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
522 lines
24 KiB
TypeScript
522 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 * as seatAiDelegation from '../lib/seat-ai-delegation';
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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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if (name === '@/lib/seat-ai-delegation') return seatAiDelegation;
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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 });
|
|
assert.equal(g.decision?.kind, 'intrusion');
|
|
g = await act(f, g, f.ids[4], { type: 'decision', accept: false });
|
|
assert.equal(g.decision?.kind, 'advisor');
|
|
g = await act(f, g, f.ids[4], { type: 'decision', accept: true, accompany: true });
|
|
assert.equal(g.response?.kind, 'advisor');
|
|
for (let n = 0; g.response?.kind === 'advisor' && n < 40; n++)
|
|
g = await act(f, g, g.players.find((p) => !g.response!.passed.includes(p.id))!.id, { type: 'passResponse' });
|
|
assert.equal(g.pendingAmbassador?.stage, 'offer');
|
|
assert.equal(g.pendingAmbassador?.entrant, f.ids[4]);
|
|
assert.equal(g.pendingAmbassador?.victoryEvent, g.homeworldVictoryReinforcement!.event);
|
|
assert.equal(g.pendingAmbassador?.revivalEvent, undefined);
|
|
assert.deepEqual(g.homeworldVictoryReinforcement!.ambassadors!.map((entry) => entry.completed), [true, false]);
|
|
assert.equal(g.homeworldVictoryReinforcement!.ambassadors![1].parent, parent);
|
|
assert.equal(g.lastBattleContext!.caladanReinforcement!.completed, false);
|
|
assert.equal(victoryPlayer(g, f.ids[0]).reserves, 5);
|
|
await restored(f, g);
|
|
f.writes.length = 0;
|
|
return g;
|
|
}
|
|
|
|
void test('production SQL live Caladan Ambassador child reloads and finishes once without replaying the victorious army', async () => {
|
|
const f = await persisted(true);
|
|
try {
|
|
let g = await openedChild(f);
|
|
const original = victoryReload(g);
|
|
const event = g.pendingAmbassador!.event;
|
|
g = await act(f, g, f.ids[2], { type: 'decision', event, trigger: true, beneficiary: f.ids[2] });
|
|
assert.equal(g.pendingAmbassador?.stage, 'move');
|
|
const rooms = await restored(f, g);
|
|
const move: engine.Action = {
|
|
type: 'decision', event, forces: { 'red_chasm:7': 1 }, territory: 'carthag', sector: 11,
|
|
};
|
|
f.writes.length = 0;
|
|
barrier(f);
|
|
const outcomes = await Promise.allSettled([
|
|
rooms.act(f.code, f.auths[2], g.version, move, clock),
|
|
f.rooms.act(f.code, f.auths[2], g.version, move, clock),
|
|
]);
|
|
delete f.hooks.beforeWrite;
|
|
assert.equal(outcomes.filter((outcome) => outcome.status === 'fulfilled').length, 1);
|
|
assert.deepEqual(f.writes.map((write) => write.changes).sort((a, b) => a - b), [0, 1]);
|
|
const done = await f.restart().readRoom(f.code);
|
|
assert.equal(done.pendingAmbassador, null);
|
|
assert.equal(done.homeworldVictoryReinforcement?.stage, 'complete');
|
|
assert.equal(done.lastBattleContext?.event, original.lastBattleContext?.event);
|
|
assert.equal(done.lastBattleContext?.caladanReinforcement?.completed, true);
|
|
assert.deepEqual(done.homeworldVictoryReinforcement!.ambassadors!.map((entry) => entry.completed), [true, true]);
|
|
assert.equal(done.homeworldRevivalReturn, undefined);
|
|
assert.equal(victoryPlayer(done, f.ids[0]).reserves, 5);
|
|
assert.equal(victoryPlayer(done, f.ids[0]).forces['arrakeen:10'], 3);
|
|
assert.equal(victoryPlayer(done, f.ids[2]).forces['carthag:11'], 1);
|
|
assert.equal(victoryPlayer(done, f.ids[2]).forces['red_chasm:7'] ?? 0, 0);
|
|
assert.equal(victoryPlayer(done, f.ids[3]).forces['sietch_tabr:14'], 2);
|
|
assert.equal(victoryPlayer(done, f.ids[4]).forces['sietch_tabr:14'], 2);
|
|
for (const id of f.ids) {
|
|
assert.equal(victoryPlayer(done, id).spice, victoryPlayer(original, id).spice);
|
|
assert.deepEqual(victoryPlayer(done, id).hand, victoryPlayer(original, id).hand);
|
|
}
|
|
const before = snapshot(f);
|
|
await assert.rejects(rooms.act(f.code, f.auths[2], done.version, move, clock));
|
|
await assert.rejects(rooms.act(f.code, f.auths[0], done.version, {
|
|
type: 'decision', event: done.homeworldVictoryReinforcement!.event, destination: 'arrakeen:10',
|
|
}, clock));
|
|
await rooms.continueRoomAutomatic(f.code, clock);
|
|
assert.deepEqual(snapshot(f), before);
|
|
await restored(f, done);
|
|
} finally { f.sqlite.close(); }
|
|
});
|
|
|
|
void test('production SQL a missing or edited live Caladan Ambassador child cannot silently complete the battle', async () => {
|
|
const f = await persisted(true);
|
|
try {
|
|
const g = await openedChild(f);
|
|
for (const mutate of [
|
|
(state: Game) => { state.pendingAmbassador = null; state.decision = null; },
|
|
(state: Game) => { delete state.pendingAmbassador!.victoryEvent; },
|
|
(state: Game) => { state.pendingAmbassador!.revivalEvent = state.pendingAmbassador!.victoryEvent; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors![1].completed = true; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.ambassadors![1].parent = 'another-arrival'; },
|
|
(state: Game) => { delete state.lastBattleContext!.caladanReinforcement; },
|
|
(state: Game) => { state.homeworldVictoryReinforcement!.stage = 'complete'; },
|
|
]) {
|
|
const corrupt = victoryReload(g);
|
|
mutate(corrupt);
|
|
f.save(corrupt);
|
|
f.writes.length = 0;
|
|
const before = snapshot(f);
|
|
const rooms = f.restart();
|
|
for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
|
|
await assert.rejects(rooms.act(f.code, f.auths[2], corrupt.version, {
|
|
type: 'decision', event: g.pendingAmbassador!.event, decline: true,
|
|
}, clock));
|
|
assert.throws(() => engine.normalizeAutomaticGame(corrupt));
|
|
assert.deepEqual(snapshot(f), before);
|
|
assert.equal(f.writes.length, 0);
|
|
assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
|
|
}
|
|
} finally { f.sqlite.close(); }
|
|
});
|
|
|
|
void test('production SQL committed Caladan arrival cannot rewind to a payable choice or downgrade its stage proof', async () => {
|
|
const f = await persisted(true, 7);
|
|
try {
|
|
const choiceState = await opened(f);
|
|
const event = choiceState.homeworldVictoryReinforcement!.event;
|
|
const arrived = await act(f, choiceState, f.ids[0], {
|
|
type: 'decision', event, amount: 1, destination: 'arrakeen:10',
|
|
});
|
|
assert.equal(arrived.homeworldVictoryReinforcement?.stage, 'arrival');
|
|
assert.equal(arrived.lastBattleContext?.caladanReinforcement?.stage, 'arrival');
|
|
assert.equal(arrived.lastBattleContext?.caladanReinforcement?.completed, false);
|
|
assert.equal(arrived.pendingAmbassador?.stage, 'offer');
|
|
// Another withdrawal remains physically affordable. Rejection must come
|
|
// from the durable commitment, not accidentally from a low population.
|
|
assert.equal(victoryPlayer(arrived, f.ids[0]).reserves, 6);
|
|
assert.equal(victoryPlayer(arrived, f.ids[0]).forces['arrakeen:10'], 3);
|
|
await restored(f, arrived);
|
|
const rewind = (state: Game) => {
|
|
const frame = state.homeworldVictoryReinforcement!;
|
|
frame.stage = 'choice';
|
|
delete frame.destination;
|
|
delete frame.ambassadors;
|
|
delete frame.arrivalSignature;
|
|
state.pendingAmbassador = null;
|
|
state.decision = { kind: 'caladanReinforcement', player: f.ids[0], event };
|
|
};
|
|
for (const mutate of [
|
|
rewind,
|
|
(state: Game) => { delete state.lastBattleContext!.caladanReinforcement!.stage; },
|
|
(state: Game) => { state.lastBattleContext!.caladanReinforcement!.stage = 'choice'; },
|
|
(state: Game) => {
|
|
rewind(state);
|
|
const context = state.lastBattleContext!;
|
|
delete context.caladanReinforcement!.stage;
|
|
// A live save cannot be downgraded to the older completed-save format.
|
|
context.caladanReinforcement!.signature = homeworldVictoryObligationSignature(context, false);
|
|
},
|
|
(state: Game) => {
|
|
rewind(state);
|
|
state.lastBattleContext!.caladanReinforcement!.stage = 'choice';
|
|
},
|
|
]) {
|
|
const corrupt = victoryReload(arrived);
|
|
mutate(corrupt);
|
|
victoryInventory(corrupt);
|
|
f.save(corrupt);
|
|
f.writes.length = 0;
|
|
const before = snapshot(f);
|
|
const rooms = f.restart();
|
|
for (const auth of f.auths) await assert.rejects(rooms.readSeatView(f.code, auth));
|
|
await assert.rejects(rooms.act(f.code, f.auths[0], corrupt.version, {
|
|
type: 'decision', event, amount: 1, destination: 'arrakeen:10',
|
|
}, clock));
|
|
assert.throws(() => engine.normalizeAutomaticGame(corrupt));
|
|
assert.deepEqual(snapshot(f), before);
|
|
assert.equal(f.writes.length, 0);
|
|
assert.deepEqual(await rooms.readRoom(f.otherCode), f.otherBefore);
|
|
}
|
|
} finally { f.sqlite.close(); }
|
|
});
|