520 lines
24 KiB
TypeScript
520 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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const seatIds = Object.fromEntries((ambassador ? ['a','g','ec','h','bg'] : ['a','g']).map((id,index) => [id,auths[index].playerId]));
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let g: Game = ambassador ? caladanAmbassadorFixture(seatIds) : caladanVictoryFixture({seatIds});
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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;
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return g;
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}
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void test('production SQL live Caladan Ambassador child reloads and finishes once without replaying the victorious army', async () => {
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const f = await persisted(true);
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try {
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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(); }
|
|
});
|