Files
Dune/tests/stone-burner-recovery.test.ts
T
2026-09-08 07:37:52 +10:00

379 lines
12 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 { baseDeck } from '../game/cards';
import { richeseCards } from '../game/richese-cards';
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 };
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 () => {} };
async function fixture() {
const store = unitStore();
const created = await store.rooms.createRoom('Holder', 'guild', false, []),
code = created.view.code;
const joined = await store.rooms.joinRoom(code, 'Opponent', 'atreides'),
third = await store.rooms.joinRoom(code, 'Observer', 'emperor');
const owner = await store.rooms.authenticate(code, created.token),
other = await store.rooms.authenticate(code, joined.token!),
observer = await store.rooms.authenticate(code, third.token!);
const old = await store.rooms.readRoom(code);
let initial = engine.createGame(
code,
engine.newPlayer(owner.playerId, 'Holder', 'richese'),
true,
['choam'],
);
initial.players.push(
engine.newPlayer(other.playerId, 'Opponent', 'guild'),
engine.newPlayer(observer.playerId, 'Observer', 'emperor'),
);
Object.assign(initial, {
version: old.version,
status: 'playing',
phase: 6,
turn: 2,
active: owner.playerId,
order: initial.players.map((p) => p.id),
storm: 18,
deck: baseDeck(),
richeseCache: richeseCards(),
});
for (const p of initial.players) {
p.hand = [];
p.spice = 10;
p.forces = {};
p.reserves = 20;
p.traitors = [];
}
for (const p of initial.players.slice(0, 2)) {
p.forces = { 'arrakeen:10': 5 };
p.reserves = 15;
}
const card = initial.richeseCache!.find((c) => c.effect === 'stoneBurner')!;
initial.richeseCache = initial.richeseCache!.filter((c) => c.id !== card.id);
initial.players[0].hand.push(card);
initial = engine.applyAction(initial, owner.playerId, {
type: 'chooseBattle',
target: other.playerId,
territory: 'arrakeen',
});
for (const id of [owner.playerId, other.playerId])
initial = engine.applyAction(initial, id, {
type: 'battlePreparationReady',
event: initial.battle!.event,
});
initial = engine.applyAction(initial, owner.playerId, {
type: 'battlePlan',
leader: initial.players[0].leaders[0].id,
dial: 2,
support: 2,
weapon: card.id,
});
const sealed = structuredClone(initial);
initial = engine.applyAction(initial, other.playerId, {
type: 'battlePlan',
leader: initial.players[1].leaders[0].id,
dial: 3,
support: 3,
});
const save = (g: engine.Game) =>
store.sqlite
.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
.run(JSON.stringify(g), g.version, code);
save(initial);
store.writes.length = 0;
const choose: engine.Action = {
type: 'decision',
event: initial.battle!.event,
mode: 'kill',
},
call: engine.Action = { type: 'traitorCall', call: false };
return {
...store,
code,
owner,
other,
observer,
initial,
sealed,
card,
choose,
call,
save,
};
}
function barrier() {
let release!: () => void;
const p = new Promise<void>((resolve) => {
release = resolve;
});
let count = 0;
return async () => {
if (++count === 2) release();
await p;
};
}
function once(
results: PromiseSettledResult<unknown>[],
writes: { changes: number }[],
) {
assert.equal(results.filter((r) => r.status === 'fulfilled').length, 1);
assert.equal(results.filter((r) => r.status === 'rejected').length, 1);
assert.deepEqual(
writes.map((w) => w.changes).sort((a, b) => a - b),
[0, 1],
);
}
void test('duplicate Stone mode and final traitor requests each CAS once across restart without repeated payment, bounty or death', async () => {
const f = await fixture();
try {
const bounty =
f.initial.players[0].leaders[0].strength +
f.initial.players[1].leaders[0].strength;
f.hooks.beforeWrite = barrier();
const modes = await Promise.allSettled([
f.rooms.act(f.code, f.owner, f.initial.version, f.choose, clock),
f.restart().act(f.code, f.owner, f.initial.version, f.choose, clock),
]);
f.hooks.beforeWrite = undefined;
once(modes, f.writes);
let current = await f.restart().readRoom(f.code);
assert.equal(current.version, f.initial.version + 1);
assert.equal(current.battle!.stoneBurner![f.owner.playerId], 'kill');
assert.deepEqual(
current.players.map((p) => p.spice),
[10, 10, 10],
);
assert.ok(current.players.every((p) => p.leaders.every((l) => !l.dead)));
assert.deepEqual(current.battle!.plans, f.initial.battle!.plans);
await assert.rejects(
f.rooms.act(f.code, f.owner, current.version, f.choose, clock),
);
const writes = f.writes.length;
await f.restart().continueRoomAutomatic(f.code, clock);
assert.equal(f.writes.length, writes);
assert.deepEqual(await f.rooms.readRoom(f.code), current);
await f.rooms.act(f.code, f.owner, current.version, f.call, clock);
current = await f.rooms.readRoom(f.code);
f.writes.length = 0;
f.hooks.beforeWrite = barrier();
const ends = await Promise.allSettled([
f.rooms.act(f.code, f.other, current.version, f.call, clock),
f.restart().act(f.code, f.other, current.version, f.call, clock),
]);
f.hooks.beforeWrite = undefined;
once(ends, f.writes);
const done = await f.restart().readRoom(f.code);
assert.equal(done.version, current.version + 1);
assert.equal(done.battle, null);
assert.deepEqual(
done.players.map((p) => p.spice),
[8 + bounty, 7, 10],
);
assert.deepEqual(
done.players.slice(0, 2).map((p) => p.leaders[0].deaths),
[1, 1],
);
assert.deepEqual(
done.players.slice(0, 2).map((p) => p.tanks),
[2, 5],
);
assert.equal(done.decision?.kind, 'battleCards');
await f.rooms.act(
f.code,
f.owner,
done.version,
{ type: 'decision', discard: [f.card.id] },
clock,
);
const cleaned = await f.rooms.readRoom(f.code);
assert.equal(cleaned.discard.filter((c) => c.id === f.card.id).length, 1);
await assert.rejects(
f.rooms.act(f.code, f.other, cleaned.version, f.call, clock),
);
assert.deepEqual(await f.rooms.readRoom(f.code), cleaned);
} finally {
f.sqlite.close();
}
});
void test('competing kill and ignore selections commit one public mode and cannot be revised by refreshed replay or another seat', async () => {
const f = await fixture();
try {
f.hooks.beforeWrite = barrier();
const choices = await Promise.allSettled([
f.rooms.act(f.code, f.owner, f.initial.version, f.choose, clock),
f
.restart()
.act(
f.code,
f.owner,
f.initial.version,
{ ...f.choose, mode: 'ignore' },
clock,
),
]);
f.hooks.beforeWrite = undefined;
once(choices, f.writes);
const current = await f.restart().readRoom(f.code),
selected = choices[0].status === 'fulfilled' ? 'kill' : 'ignore';
assert.equal(current.battle!.stoneBurner![f.owner.playerId], selected);
const observer = await f.rooms.readSeatView(f.code, f.observer);
assert.equal(observer.battle!.stoneBurner[f.owner.playerId], selected);
await assert.rejects(
f.rooms.act(
f.code,
f.owner,
current.version,
{ ...f.choose, mode: selected === 'kill' ? 'ignore' : 'kill' },
clock,
),
);
await assert.rejects(
f.rooms.act(f.code, f.other, current.version, f.choose, clock),
);
assert.deepEqual(await f.rooms.readRoom(f.code), current);
} finally {
f.sqlite.close();
}
});
void test('private sealed Stone remains concealed before joint reveal; stale events, invalid credentials and corrupted saved weapon never write', async () => {
const f = await fixture();
try {
f.save(f.sealed);
const other = await f.rooms.readSeatView(f.code, f.other);
assert.equal(other.battle!.plans[f.owner.playerId], undefined);
assert.ok(!other.battle!.cards.some((c) => c.id === f.card.id));
assert.deepEqual(other.battle!.stoneBurner, {});
f.save(f.initial);
await assert.rejects(
f.rooms.act(
f.code,
f.owner,
f.initial.version,
{ ...f.choose, event: 'old' },
clock,
),
/exact/,
);
await assert.rejects(
f.rooms.act(
f.code,
{ ...f.owner, tokenHash: f.other.tokenHash },
f.initial.version,
f.choose,
clock,
),
/Another action/,
);
assert.deepEqual(await f.rooms.readRoom(f.code), f.initial);
for (const duplicate of [false, true]) {
const corrupt = structuredClone(f.initial);
if (duplicate) corrupt.discard.push(structuredClone(f.card));
else corrupt.players[0].hand = [];
f.save(corrupt);
await assert.rejects(
f.restart().act(f.code, f.owner, corrupt.version, f.choose, clock),
/missing|duplicated/,
);
assert.throws(
() => engine.normalizeAutomaticGame(corrupt),
/missing|duplicated/,
);
const writes = f.writes.length;
await f.restart().continueRoomAutomatic(f.code, clock);
assert.equal(f.writes.length, writes);
assert.deepEqual(await f.rooms.readRoom(f.code), corrupt);
}
} finally {
f.sqlite.close();
}
});