Files
Dune/tests/homeworld-victory-reinforcement-recovery.test.ts
T

520 lines
24 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';
import { homeworldVictoryObligationSignature } from '../game/homeworld-victory-return';
/** 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 {
caladanVictoryFixture,
prepareVictoryBattle,
holdVictoryCard,
victoryInventory,
victoryPlayer,
victoryReload,
} from './fixture-caladan-victory';
import { caladanAmbassadorFixture } from './fixture-caladan-ambassador';
type Game = engine.Game;
const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
async function persisted(ambassador = false, native = 6) {
const store = unitStore();
const made = await store.rooms.createRoom('Caladan SQL QA', 'atreides', ambassador, ambassador ? ['ecaz'] : []);
const code = made.view.code;
const guild = await store.rooms.joinRoom(code, 'Guild', 'guild');
const tokens = [made.token, guild.token!];
if (ambassador) {
for (const faction of ['ecaz', 'harkonnen', 'beneGesserit'] as const) {
const joined = await store.rooms.joinRoom(code, faction, faction);
tokens.push(joined.token!);
}
}
const auths = await Promise.all(tokens.map((token) => store.rooms.authenticate(code, token)));
const initial = await store.rooms.readRoom(code);
const seatIds = Object.fromEntries((ambassador ? ['a','g','ec','h','bg'] : ['a','g']).map((id,index) => [id,auths[index].playerId]));
let g: Game = ambassador ? caladanAmbassadorFixture(seatIds) : caladanVictoryFixture({seatIds});
g.code = code;
g.host = auths[0].playerId;
g.version = initial.version;
const atreides = victoryPlayer(g, auths[0].playerId);
atreides.forces['polar_sink:0'] -= native - atreides.reserves;
atreides.reserves = native;
// Actual card custody and battle preparation precede the persisted real plans.
const weapon = holdVictoryCard(g, auths[0].playerId, 'projectile');
holdVictoryCard(g, auths[1].playerId, 'worthless');
g = prepareVictoryBattle(g, ambassador ? 'arrakeen' : 'hagga_basin', auths[0].playerId, auths[1].playerId);
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 Caladan observer room', 'fremen', false, []);
const otherBefore = await store.rooms.readRoom(other.view.code);
store.writes.length = 0;
return { ...store, ambassador, code, tokens, auths, ids: auths.map((a) => a.playerId), initial: g,
weapon, 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);
}
}
homeworldGameIntegrity(g);
victoryInventory(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 act(f: Fixture, g: Game, actor: string, action: engine.Action) {
const auth = f.auths.find((a) => a.playerId === actor)!;
await f.rooms.act(f.code, auth, g.version, action, clock);
return f.rooms.readRoom(f.code);
}
async function opened(f: Fixture) {
let g = f.initial;
const winner = victoryPlayer(g, f.ids[0]);
const loser = victoryPlayer(g, f.ids[1]);
const winningLeader = winner.leaders.reduce((a, b) => a.strength > b.strength ? a : b);
const losingLeader = loser.leaders.reduce((a, b) => a.strength < b.strength ? a : b);
g = await act(f, g, winner.id, { type: 'battlePlan', leader: winningLeader.id, dial: 1, support: g.advanced ? 1 : 0, weapon: f.weapon });
g = await act(f, g, loser.id, { type: 'battlePlan', leader: losingLeader.id, dial: 0, support: 0 });
for (let n = 0; g.battle && n < 10; n++) {
const view = engine.viewGame(g, winner.id).battle!;
const voter = view.traitorVoters.find((id) => g.battle!.traitorCalls[id] === undefined)!;
assert.ok(voter);
g = await act(f, g, voter, { type: 'traitorCall', call: false });
}
assert.equal(g.battle, null);
assert.equal(g.decision?.kind, 'battleCards');
assert.equal(g.homeworldVictoryReinforcement?.stage, 'waiting');
// Retain the actual winning weapon using ordinary winner cleanup.
g = await act(f, g, winner.id, { type: 'decision', discard: [] });
assert.equal(g.homeworldVictoryReinforcement?.stage, 'choice');
assert.equal(g.decision?.kind, 'caladanReinforcement');
assert.equal(g.lastBattleContext?.winner, winner.id);
assert.equal(g.lastBattleContext?.caladanReinforcement?.completed, false);
assert.equal(victoryPlayer(g, winner.id).spice, winner.spice + losingLeader.strength - (g.advanced ? 1 : 0));
await restored(f, g);
f.writes.length = 0;
return g;
}
function choice(g: Game, decline = false): engine.Action {
const event = g.homeworldVictoryReinforcement!.event;
return decline ? { type: 'decision', event, decline: true }
: { type: 'decision', event, amount: 1, destination: 'hagga_basin:12' };
}
void test('production SQL competing Caladan placement and decline commit exactly one victory choice', async () => {
const f = await persisted();
try {
const g = await opened(f);
const owner = victoryPlayer(g, f.ids[0]);
const rooms = await restored(f, g);
barrier(f);
const results = await Promise.allSettled([
rooms.act(f.code, f.auths[0], g.version, choice(g), clock),
f.rooms.act(f.code, f.auths[0], g.version, choice(g, true), 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);
const placed = victoryPlayer(done, f.ids[0]);
const amount = done.homeworldVictoryReinforcement!.destination === 'decline' ? 0 : 1;
assert.equal(done.version, g.version + 1);
assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
assert.equal(done.lastBattleContext?.event, g.lastBattleContext?.event);
assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
assert.equal(placed.reserves, owner.reserves - amount);
assert.equal(placed.forces['hagga_basin:12'], owner.forces['hagga_basin:12'] + amount);
assert.equal(placed.spice, owner.spice);
assert.equal(placed.tanks, owner.tanks);
const before = snapshot(f);
for (const decline of [false, true])
await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g, decline), clock));
await rooms.continueRoomAutomatic(f.code, clock);
assert.deepEqual(snapshot(f), before);
await restored(f, done);
} finally { f.sqlite.close(); }
});
void test('production SQL lost Caladan response restores one native withdrawal and does not replay battle bounty', async () => {
const f = await persisted();
try {
const g = await opened(f);
const owner = victoryPlayer(g, f.ids[0]);
await f.rooms.act(f.code, f.auths[0], g.version, choice(g), clock);
const rooms = f.restart();
const done = await rooms.readRoom(f.code);
const placed = victoryPlayer(done, f.ids[0]);
assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
assert.equal(done.homeworldVictoryReinforcement?.destination, 'hagga_basin:12');
assert.equal(placed.reserves, 5);
assert.equal(placed.reserves, owner.reserves - 1);
assert.equal(placed.forces['hagga_basin:12'], owner.forces['hagga_basin:12'] + 1);
assert.equal(placed.tanks, owner.tanks);
assert.equal(placed.spice, owner.spice);
assert.equal(placed.shipped, owner.shipped);
assert.equal(placed.moved, owner.moved);
assert.deepEqual(placed.hand, owner.hand);
assert.deepEqual(done.lastBattleContext?.combatants, g.lastBattleContext?.combatants);
assert.equal(done.lastBattleContext?.event, g.lastBattleContext?.event);
const before = snapshot(f);
await assert.rejects(rooms.act(f.code, f.auths[0], g.version, choice(g), clock));
await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g), clock));
await rooms.continueRoomAutomatic(f.code, clock);
assert.deepEqual(snapshot(f), before);
await restored(f, done);
} finally { f.sqlite.close(); }
});
void test('production SQL declined Caladan reinforcement survives reload without withdrawing or repeating a victory', async () => {
const f = await persisted();
try {
const g = await opened(f);
const done = await act(f, g, f.ids[0], choice(g, true));
assert.equal(done.homeworldVictoryReinforcement?.destination, 'decline');
assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
const beforeOwner = victoryPlayer(g, f.ids[0]);
const owner = victoryPlayer(done, f.ids[0]);
for (const field of ['reserves', 'tanks', 'spice', 'forces', 'hand'] as const)
assert.deepEqual(owner[field], beforeOwner[field]);
const rooms = await restored(f, done);
const before = snapshot(f);
await assert.rejects(rooms.act(f.code, f.auths[0], done.version, choice(g), clock));
await rooms.continueRoomAutomatic(f.code, clock);
assert.deepEqual(snapshot(f), before);
} finally { f.sqlite.close(); }
});
void test('production SQL damaged Caladan victory, offer and completion obligations cannot silently finish or write', async () => {
const f = await persisted();
try {
const g = await opened(f);
for (const mutate of [
(state: Game) => { delete state.homeworldVictoryReinforcement; },
(state: Game) => { state.decision = null; },
(state: Game) => { state.homeworldVictoryReinforcement!.signature = 'replayed'; },
(state: Game) => { state.homeworldVictoryReinforcement!.territory = 'polar_sink'; },
(state: Game) => { state.homeworldVictoryReinforcement!.offer!.population++; },
(state: Game) => { state.homeworldVictoryReinforcement!.offer!.survivors++; },
(state: Game) => { delete state.homeworldVictoryReinforcement!.offer; },
(state: Game) => { delete state.lastBattleContext!.caladanReinforcement; },
(state: Game) => { state.lastBattleContext!.caladanReinforcement!.completed = true; },
(state: Game) => { state.lastBattleContext!.caladanReinforcement!.signature = 'replayed'; },
]) {
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[0], corrupt.version, choice(g), 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 completed Caladan arrival cannot be retargeted, reopened or given an invented Ambassador', async () => {
const f = await persisted();
try {
const g = await opened(f);
const done = await act(f, g, f.ids[0], choice(g));
for (const mutate of [
(state: Game) => { state.homeworldVictoryReinforcement!.destination = 'polar_sink:0'; },
(state: Game) => { state.homeworldVictoryReinforcement!.arrivalSignature = 'replayed'; },
(state: Game) => { state.homeworldVictoryReinforcement!.stage = 'choice'; },
(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors!.push({
event: 'invented', entrant: f.ids[0], destination: 'hagga_basin:12', completed: false,
}); },
]) {
const corrupt = victoryReload(done);
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[0], corrupt.version, choice(g), 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(); }
});
async function openedChild(f: Fixture) {
let g = await opened(f);
g = await act(f, g, f.ids[0], {
type: 'decision', event: g.homeworldVictoryReinforcement!.event, amount: 1, destination: 'arrakeen:10',
});
assert.equal(g.homeworldVictoryReinforcement?.stage, 'arrival');
const parent = g.pendingAmbassador!.event;
g = await act(f, g, f.ids[2], { type: 'decision', event: parent, trigger: true, beneficiary: f.ids[3] });
g = await act(f, g, f.ids[3], { type: 'decision', event: parent, amount: 2, territory: 'sietch_tabr', sector: 14 });
assert.equal(g.decision?.kind, 'intrusion');
g = await act(f, g, f.ids[4], { type: 'decision', accept: false });
assert.equal(g.decision?.kind, 'advisor');
g = await act(f, g, f.ids[4], { type: 'decision', accept: true, accompany: true });
assert.equal(g.response?.kind, 'advisor');
for (let n = 0; g.response?.kind === 'advisor' && n < 40; n++)
g = await act(f, g, g.players.find((p) => !g.response!.passed.includes(p.id))!.id, { type: 'passResponse' });
assert.equal(g.pendingAmbassador?.stage, 'offer');
assert.equal(g.pendingAmbassador?.entrant, f.ids[4]);
assert.equal(g.pendingAmbassador?.victoryEvent, g.homeworldVictoryReinforcement!.event);
assert.equal(g.pendingAmbassador?.revivalEvent, undefined);
assert.deepEqual(g.homeworldVictoryReinforcement!.ambassadors!.map((entry) => entry.completed), [true, false]);
assert.equal(g.homeworldVictoryReinforcement!.ambassadors![1].parent, parent);
assert.equal(g.lastBattleContext!.caladanReinforcement!.completed, false);
assert.equal(victoryPlayer(g, f.ids[0]).reserves, 5);
await restored(f, g);
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(); }
});