Files
Dune/tests/fremen-ambassador-recovery.test.ts
T
Quintine b21b2bc378 Add one-use consent for a named player to start seat AI
Let a human owner authorize another human in the started room to start a fixed difficulty once within 24 hours. The owner retains the seat, cookie, private hand, recovery setup and takeback control. Consent is explicit even while online; neither host status nor inactivity authorizes a takeover. Activation enters the existing paced private-view AI path without strategic changes.

Add additive migration 0006, both exact session fences, owner/delegate-only metadata in the authenticated room snapshot, atomic CAS activation and consumption, expiry and terminal retry receipts. Replacement hides older consent; own AI changes invalidate unused consent. Recovery or handover of either bound seat invalidates the grant. Future-version guards prevent stale computed state from overwriting a racing action. Exact browser retry records retain the original operation/version across refresh and cannot rearm old consent. Shared HTTP continuation preserves coalescing across ordinary and control routes.

Independent review found no material remaining issue. Revoke messaging accurately handles activation winning the race. Browser QA exercised grant/revoke, preserved consent after refresh, reciprocal fixed-profile activation, consumed receipts, keyboard takeback and private ownership. The panel now remains expanded after success and action buttons are at least 44px. Responsive screenshot acceptance remains open because the browser viewport override targeted a failed secondary-origin tab; desktop controls and no-overflow width were verified. The QA room is stopped at a genuine human setup decision with both seats taken back.

Types, lint, all 4906 offline tests, production build and all 45 HTTP tests pass on the stable source fingerprint. Seven new offline cases cover client consent/retry validation and real SQLite privacy, restart, one-use races, future versions, takeback, expiry and both-seat recovery/handover; two new HTTP cases cover authentication, injection, fixed-profile continuation and takeback. The first broad run exposed 68 legacy VM fixtures missing the new production dependency; their mappings were updated and the real shared continuation remains exercised. The historical 0005 migration test verifies backfill before applying 0006 for current code.

All 1174 original rooms, 2456 seats and every prior recovery/entry/handover/migration row remain unchanged. SQLite integrity and foreign keys pass; migration and QA added 88 rooms and 188 seats. No reset, server restart, usage check or automation was performed.

The current Sites integration has no supported durable Cron/DO provisioning path. Document this platform blocker rather than adding an inert scheduled export; unattended resumption and broader network-failure acceptance remain unfinished. Full rules, component, AI strength and publication gates remain closed.

Verified source tree: 2d86fc611e9ef4f5a10db10f96687a31db1ec238908ecf1e9333c50fac9ccaa8
2026-09-20 16:30:37 +10:00

609 lines
19 KiB
TypeScript

import test from 'node:test';
import assert from 'node:assert/strict';
import { 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 * as seatAiDelegation from '../lib/seat-ai-delegation';
import { baseDeck } from '../game/cards';
import {
createAmbassadors,
placeAmbassador,
validateAmbassadors,
} from '../game/ecaz-ambassadors';
import { createTerrorState, placeTerror } from '../game/moritani-terror';
import type * as Rooms from '../db/rooms';
/** 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 };
if (name === '@/lib/seat-ai-delegation') return seatAiDelegation;
throw new Error('Unexpected module ' + name);
},
},
);
return exports as typeof Rooms;
}
return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
}
const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
const player = (g: engine.Game, id: string) =>
g.players.find((p) => p.id === id)!;
async function fixture(kind: 'clean' | 'baliset' | 'terror') {
const store = unitStore();
const created = await store.rooms.createRoom('Ecaz', 'emperor', false, []);
const code = created.view.code;
const entrant = await store.rooms.joinRoom(code, 'Entrant', 'guild');
const other = await store.rooms.joinRoom(code, 'Other', 'atreides');
const bg =
kind === 'baliset'
? await store.rooms.joinRoom(code, 'BG', 'beneGesserit')
: null;
const tokens = [
created.token,
entrant.token!,
other.token!,
...(bg ? [bg.token!] : []),
];
const auths = await Promise.all(
tokens.map((token) => store.rooms.authenticate(code, token)),
);
const [ownerAuth, entrantAuth, otherAuth, bgAuth] = auths;
const g = await store.rooms.readRoom(code);
g.players[0] = engine.newPlayer(ownerAuth.playerId, 'Ecaz', 'ecaz');
g.players[2] = engine.newPlayer(
otherAuth.playerId,
'Other',
kind === 'baliset' ? 'choam' : kind === 'terror' ? 'moritani' : 'atreides',
);
Object.assign(g, {
status: 'playing',
phase: 5,
turn: 2,
advanced: true,
expansions: ['ecaz'],
storm: 18,
active: entrantAuth.playerId,
order: auths.map((a) => a.playerId),
movementRemaining: [
entrantAuth.playerId,
...auths.filter((a) => a !== entrantAuth).map((a) => a.playerId),
],
response: null,
decision: null,
phaseOpening: null,
deck: baseDeck(),
discard: [],
});
for (const p of g.players)
Object.assign(p, {
forces: {},
hand: [],
reserves: 20,
tanks: 0,
spice: 20,
traitors: [p.leaders[0].id],
traitorChoices: [],
});
const take = (
id: string,
predicate: (card: engine.Player['hand'][number]) => boolean,
) => {
const index = g.deck.findIndex(predicate);
assert.ok(index >= 0);
player(g, id).hand.push(g.deck.splice(index, 1)[0]);
};
take(ownerAuth.playerId, (c) => c.kind === 'shield');
take(entrantAuth.playerId, (c) => c.effect === 'karama');
take(otherAuth.playerId, (c) =>
kind === 'baliset' ? c.name === 'Baliset' : c.kind === 'poison',
);
if (bgAuth) {
take(bgAuth.playerId, (c) => c.kind === 'worthless');
player(g, bgAuth.playerId).reserves = 0;
player(g, bgAuth.playerId).tanks = 20;
}
player(g, entrantAuth.playerId).forces = { 'imperial_basin:10': 3 };
player(g, entrantAuth.playerId).reserves = 17;
player(g, ownerAuth.playerId).forces = {
'hagga_basin:12': 2,
'hagga_basin:13': 1,
};
player(g, ownerAuth.playerId).reserves = 17;
if (kind === 'baliset') {
player(g, otherAuth.playerId).forces = { 'carthag:11': 1 };
player(g, otherAuth.playerId).reserves = 19;
}
const ambassadors = createAmbassadors(() => 0.3);
const selected = ambassadors.tokens.find((t) => t.effect === 'fremen')!;
ambassadors.cohort = [
selected.id,
...ambassadors.tokens
.filter((t) => t.effect !== 'ecaz' && t.id !== selected.id)
.slice(0, 4)
.map((t) => t.id),
];
for (const t of ambassadors.tokens) {
t.zone =
t.effect === 'ecaz' || ambassadors.cohort.includes(t.id)
? 'supply'
: 'pool';
t.location = null;
}
g.ecazAmbassadors = placeAmbassador(ambassadors, selected.id, {
turn: 2,
availableSpice: 20,
destination: {
id: 'arrakeen',
stronghold: true,
inStorm: false,
allowed: true,
},
}).state;
if (kind === 'terror') {
g.moritaniTerror = createTerrorState(() => 0);
const token = g.moritaniTerror.tokens.find((t) => t.kind === 'sabotage')!;
g.moritaniTerror = placeTerror(g.moritaniTerror, token.id, 'carthag', 1);
}
const save = (state: engine.Game) =>
store.sqlite
.prepare('UPDATE rooms SET state = ?, version = ? WHERE code = ?')
.run(JSON.stringify(state), state.version, code);
save(g);
await store.rooms.act(
code,
entrantAuth,
g.version,
{
type: 'move',
from: 'imperial_basin:10',
amount: 1,
territory: 'arrakeen',
sector: 10,
},
clock,
);
const arrived = await store.rooms.readRoom(code);
assert.equal(arrived.pendingAmbassador?.stage, 'offer');
const event = arrived.pendingAmbassador!.event;
await store.rooms.act(
code,
ownerAuth,
arrived.version,
{ type: 'decision', event, trigger: true, beneficiary: ownerAuth.playerId },
clock,
);
const pending = await store.rooms.readRoom(code);
assert.equal(pending.pendingAmbassador?.stage, 'move');
store.writes.length = 0;
return {
...store,
code,
auths,
tokens,
ownerAuth,
entrantAuth,
otherAuth,
bgAuth,
save,
pending,
event,
move: {
type: 'decision',
event,
forces: { 'hagga_basin:12': 2, 'hagga_basin:13': 1 },
territory: 'carthag',
sector: 11,
},
};
}
function barrier() {
let release!: () => void;
const wait = new Promise<void>((r) => {
release = r;
});
let arrivals = 0;
return async () => {
if (++arrivals === 2) release();
await wait;
};
}
function conserved(g: engine.Game) {
validateAmbassadors(g.ecazAmbassadors!);
for (const p of g.players)
assert.equal(
p.reserves + p.tanks + Object.values(p.forces).reduce((a, b) => a + b, 0),
20,
);
const cards = [...g.deck, ...g.discard, ...g.players.flatMap((p) => p.hand)];
assert.equal(cards.length, baseDeck().length);
assert.equal(new Set(cards.map((c) => c.id)).size, cards.length);
}
async function fresh(f: Awaited<ReturnType<typeof fixture>>) {
const rooms = f.restart();
const auths = await Promise.all(
f.tokens.map((token) => rooms.authenticate(f.code, token)),
);
return { rooms, auths };
}
async function race(
f: Awaited<ReturnType<typeof fixture>>,
auth: Rooms.SeatAuth,
g: engine.Game,
action: engine.Action,
) {
f.writes.length = 0;
f.hooks.beforeWrite = barrier();
const attempts = await Promise.allSettled([
f.rooms.act(f.code, auth, g.version, action, clock),
f.restart().act(f.code, auth, g.version, action, clock),
]);
delete f.hooks.beforeWrite;
assert.equal(attempts.filter((a) => a.status === 'fulfilled').length, 1);
assert.equal(attempts.filter((a) => a.status === 'rejected').length, 1);
assert.deepEqual(
f.writes.map((w) => w.changes).sort((a, b) => a - b),
[0, 1],
);
const result = await f.rooms.readRoom(f.code);
assert.equal(result.version, g.version + 1);
return result;
}
void test('actual remote relocation restores private views and commits once across competing authenticated requests', async () => {
const f = await fixture('clean');
try {
const { rooms, auths } = await fresh(f);
const before = await rooms.readRoom(f.code);
for (const auth of auths) {
const view = await rooms.readSeatView(f.code, auth);
assert.equal(
!!view.ambassadorEntry?.movement,
auth.playerId === f.ownerAuth.playerId,
);
assert.deepEqual(
view.players.find((p) => p.id === auth.playerId)!.hand,
player(before, auth.playerId).hand,
);
assert.ok(
view.players.every((p) => p.id === auth.playerId || !('hand' in p)),
);
}
const after = await race(f, auths[0], before, f.move);
assert.equal(after.pendingAmbassador, null);
assert.equal(after.active, f.entrantAuth.playerId);
assert.deepEqual(player(after, f.ownerAuth.playerId).forces, {
'carthag:11': 3,
});
for (const p of before.players) {
const now = player(after, p.id);
assert.equal(now.moved, p.moved);
assert.equal(now.shipped, p.shipped);
assert.equal(now.spice, p.spice);
assert.deepEqual(now.hand, p.hand);
}
assert.equal(
after.log.filter(
(l) => l.automatic?.name === 'Fremen Ambassador relocation',
).length,
1,
);
assert.deepEqual(after.movementRemaining, before.movementRemaining);
conserved(after);
f.writes.length = 0;
await assert.rejects(
rooms.act(f.code, auths[0], after.version, f.move, clock),
);
assert.equal(f.writes.length, 0);
assert.deepEqual(await rooms.readRoom(f.code), after);
} finally {
f.sqlite.close();
}
});
void test('persisted Baliset BG cancellation resumes the declared Ambassador move exactly once', async () => {
const f = await fixture('baliset');
try {
await f.rooms.act(f.code, f.ownerAuth, f.pending.version, f.move, clock);
let g = await f.rooms.readRoom(f.code);
assert.equal(g.decision?.kind, 'choamMovement');
assert.equal(g.pendingChoamMove?.source, 'ambassador');
await f.rooms.act(
f.code,
f.otherAuth,
g.version,
{
type: 'card',
mode: 'choam',
card: player(g, f.otherAuth.playerId).hand.find(
(c) => c.name === 'Baliset',
)!.id,
},
clock,
);
g = await f.rooms.readRoom(f.code);
assert.equal(g.response?.kind, 'choamWorthless');
const worthless = player(g, f.bgAuth!.playerId).hand.find(
(c) => c.kind === 'worthless',
)!.id;
await f.rooms.act(
f.code,
f.bgAuth!,
g.version,
{ type: 'card', mode: 'cancel', card: worthless },
clock,
);
g = await f.rooms.readRoom(f.code);
assert.equal(g.response?.kind, 'worthlessKarama');
assert.equal(g.pendingChoamMove?.ambassadorEvent, f.event);
const resumed = await fresh(f);
f.rooms = resumed.rooms;
while (g.response) {
const actor = f.auths.find(
(a) => !g.response!.passed.includes(a.playerId),
)!;
const action = { type: 'passResponse' };
const trial = engine.applyAction(g, actor.playerId, action);
if (!trial.pendingAmbassador) {
const after = await race(f, actor, g, action);
assert.equal(after.pendingAmbassador, null);
assert.equal(after.pendingChoamMove, null);
assert.deepEqual(player(after, f.ownerAuth.playerId).forces, {
'carthag:11': 3,
});
assert.equal(after.discard.filter((c) => c.id === worthless).length, 1);
assert.ok(
player(after, f.otherAuth.playerId).hand.some(
(c) => c.name === 'Baliset',
),
);
assert.equal(
after.log.filter(
(l) => l.automatic?.name === 'Fremen Ambassador relocation',
).length,
1,
);
assert.equal(player(after, f.entrantAuth.playerId).moved, 1);
conserved(after);
return;
}
await f.rooms.act(f.code, actor, g.version, action, clock);
g = await f.rooms.readRoom(f.code);
}
assert.fail('Expected a final response allowance');
} finally {
f.sqlite.close();
}
});
void test('Terror child and Sabotage disposal finish the original relocation without replay after reload', async () => {
const f = await fixture('terror');
try {
await f.rooms.act(f.code, f.ownerAuth, f.pending.version, f.move, clock);
let g = await f.rooms.readRoom(f.code);
assert.equal(g.pendingAmbassador?.stage, 'arrival');
assert.equal(g.pendingTerrorEntry?.cause, 'ambassador');
const before = JSON.parse(JSON.stringify(g)) as engine.Game;
const { rooms, auths } = await fresh(f);
f.rooms = rooms;
const afterReveal = await race(f, auths[2], g, {
type: 'decision',
reveal: true,
});
assert.equal(afterReveal.pendingTerrorEntry?.stage, 'gift');
assert.equal(afterReveal.treacheryDiscardSequence, 1);
assert.equal(afterReveal.resolvedTreacheryDiscardSequence, 1);
assert.equal(player(afterReveal, f.ownerAuth.playerId).hand.length, 0);
assert.equal(
afterReveal.log.filter((l) =>
l.text.includes('random Treachery card to Sabotage'),
).length,
1,
);
g = await race(f, auths[2], afterReveal, {
type: 'decision',
decline: true,
});
assert.equal(g.pendingAmbassador, null);
assert.equal(g.pendingTerrorEntry, null);
assert.deepEqual(
player(g, f.ownerAuth.playerId).forces,
player(before, f.ownerAuth.playerId).forces,
);
assert.equal(
g.log.filter((l) => l.automatic?.name === 'Fremen Ambassador relocation')
.length,
1,
);
assert.equal(player(g, f.entrantAuth.playerId).moved, 1);
conserved(g);
} finally {
f.sqlite.close();
}
});
void test('copied malformed completed-parent receipts reject before any SQL mutation', async () => {
const f = await fixture('terror');
try {
await f.rooms.act(f.code, f.ownerAuth, f.pending.version, f.move, clock);
const valid = await f.rooms.readRoom(f.code);
const changes: ((g: engine.Game) => void)[] = [
(g) => {
(g.pendingAmbassador!.relocation as unknown as { next: string }).next =
'forged';
},
(g) => {
g.pendingAmbassador!.relocation!.order.player = f.entrantAuth.playerId;
},
(g) => {
g.pendingTerrorEntry!.amount++;
},
(g) => {
g.pendingAmbassador!.event = 'replaced';
},
];
for (const change of changes) {
const bad = JSON.parse(JSON.stringify(valid)) as engine.Game;
change(bad);
f.save(bad);
f.writes.length = 0;
const rooms = f.restart();
await assert.rejects(
rooms.act(
f.code,
f.otherAuth,
bad.version,
{ type: 'decision', decline: true },
clock,
),
);
assert.equal(f.writes.length, 0);
assert.deepEqual(await rooms.readRoom(f.code), bad);
}
f.save(valid);
f.writes.length = 0;
await assert.rejects(
f.rooms.act(
f.code,
f.ownerAuth,
valid.version,
{ type: 'decision', decline: true },
clock,
),
);
await assert.rejects(
f.rooms.act(
f.code,
f.otherAuth,
valid.version - 1,
{ type: 'decision', decline: true },
clock,
),
);
assert.equal(f.writes.length, 0);
assert.deepEqual(await f.rooms.readRoom(f.code), valid);
} finally {
f.sqlite.close();
}
});
void test('legacy saved mandatory move with no surviving sources automatically finishes once under racing workers', async () => {
const f = await fixture('clean');
try {
// Copied legacy/interruption save after a genuine entry and trigger. The
// beneficiary's three on-board units were lost; card/token custody remains.
const waiting = JSON.parse(JSON.stringify(f.pending)) as engine.Game;
const owner = player(waiting, f.ownerAuth.playerId);
owner.forces = {};
owner.tanks = 3;
f.save(waiting);
f.writes.length = 0;
f.hooks.beforeWrite = barrier();
await Promise.all([
f.rooms.continueRoomAutomatic(f.code, clock),
f.restart().continueRoomAutomatic(f.code, clock),
]);
delete f.hooks.beforeWrite;
const after = await f.rooms.readRoom(f.code);
assert.equal(after.version, waiting.version + 1);
assert.equal(after.pendingAmbassador, null);
assert.equal(after.decision, null);
assert.deepEqual(
f.writes.map((w) => w.changes).sort((a, b) => a - b),
[0, 1],
);
assert.deepEqual(player(after, f.ownerAuth.playerId).forces, {});
assert.equal(player(after, f.ownerAuth.playerId).moved, owner.moved);
assert.equal(
after.log.filter((l) =>
l.text.includes('has no legal Fremen Ambassador relocation'),
).length,
1,
);
assert.equal(
after.log.filter(
(l) => l.automatic?.name === 'Fremen Ambassador relocation',
).length,
0,
);
conserved(after);
f.writes.length = 0;
await f.restart().continueRoomAutomatic(f.code, clock);
assert.equal(f.writes.length, 0);
assert.deepEqual(await f.rooms.readRoom(f.code), after);
} finally {
f.sqlite.close();
}
});