v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary). This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed cards, StartOS packaging) are still ahead. Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/. src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server computing every connected seat's Menu would have handed the acting player's legal moves to a waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and test/redaction.test.ts. Not verified: an actual browser (none available in this environment). Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then- rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified live: server killed and restarted mid-game, both seats reconnected exactly where they left off. Two rules bugs found while building this: the New Train phase never implemented its car-placement round (every car of every train was placed by the Superintendent alone, in every mode, all along — now reads the round position off tray.consist.length); and victory conditions are now one shared, configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and a dead firstToTarget condition. Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching train's crew badge failing to draw once it left the Office square, an unload that always took the westmost car regardless of which was picked, and a legal decision that could render with zero buttons. docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json) included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this release. 635 tests, 0 failures.
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/**
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* The game session host (`src/server/session.ts`) — pure logic, no sockets, exercised directly.
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*/
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import { describe, it } from 'node:test';
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import assert from 'node:assert/strict';
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import type { GameConfig, PlayerIndex } from '../../src/engine/state.ts';
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import type { Push } from '../../src/server/session.ts';
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import { createSession, resumeSession } from '../../src/server/session.ts';
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const config: GameConfig = {
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mode: 'competitive',
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days: 5,
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minCombinedRevenue: 0,
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maxCollisionsPerDay: 0,
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maxCollisionsTotal: 0,
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pvpCardsAllowed: false,
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optionalRules: {
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reducedVisibility: false,
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sisterTrains: false,
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employeeRotation: false,
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emergencyToolbox: false,
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},
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};
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describe('the game session host', () => {
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it('gives a fresh connect a full Frame — nothing nulled', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const push = session.connect(0 as PlayerIndex);
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assert.notEqual(push.frame.cells, null, 'a first connect nulled the board');
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assert.notEqual(push.frame.division, null, 'a first connect nulled the division');
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});
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it('only the current actor gets a real Menu; every other seat gets null', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const a = session.connect(0 as PlayerIndex);
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const b = session.connect(1 as PlayerIndex);
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const actorPushes = [a, b].filter((p) => p.menu !== null);
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assert.equal(actorPushes.length, 1, 'more than one seat (or zero) was given a real Menu');
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});
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it('rejects an intent from a seat that is not the current actor, with NOT_YOUR_TURN', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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// Whichever seat is NOT the current actor should be refused, regardless of the intent's content.
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const bPush = session.connect(1 as PlayerIndex);
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const notActor = (bPush.menu === null ? 1 : 0) as PlayerIndex;
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const result = session.intent(notActor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(result.accepted, false);
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if (!result.accepted) assert.equal(result.code, 'NOT_YOUR_TURN');
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});
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it('accepts a legal intent from the current actor and pushes every seat', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const aPush = session.connect(0 as PlayerIndex);
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const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
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const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(result.accepted, true);
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if (result.accepted) assert.equal(result.pushes.size, 2, 'not every connected seat was pushed to');
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});
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it('rejects an illegal intent with its real RejectionCode, and does not remember the seq', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const aPush = session.connect(0 as PlayerIndex);
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const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
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// Discarding before ever drawing is illegal on an opening hand at the limit — a safe "this is
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// definitely rejected" fixture that does not depend on exactly which cards were dealt.
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const bad = session.intent(actor, 1, { type: 'card.discard', cardId: 'not-a-real-card', toSlot: 0 });
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assert.equal(bad.accepted, false);
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if (!bad.accepted) assert.ok(bad.code.length > 0, 'a rejection carried no code at all');
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// The same seq, now with a legal intent, must still go through — a rejection is not "applied".
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const retry = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(retry.accepted, true, 'a seq burned by an earlier rejection could not be reused');
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});
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it('treats a repeated seq as an already-applied no-op, not a second application', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const aPush = session.connect(0 as PlayerIndex);
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const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
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const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(first.accepted, true);
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const second = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(second.accepted, true, 'a resend of an already-applied seq was rejected instead of ignored');
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if (second.accepted) assert.equal(second.pushes.size, 0, 'a resend produced pushes as if newly applied');
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});
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it('deltas the board on a second push when it has not changed since the first', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const aPush = session.connect(0 as PlayerIndex);
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session.connect(1 as PlayerIndex); // both seats need a baseline Frame before a delta means anything
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const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
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const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(result.accepted, true);
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if (!result.accepted) return;
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// Choosing "draw" doesn't move a single card on the board — the division/cells should be nulled
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// on this push for a seat that already had them from `connect`.
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const push = result.pushes.get(actor)!;
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assert.equal(push.frame.division, null, 'the board was resent even though nothing on it changed');
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});
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it('only sends narration NEW since the last push to that specific seat', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const aPush = session.connect(0 as PlayerIndex);
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const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
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// A first connect is this seat's first contact, so it gets everything narrated so far (the
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// "Game Begins" intro and whatever `drain()` said entering the first Stage) — not an empty log.
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assert.ok(aPush.lines.length > 0, 'a first connect got no narration at all, not even the game-begins intro');
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const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(first.accepted, true);
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if (!first.accepted) return;
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const firstLines = first.pushes.get(actor)!.lines;
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assert.ok(firstLines.length > 0, 'the acting seat got no narration for its own action');
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const second = session.intent(actor, 2, { type: 'draw.end' });
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assert.equal(second.accepted, true);
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if (!second.accepted) return;
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const secondLines = second.pushes.get(actor)!.lines;
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assert.ok(secondLines.length > 0, 'a second real action produced no narration at all');
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for (const line of firstLines) {
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assert.ok(!secondLines.includes(line), 'the second push repeated narration already sent in the first');
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}
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});
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});
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describe('turn timings (lobby-and-sessions.md §5)', () => {
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it('records a wall-clock span once the acting player, phase, Day or Stage changes', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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let pushes = new Map<PlayerIndex, Push>([
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[0 as PlayerIndex, session.connect(0 as PlayerIndex)],
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[1 as PlayerIndex, session.connect(1 as PlayerIndex)],
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]);
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const seq = new Map<PlayerIndex, number>([[0 as PlayerIndex, 1], [1 as PlayerIndex, 1]]);
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const timings = [];
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for (let step = 0; step < 60 && timings.length === 0; step++) {
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const acting = [0, 1].find((seat) => pushes.get(seat as PlayerIndex)!.menu !== null) as PlayerIndex | undefined;
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const menu = acting === undefined ? null : pushes.get(acting)!.menu;
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if (acting === undefined || !menu || menu.options.length === 0) break;
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const n = seq.get(acting)!;
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seq.set(acting, n + 1);
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const result = session.intent(acting, n, menu.options[0]!);
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assert.equal(result.accepted, true, `step ${step}: ${JSON.stringify(menu.options[0])} rejected`);
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if (!result.accepted) break;
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if (result.timing) timings.push(result.timing);
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pushes = result.pushes;
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}
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assert.ok(timings.length > 0, 'no turn timing ever closed across 60 real steps of actual play');
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const [timing] = timings;
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assert.ok(timing!.endedAt >= timing!.startedAt, 'a span ended before it started');
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assert.ok([0, 1].includes(timing!.player), 'a timing named a player outside the table');
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});
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});
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describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
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it('exportSave carries enough to reconstruct the exact same game', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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const push = session.connect(0 as PlayerIndex);
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const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
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const applied = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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assert.equal(applied.accepted, true);
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const saved = session.exportSave();
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assert.equal(saved.seed, 42);
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assert.deepEqual(saved.playerNames, ['Alice', 'Bob']);
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assert.equal(saved.history.length, 1);
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assert.equal(saved.status, 'active');
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assert.ok(saved.createdAt > 0, 'createdAt was not set');
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const resumed = resumeSession(saved);
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const before = session.connect(actor);
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const after = resumed.connect(actor);
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assert.deepEqual(after.frame, before.frame, 'resumeSession did not reconstruct the same board/state');
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});
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it('a resumed session keeps enforcing whose turn it is', () => {
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const session = createSession(7, config, ['Alice', 'Bob']);
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const push = session.connect(0 as PlayerIndex);
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const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
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session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
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const resumed = resumeSession(session.exportSave());
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const notActor = (actor === 0 ? 1 : 0) as PlayerIndex;
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const rejected = resumed.intent(notActor, 1, { type: 'draw.end' });
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assert.equal(rejected.accepted, false);
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if (!rejected.accepted) assert.equal(rejected.code, 'NOT_YOUR_TURN');
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});
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it('marks status finished only once the game actually is', () => {
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const session = createSession(42, config, ['Alice', 'Bob']);
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assert.equal(session.exportSave().status, 'active');
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});
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});
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