battle, null);
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assert.equal(g.decision?.kind, 'battleCards');
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assert.equal(g.homeworldVictoryReinforcement?.stage, 'waiting');
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// Retain the actual winning weapon using ordinary winner cleanup.
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g = await act(f, g, winner.id, { type: 'decision', discard: [] });
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assert.equal(g.homeworldVictoryReinforcement?.stage, 'choice');
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assert.equal(g.decision?.kind, 'caladanReinforcement');
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assert.equal(g.lastBattleContext?.winner, winner.id);
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assert.equal(g.lastBattleContext?.caladanReinforcement?.completed, false);
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assert.equal(victoryPlayer(g, winner.id).spice, winner.spice + losingLeader.strength - (g.advanced ? 1 : 0));
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await restored(f, g);
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f.writes.length = 0;
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return g;
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}
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function choice(g: Game, decline = false): engine.Action {
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const event = g.homeworldVictoryReinforcement!.event;
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return decline ? { type: 'decision', event, decline: true }
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: { type: 'decision', event, amount: 1, destination: 'hagga_basin:12' };
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}
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void test('production SQL competing Caladan placement and decline commit exactly one victory choice', async () => {
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const f = await persisted();
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try {
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const g = await opened(f);
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const owner = victoryPlayer(g, f.ids[0]);
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const rooms = await restored(f, g);
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barrier(f);
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const results = await Promise.allSettled([
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rooms.act(f.code, f.auths[0], g.version, choice(g), clock),
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f.rooms.act(f.code, f.auths[0], g.version, choice(g, true), clock),
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]);
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delete f.hooks.beforeWrite;
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assert.equal(results.filter((r) => r.status === 'fulfilled').length, 1);
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assert.deepEqual(f.writes.map((w) => w.changes).sort((a, b) => a - b), [0, 1]);
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const done = await rooms.readRoom(f.code);
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const placed = victoryPlayer(done, f.ids[0]);
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const amount = done.homeworldVictoryReinforcement!.destination === 'decline' ? 0 : 1;
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assert.equal(done.version, g.version + 1);
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assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
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assert.equal(done.lastBattleContext?.event, g.lastBattleContext?.event);
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assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
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assert.equal(placed.reserves, owner.reserves - amount);
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assert.equal(placed.forces['hagga_basin:12'], owner.forces['hagga_basin:12'] + amount);
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assert.equal(placed.spice, owner.spice);
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assert.equal(placed.tanks, owner.tanks);
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const before = snapshot(f);
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for (const decline of [false, true])
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await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g, decline), clock));
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await rooms.continueRoomAutomatic(f.code, clock);
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assert.deepEqual(snapshot(f), before);
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await restored(f, done);
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} finally { f.sqlite.close(); }
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});
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void test('production SQL lost Caladan response restores one native withdrawal and does not replay battle bounty', async () => {
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const f = await persisted();
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try {
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const g = await opened(f);
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const owner = victoryPlayer(g, f.ids[0]);
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await f.rooms.act(f.code, f.auths[0], g.version, choice(g), clock);
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const rooms = f.restart();
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const done = await rooms.readRoom(f.code);
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const placed = victoryPlayer(done, f.ids[0]);
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assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
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assert.equal(done.homeworldVictoryReinforcement?.destination, 'hagga_basin:12');
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assert.equal(placed.reserves, 5);
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assert.equal(placed.reserves, owner.reserves - 1);
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assert.equal(placed.forces['hagga_basin:12'], owner.forces['hagga_basin:12'] + 1);
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assert.equal(placed.tanks, owner.tanks);
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assert.equal(placed.spice, owner.spice);
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assert.equal(placed.shipped, owner.shipped);
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assert.equal(placed.moved, owner.moved);
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assert.deepEqual(placed.hand, owner.hand);
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assert.deepEqual(done.lastBattleContext?.combatants, g.lastBattleContext?.combatants);
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assert.equal(done.lastBattleContext?.event, g.lastBattleContext?.event);
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const before = snapshot(f);
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await assert.rejects(rooms.act(f.code, f.auths[0], g.version, choice(g), clock));
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await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g), clock));
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await rooms.continueRoomAutomatic(f.code, clock);
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assert.deepEqual(snapshot(f), before);
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await restored(f, done);
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} finally { f.sqlite.close(); }
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});
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void test('production SQL declined Caladan reinforcement survives reload without withdrawing or repeating a victory', async () => {
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const f = await persisted();
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try {
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const g = await opened(f);
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const done = await act(f, g, f.ids[0], choice(g, true));
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assert.equal(done.homeworldVictoryReinforcement?.destination, 'decline');
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assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
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const beforeOwner = victoryPlayer(g, f.ids[0]);
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const owner = victoryPlayer(done, f.ids[0]);
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for (const field of ['reserves', 'tanks', 'spice', 'forces', 'hand'] as const)
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assert.deepEqual(owner[field], beforeOwner[field]);
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const rooms = await restored(f, done);
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const before = snapshot(f);
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await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g), clock));
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await rooms.continueRoomAutomatic(f.code, clock);
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assert.deepEqual(snapshot(f), before);
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} finally { f.sqlite.close(); }
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});
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void test('production SQL damaged Caladan victory, offer and completion obligations cannot silently finish or write', async () => {
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const f = await persisted();
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try {
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const g = await opened(f);
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for (const mutate of [
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(state: Game) => { delete state.homeworldVictoryReinforcement; },
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(state: Game) => { state.decision = null; },
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(state: Game) => { state.homeworldVictoryReinforcement!.signature = 'replayed'; },
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(state: Game) => { state.homeworldVictoryReinforcement!.territory = 'polar_sink'; },
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(state: Game) => { state.homeworldVictoryReinforcement!.offer!.population++; },
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(state: Game) => { state.homeworldVictoryReinforcement!.offer!.survivors++; },
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(state: Game) => { delete state.homeworldVictoryReinforcement!.offer; },
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(state: Game) => { delete state.lastBattleContext!.caladanReinforcement; },
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(state: Game) => { state.lastBattleContext!.caladanReinforcement!.completed = true; },
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(state: Game) => { state.lastBattleContext!.caladanReinforcement!.signature = 'replayed'; },
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]) {
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const corrupt = victoryReload(g);
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mutate(corrupt);
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f.save(corrupt);
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f.writes.length = 0;
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const before = snapshot(f);
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const rooms = f.restart();
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for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
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await assert.rejects(rooms.act(f.code, f.auths[0], corrupt.version, choice(g), clock));
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assert.throws(() => engine.normalizeAutomaticGame(corrupt));
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assert.deepEqual(snapshot(f), before);
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assert.equal(f.writes.length, 0);
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assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
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}
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} finally { f.sqlite.close(); }
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});
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void test('production SQL completed Caladan arrival cannot be retargeted, reopened or given an invented Ambassador', async () => {
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const f = await persisted();
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try {
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const g = await opened(f);
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const done = await act(f, g, f.ids[0], choice(g));
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for (const mutate of [
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(state: Game) => { state.homeworldVictoryReinforcement!.destination = 'polar_sink:0'; },
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(state: Game) => { state.homeworldVictoryReinforcement!.arrivalSignature = 'replayed'; },
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(state: Game) => { state.homeworldVictoryReinforcement!.stage = 'choice'; },
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(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors!.push({
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event: 'invented', entrant: f.ids[0], destination: 'hagga_basin:12', completed: false,
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}); },
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]) {
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const corrupt = victoryReload(done);
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mutate(corrupt);
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f.save(corrupt);
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f.writes.length = 0;
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const before = snapshot(f);
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const rooms = f.restart();
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for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
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await assert.rejects(rooms.act(f.code, f.auths[0], corrupt.version, choice(g), clock));
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assert.throws(() => engine.normalizeAutomaticGame(corrupt));
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assert.deepEqual(snapshot(f), before);
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assert.equal(f.writes.length, 0);
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assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
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}
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} finally { f.sqlite.close(); }
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});
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async function openedChild(f: Fixture) {
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let g = await opened(f);
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g = await act(f, g, f.ids[0], {
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type: 'decision', event: g.homeworldVictoryReinforcement!.event, amount: 1, destination: 'arrakeen:10',
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});
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assert.equal(g.homeworldVictoryReinforcement?.stage, 'arrival');
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const parent = g.pendingAmbassador!.event;
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g = await act(f, g, f.ids[2], { type: 'decision', event: parent, trigger: true, beneficiary: f.ids[3] });
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g = await act(f, g, f.ids[3], { type: 'decision', event: parent, amount: 2, territory: 'sietch_tabr', sector: 14 });
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assert.equal(g.decision?.kind, 'intrusion');
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g = await act(f, g, f.ids[4], { type: 'decision', accept: false });
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assert.equal(g.decision?.kind, 'advisor');
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g = await act(f, g, f.ids[4], { type: 'decision', accept: true, accompany: true });
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assert.equal(g.response?.kind, 'advisor');
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for (let n = 0; g.response?.kind === 'advisor' && n < 40; n++)
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g = await act(f, g, g.players.find((p) => !g.response!.passed.includes(p.id))!.id, { type: 'passResponse' });
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assert.equal(g.pendingAmbassador?.stage, 'offer');
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assert.equal(g.pendingAmbassador?.entrant, f.ids[4]);
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assert.equal(g.pendingAmbassador?.victoryEvent, g.homeworldVictoryReinforcement!.event);
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assert.equal(g.pendingAmbassador?.revivalEvent, undefined);
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assert.deepEqual(g.homeworldVictoryReinforcement!.ambassadors!.map((entry) => entry.completed), [true, false]);
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assert.equal(g.homeworldVictoryReinforcement!.ambassadors![1].parent, parent);
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assert.equal(g.lastBattleContext!.caladanReinforcement!.completed, false);
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assert.equal(victoryPlayer(g, f.ids[0]).reserves, 5);
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await restored(f, g);
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f.writes.length = 0;
|
|
return g;
|
|
}
|
|
|
|
void test('production SQL live Caladan Ambassador child reloads and finishes once without replaying the victorious army', async () => {
|
|
const f = await persisted(true);
|
|
try {
|
|
let g = await openedChild(f);
|
|
const original = victoryReload(g);
|
|
const event = g.pendingAmbassador!.event;
|
|
g = await act(f, g, f.ids[2], { type: 'decision', event, trigger: true, beneficiary: f.ids[2] });
|
|
assert.equal(g.pendingAmbassador?.stage, 'move');
|
|
const rooms = await restored(f, g);
|
|
const move: engine.Action = {
|
|
type: 'decision', event, forces: { 'red_chasm:7': 1 }, territory: 'carthag', sector: 11,
|
|
};
|
|
f.writes.length = 0;
|
|
barrier(f);
|
|
const outcomes = await Promise.allSettled([
|
|
rooms.act(f.code, f.auths[2], g.version, move, clock),
|
|
f.rooms.act(f.code, f.auths[2], g.version, move, clock),
|
|
]);
|
|
delete f.hooks.beforeWrite;
|
|
assert.equal(outcomes.filter((outcome) => outcome.status === 'fulfilled').length, 1);
|
|
assert.deepEqual(f.writes.map((write) => write.changes).sort((a, b) => a - b), [0, 1]);
|
|
const done = await f.restart().readRoom(f.code);
|
|
assert.equal(done.pendingAmbassador, null);
|
|
assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
|
|
assert.equal(done.lastBattleContext?.event, original.lastBattleContext?.event);
|
|
assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
|
|
assert.deepEqual(done.homeworldVictoryReinforcement!.ambassadors!.map((entry) => entry.completed), [true, true]);
|
|
assert.equal(done.homeworldRevivalReturn, undefined);
|
|
assert.equal(victoryPlayer(done, f.ids[0]).reserves, 5);
|
|
assert.equal(victoryPlayer(done, f.ids[0]).forces['arrakeen:10'], 3);
|
|
assert.equal(victoryPlayer(done, f.ids[2]).forces['carthag:11'], 1);
|
|
assert.equal(victoryPlayer(done, f.ids[2]).forces['red_chasm:7'] ?? 0, 0);
|
|
assert.equal(victoryPlayer(done, f.ids[3]).forces['sietch_tabr:14'], 2);
|
|
assert.equal(victoryPlayer(done, f.ids[4]).forces['sietch_tabr:14'], 2);
|
|
for (const id of f.ids) {
|
|
assert.equal(victoryPlayer(done, id).spice, victoryPlayer(original, id).spice);
|
|
assert.deepEqual(victoryPlayer(done, id).hand, victoryPlayer(original, id).hand);
|
|
}
|
|
const before = snapshot(f);
|
|
await assert.rejects(rooms.act(f.code, f.auths[2], done.version, move, clock));
|
|
await assert.rejects(rooms.act(f.code, f.auths[0], done.version, {
|
|
type: 'decision', event: done.homeworldVictoryReinforcement!.event, destination: 'arrakeen:10',
|
|
}, clock));
|
|
await rooms.continueRoomAutomatic(f.code, clock);
|
|
assert.deepEqual(snapshot(f), before);
|
|
await restored(f, done);
|
|
} finally { f.sqlite.close(); }
|
|
});
|
|
|
|
void test('production SQL a missing or edited live Caladan Ambassador child cannot silently complete the battle', async () => {
|
|
const f = await persisted(true);
|
|
try {
|
|
const g = await openedChild(f);
|
|
for (const mutate of [
|
|
(state: Game) => { state.pendingAmbassador = null; state.decision = null; },
|
|
(state: Game) => { delete state.pendingAmbassador!.victoryEvent; },
|
|
(state: Game) => { state.pendingAmbassador!.revivalEvent = state.pendingAmbassador!.victoryEvent; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors![1].completed = true; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors![1].parent = 'another-arrival'; },
|
|
(state: Game) => { delete state.lastBattleContext!.caladanReinforcement; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.stage = 'complete'; },
|
|
]) {
|
|
const corrupt = victoryReload(g);
|
|
mutate(corrupt);
|
|
f.save(corrupt);
|
|
f.writes.length = 0;
|
|
const before = snapshot(f);
|
|
const rooms = f.restart();
|
|
for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
|
|
await assert.rejects(rooms.act(f.code, f.auths[2], corrupt.version, {
|
|
type: 'decision', event: g.pendingAmbassador!.event, decline: true,
|
|
}, clock));
|
|
assert.throws(() => engine.normalizeAutomaticGame(corrupt));
|
|
assert.deepEqual(snapshot(f), before);
|
|
assert.equal(f.writes.length, 0);
|
|
assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
|
|
}
|
|
} finally { f.sqlite.close(); }
|
|
});
|
|
|
|
void test('production SQL committed Caladan arrival cannot rewind to a payable choice or downgrade its stage proof', async () => {
|
|
const f = await persisted(true, 7);
|
|
try {
|
|
const choiceState = await opened(f);
|
|
const event = choiceState.homeworldVictoryReinforcement!.event;
|
|
const arrived = await act(f, choiceState, f.ids[0], {
|
|
type: 'decision', event, amount: 1, destination: 'arrakeen:10',
|
|
});
|
|
assert.equal(arrived.homeworldVictoryReinforcement?.stage, 'arrival');
|
|
assert.equal(arrived.lastBattleContext?.caladanReinforcement?.stage, 'arrival');
|
|
assert.equal(arrived.lastBattleContext?.caladanReinforcement?.completed, false);
|
|
assert.equal(arrived.pendingAmbassador?.stage, 'offer');
|
|
// Another withdrawal remains physically affordable. Rejection must come
|
|
// from the durable commitment, not accidentally from a low population.
|
|
assert.equal(victoryPlayer(arrived, f.ids[0]).reserves, 6);
|
|
assert.equal(victoryPlayer(arrived, f.ids[0]).forces['arrakeen:10'], 3);
|
|
await restored(f, arrived);
|
|
const rewind = (state: Game) => {
|
|
const frame = state.homeworldVictoryReinforcement!;
|
|
frame.stage = 'choice';
|
|
delete frame.destination;
|
|
delete frame.ambassadors;
|
|
delete frame.arrivalSignature;
|
|
state.pendingAmbassador = null;
|
|
state.decision = { kind: 'caladanReinforcement', player: f.ids[0], event };
|
|
};
|
|
for (const mutate of [
|
|
rewind,
|
|
(state: Game) => { delete state.lastBattleContext!.caladanReinforcement!.stage; },
|
|
(state: Game) => { state.lastBattleContext!.caladanReinforcement!.stage = 'choice'; },
|
|
(state: Game) => {
|
|
rewind(state);
|
|
const context = state.lastBattleContext!;
|
|
delete context.caladanReinforcement!.stage;
|
|
// A live save cannot be downgraded to the older completed-save format.
|
|
context.caladanReinforcement!.signature = homeworldVictoryObligationSignature(context, false);
|
|
},
|
|
(state: Game) => {
|
|
rewind(state);
|
|
state.lastBattleContext!.caladanReinforcement!.stage = 'choice';
|
|
},
|
|
]) {
|
|
const corrupt = victoryReload(arrived);
|
|
mutate(corrupt);
|
|
victoryInventory(corrupt);
|
|
f.save(corrupt);
|
|
f.writes.length = 0;
|
|
const before = snapshot(f);
|
|
const rooms = f.restart();
|
|
for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
|
|
await assert.rejects(rooms.act(f.code, f.auths[0], corrupt.version, {
|
|
type: 'decision', event, amount: 1, destination: 'arrakeen:10',
|
|
}, clock));
|
|
assert.throws(() => engine.normalizeAutomaticGame(corrupt));
|
|
assert.deepEqual(snapshot(f), before);
|
|
assert.equal(f.writes.length, 0);
|
|
assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
|
|
}
|
|
} finally { f.sqlite.close(); }
|
|
});
|