379 lines
12 KiB
TypeScript
379 lines
12 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { 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 { baseDeck } from '../game/cards';
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import { richeseCards } from '../game/richese-cards';
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import type * as Rooms from '../db/rooms';
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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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const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
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async function fixture() {
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const store = unitStore();
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const created = await store.rooms.createRoom('Holder', 'guild', false, []),
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code = created.view.code;
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const joined = await store.rooms.joinRoom(code, 'Opponent', 'atreides'),
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third = await store.rooms.joinRoom(code, 'Observer', 'emperor');
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const owner = await store.rooms.authenticate(code, created.token),
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other = await store.rooms.authenticate(code, joined.token!),
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observer = await store.rooms.authenticate(code, third.token!);
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const old = await store.rooms.readRoom(code);
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let initial = engine.createGame(
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code,
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engine.newPlayer(owner.playerId, 'Holder', 'richese'),
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true,
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['choam'],
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);
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initial.players.push(
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engine.newPlayer(other.playerId, 'Opponent', 'guild'),
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engine.newPlayer(observer.playerId, 'Observer', 'emperor'),
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);
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Object.assign(initial, {
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version: old.version,
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status: 'playing',
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phase: 6,
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turn: 2,
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active: owner.playerId,
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order: initial.players.map((p) => p.id),
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storm: 18,
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deck: baseDeck(),
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richeseCache: richeseCards(),
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});
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for (const p of initial.players) {
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p.hand = [];
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p.spice = 10;
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p.forces = {};
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p.reserves = 20;
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p.traitors = [];
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}
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for (const p of initial.players.slice(0, 2)) {
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p.forces = { 'arrakeen:10': 5 };
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p.reserves = 15;
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}
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const card = initial.richeseCache!.find((c) => c.effect === 'stoneBurner')!;
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initial.richeseCache = initial.richeseCache!.filter((c) => c.id !== card.id);
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initial.players[0].hand.push(card);
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initial = engine.applyAction(initial, owner.playerId, {
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type: 'chooseBattle',
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target: other.playerId,
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territory: 'arrakeen',
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});
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for (const id of [owner.playerId, other.playerId])
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initial = engine.applyAction(initial, id, {
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type: 'battlePreparationReady',
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event: initial.battle!.event,
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});
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initial = engine.applyAction(initial, owner.playerId, {
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type: 'battlePlan',
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leader: initial.players[0].leaders[0].id,
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dial: 2,
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support: 2,
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weapon: card.id,
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});
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const sealed = structuredClone(initial);
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initial = engine.applyAction(initial, other.playerId, {
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type: 'battlePlan',
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leader: initial.players[1].leaders[0].id,
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dial: 3,
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support: 3,
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});
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const save = (g: engine.Game) =>
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store.sqlite
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.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
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.run(JSON.stringify(g), g.version, code);
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save(initial);
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store.writes.length = 0;
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const choose: engine.Action = {
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type: 'decision',
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event: initial.battle!.event,
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mode: 'kill',
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},
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call: engine.Action = { type: 'traitorCall', call: false };
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return {
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...store,
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code,
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owner,
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other,
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observer,
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initial,
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sealed,
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card,
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choose,
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call,
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save,
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};
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}
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function barrier() {
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let release!: () => void;
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const p = new Promise<void>((resolve) => {
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release = resolve;
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});
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let count = 0;
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return async () => {
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if (++count === 2) release();
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await p;
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};
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}
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function once(
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results: PromiseSettledResult<unknown>[],
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writes: { changes: number }[],
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) {
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assert.equal(results.filter((r) => r.status === 'fulfilled').length, 1);
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assert.equal(results.filter((r) => r.status === 'rejected').length, 1);
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assert.deepEqual(
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writes.map((w) => w.changes).sort((a, b) => a - b),
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[0, 1],
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);
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}
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void test('duplicate Stone mode and final traitor requests each CAS once across restart without repeated payment, bounty or death', async () => {
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const f = await fixture();
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try {
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const bounty =
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f.initial.players[0].leaders[0].strength +
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f.initial.players[1].leaders[0].strength;
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f.hooks.beforeWrite = barrier();
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const modes = await Promise.allSettled([
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f.rooms.act(f.code, f.owner, f.initial.version, f.choose, clock),
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f.restart().act(f.code, f.owner, f.initial.version, f.choose, clock),
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]);
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f.hooks.beforeWrite = undefined;
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once(modes, f.writes);
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let current = await f.restart().readRoom(f.code);
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assert.equal(current.version, f.initial.version + 1);
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assert.equal(current.battle!.stoneBurner![f.owner.playerId], 'kill');
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assert.deepEqual(
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current.players.map((p) => p.spice),
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[10, 10, 10],
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);
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assert.ok(current.players.every((p) => p.leaders.every((l) => !l.dead)));
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assert.deepEqual(current.battle!.plans, f.initial.battle!.plans);
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await assert.rejects(
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f.rooms.act(f.code, f.owner, current.version, f.choose, clock),
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);
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const writes = f.writes.length;
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await f.restart().continueRoomAutomatic(f.code, clock);
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assert.equal(f.writes.length, writes);
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assert.deepEqual(await f.rooms.readRoom(f.code), current);
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await f.rooms.act(f.code, f.owner, current.version, f.call, clock);
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current = await f.rooms.readRoom(f.code);
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f.writes.length = 0;
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f.hooks.beforeWrite = barrier();
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const ends = await Promise.allSettled([
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f.rooms.act(f.code, f.other, current.version, f.call, clock),
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f.restart().act(f.code, f.other, current.version, f.call, clock),
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]);
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f.hooks.beforeWrite = undefined;
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once(ends, f.writes);
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const done = await f.restart().readRoom(f.code);
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assert.equal(done.version, current.version + 1);
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assert.equal(done.battle, null);
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assert.deepEqual(
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done.players.map((p) => p.spice),
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[8 + bounty, 7, 10],
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);
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assert.deepEqual(
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done.players.slice(0, 2).map((p) => p.leaders[0].deaths),
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[1, 1],
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);
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assert.deepEqual(
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done.players.slice(0, 2).map((p) => p.tanks),
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[2, 5],
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);
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assert.equal(done.decision?.kind, 'battleCards');
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await f.rooms.act(
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f.code,
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f.owner,
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done.version,
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{ type: 'decision', discard: [f.card.id] },
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clock,
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);
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const cleaned = await f.rooms.readRoom(f.code);
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assert.equal(cleaned.discard.filter((c) => c.id === f.card.id).length, 1);
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await assert.rejects(
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f.rooms.act(f.code, f.other, cleaned.version, f.call, clock),
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);
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assert.deepEqual(await f.rooms.readRoom(f.code), cleaned);
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} finally {
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f.sqlite.close();
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}
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});
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void test('competing kill and ignore selections commit one public mode and cannot be revised by refreshed replay or another seat', async () => {
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const f = await fixture();
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try {
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f.hooks.beforeWrite = barrier();
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const choices = await Promise.allSettled([
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f.rooms.act(f.code, f.owner, f.initial.version, f.choose, clock),
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f
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.restart()
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.act(
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f.code,
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f.owner,
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f.initial.version,
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{ ...f.choose, mode: 'ignore' },
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clock,
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),
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]);
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f.hooks.beforeWrite = undefined;
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once(choices, f.writes);
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const current = await f.restart().readRoom(f.code),
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selected = choices[0].status === 'fulfilled' ? 'kill' : 'ignore';
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assert.equal(current.battle!.stoneBurner![f.owner.playerId], selected);
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const observer = await f.rooms.readSeatView(f.code, f.observer);
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assert.equal(observer.battle!.stoneBurner[f.owner.playerId], selected);
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await assert.rejects(
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f.rooms.act(
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f.code,
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f.owner,
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current.version,
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{ ...f.choose, mode: selected === 'kill' ? 'ignore' : 'kill' },
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clock,
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),
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);
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await assert.rejects(
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f.rooms.act(f.code, f.other, current.version, f.choose, clock),
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);
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assert.deepEqual(await f.rooms.readRoom(f.code), current);
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} finally {
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f.sqlite.close();
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}
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});
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void test('private sealed Stone remains concealed before joint reveal; stale events, invalid credentials and corrupted saved weapon never write', async () => {
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const f = await fixture();
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try {
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f.save(f.sealed);
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const other = await f.rooms.readSeatView(f.code, f.other);
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assert.equal(other.battle!.plans[f.owner.playerId], undefined);
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assert.ok(!other.battle!.cards.some((c) => c.id === f.card.id));
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assert.deepEqual(other.battle!.stoneBurner, {});
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f.save(f.initial);
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await assert.rejects(
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f.rooms.act(
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f.code,
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f.owner,
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f.initial.version,
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{ ...f.choose, event: 'old' },
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clock,
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),
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/exact/,
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);
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await assert.rejects(
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f.rooms.act(
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f.code,
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{ ...f.owner, tokenHash: f.other.tokenHash },
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f.initial.version,
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f.choose,
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clock,
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),
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/Another action/,
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);
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assert.deepEqual(await f.rooms.readRoom(f.code), f.initial);
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for (const duplicate of [false, true]) {
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const corrupt = structuredClone(f.initial);
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if (duplicate) corrupt.discard.push(structuredClone(f.card));
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else corrupt.players[0].hand = [];
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f.save(corrupt);
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await assert.rejects(
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f.restart().act(f.code, f.owner, corrupt.version, f.choose, clock),
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/missing|duplicated/,
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);
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assert.throws(
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() => engine.normalizeAutomaticGame(corrupt),
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/missing|duplicated/,
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);
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const writes = f.writes.length;
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await f.restart().continueRoomAutomatic(f.code, clock);
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assert.equal(f.writes.length, writes);
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assert.deepEqual(await f.rooms.readRoom(f.code), corrupt);
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}
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} finally {
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f.sqlite.close();
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}
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});
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