/** * THE WATCHABLE TABLE — v0.8.0, Gitea#20 / TODO #13, #15, #18. * * One shared, ordered presentation of everyone else's turns, on a seated player's own screen. The * design is `docs/plans/jitsi-common-board.md` § v0.8.0; this file is its tests. * * Starting with ATTRIBUTION, because the caption row and the history panel both read these lines * and a line that does not say who acted is useless on a screen built to answer "what did they * just do?". */ import { describe, it } from 'node:test'; import assert from 'node:assert/strict'; import { applyIntent } from '../src/engine/apply.ts'; import { legalActions } from '../src/engine/legal.ts'; import type { GameConfig, PlayerIndex } from '../src/engine/state.ts'; import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts'; import { currentActor } from '../src/web/game.ts'; import { applyPublicDelta } from '../src/sim/public-delta.ts'; import { publicSnapshot } from '../src/sim/view.ts'; import type { PublicFrame } from '../src/sim/view.ts'; import { takeSteps } from '../src/sim/display-step.ts'; import { createSession } from '../src/server/session.ts'; import { kindOf } from '../src/sim/pacing.ts'; const config: GameConfig = { mode: 'competitive', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false, optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false, }, }; /** * The four events a switching turn is made of. Every one of them used to arrive in the shared log * unattributed: `record()` (`web/game.ts`) prefixes a line with the player's name only when the * event itself carries `player`, and these four were the only events in their class that did not * — `cardDrawn`, `cardPlayed`, `cardDiscarded`, `carPlacedOnTrain`, `loadStarted`, `loadCompleted`, * `flyingSwitch` and `localOpsOptionChosen` all did. So a switching turn read as an attributed * bracket around anonymous contents: * * Player Alice chose to switch ← attributed * CREW moved (1,2) → (1,3) — 4 of 6 ← whose train? * Player Alice finished Local Operations ← attributed * * Measured 2026-09-09 and fixed with the feature that reads them, not filed. */ const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const; /** How each of those four reads in the log, so the assertions can find them by text. */ const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled \d+ car|set out |used the SMALL YARD)/; describe('switching is attributed — TODO #13', () => { it('every switching event carries the player who acted', () => { /** * Driven by PREFERRING switch moves rather than taking the first legal action, because bot * switching is clustered rather than spread: two of the three published replays contain no * `switch.move` at all, so a game driven by `options[0]` can finish without ever exercising * this. The counter below then guards against the test passing vacuously. */ let seen = 0; for (const seed of [1917398, 191056, 4242]) { const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']); for (let i = 0; i < 800; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end'); const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!; // Read the events this intent produces before applying it for real, so the assertion sees // exactly what `record()` will be handed. const preview = applyIntent(structuredClone(game.state), actor, chosen); if (preview.ok) { for (const e of preview.events) { if ((SWITCHING_EVENTS as readonly string[]).includes(e.type)) { assert.ok( 'player' in e, `${e.type} carries no player, so the log cannot say whose crew it was`, ); assert.equal( (e as { player: PlayerIndex }).player, actor, `${e.type} names the wrong player`, ); seen++; } } } if (!submit(game, chosen)) break; } } assert.ok(seen > 0, 'no switching event was produced, so this test proved nothing'); }); it('reads as a player action in the log, not as anonymous plain text', () => { let lines = 0; for (const seed of [1917398, 4242]) { const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']); for (let i = 0; i < 800; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end'); if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break; } for (const line of game.log) { // The old wording. `uncapitalise` deliberately leaves an acronym alone (`^[A-Z][a-z]` only), // so "CREW moved" and "SMALL YARD —" would have survived the prefix and read as // "Player Alice CREW moved …". Both were reworded to compose. assert.doesNotMatch( line.text, /^CREW moved|^SMALL YARD —/, `an unattributed switching line survived: ${line.text}`, ); if (SWITCHING_LINE.test(line.text)) { assert.equal(line.tone, 'act', `a switching line must read as somebody's move: ${line.text}`); lines++; } } } assert.ok(lines > 0, 'no switching line reached the log, so this test proved nothing'); }); }); describe('the display-step collector — TODO #13', () => { it('emits one step per accepted intent plus one per automatic phase, in order', () => { const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']); let accepted = 0; for (let i = 0; i < 120; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end'); if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break; accepted++; } assert.ok(accepted > 30, `only ${accepted} intents accepted — this proved little`); const steps = takeSteps(game.display); /** * TWO KINDS OF STEP SINCE TODO #18: one per accepted intent, and one per automatic phase that * did anything. So the count is no longer `accepted` — but every intent must still have exactly * one step, which is the invariant that matters. */ const byIntent = steps.filter((s) => s.cause !== 'phase'); const byPhase = steps.filter((s) => s.cause === 'phase'); assert.equal(byIntent.length, accepted, 'one step per accepted intent, no more and no fewer'); assert.ok(byPhase.length > 0, 'no phase produced a step — TODO #18 is not being served'); steps.forEach((s, i) => { assert.equal(s.seq, i, 'sequence numbers must be dense and in order'); assert.equal(s.protocolVersion, 1); assert.ok(kindOf(s.cause), `step ${i} carries a cause pacing cannot classify`); // A phase is nobody's move; an intent is always somebody's. assert.equal(s.player === null, s.cause === 'phase', `step ${i} disagrees about who acted`); assert.equal(s.seat === null, s.cause === 'phase'); }); assert.equal(takeSteps(game.display).length, 0, 'draining must empty the collector'); }); it('a rejected intent produces no step', () => { const game = newMultiplayerGame(4242, config, ['Alice', 'Bob', 'Carol']); takeSteps(game.display); // Somebody else's turn: refused before the engine is touched, so nothing to present. const notMyTurn = ((currentActor(game) ?? 0) + 1) % 3; assert.equal(submit(game, { type: 'draw.end' }, notMyTurn as PlayerIndex), false); assert.equal(takeSteps(game.display).length, 0, 'a refused intent must not be presented'); }); it('the step deltas reconstruct the public board exactly', () => { const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']); let held: PublicFrame | null = null; for (let i = 0; i < 150; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end'); if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break; for (const s of takeSteps(game.display)) held = applyPublicDelta(held, s.frame); } assert.deepEqual(held, publicSnapshot(game.state), 'the animated board drifted from the real one'); }); /** * THE PROPERTY THAT IS CURRENTLY FREE AND MUST STAY THAT WAY. * * `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather * than `submit`, so a resumed server does not re-emit the whole game as steps and burn the * sequence. The plan expected this to need an explicit guard. It does not — but move a replay * path onto `submit()` and it silently becomes a real bug, which is why this is pinned. */ it('replaying a save emits no steps at all', () => { const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']); for (let i = 0; i < 80; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; if (!submit(game, options[0]!)) break; } assert.ok(game.history.length > 20, 'need a real history to replay'); const rebuilt = fromMultiplayerSave(game.seed, config, ['Alice', 'Bob', 'Carol'], game.history); assert.equal( rebuilt.game.display.steps.length, 0, 'a replay re-emitted the whole game as display steps', ); assert.equal(rebuilt.game.display.seq, 0, 'a replay burned display sequence numbers'); }); it('solitaire collects the same way multiplayer does', () => { // The standing design direction: solitaire is a special case of multiplayer, not a second // implementation. Both go through one `submit()`, so this needs no separate code path — and // that is exactly what makes TODO #18 fall out of TODO #13's mechanism. const game = newGame(4242); let accepted = 0; for (let i = 0; i < 60; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; if (!submit(game, options[0]!)) break; accepted++; } assert.ok(accepted > 10, 'the solitaire game did not get going'); const collected = takeSteps(game.display); assert.equal( collected.filter((s) => s.cause !== 'phase').length, accepted, 'solitaire must collect a step per intent too', ); // And solitaire is where TODO #18 lives — its phases must earn beats on the same path. assert.ok(collected.some((s) => s.cause === 'phase'), 'solitaire got no phase steps'); }); }); describe('steps reach a seated player — TODO #13', () => { it('never replays the opening bot turns at the first client to connect', () => { /** * `buildSession` runs `driveBotTurns()` at construction, so with bots ahead of you in the order * the game has already moved before anybody can connect. Those steps must be DROPPED, not * queued: a connecting client's `publicReset` is the board as it stands after those very moves, * so replaying them onto it would draw positions the game had already left. * * Found by review 2026-09-09 rather than by a failing test, which is why this one exists. */ const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]); const push = session.connect(0 as PlayerIndex); assert.ok(push.publicReset, 'a connecting client needs a baseline'); assert.equal(push.steps, undefined, 'the connect push must carry no steps at all'); // And the first real broadcast must carry only what THIS move produced — nothing older. const option = push.menu?.options[0]; assert.ok(option, 'seat 0 should have something to do'); const r = session.intent(0 as PlayerIndex, 1, option); assert.ok(r.accepted); const steps = [...r.pushes.values()][0]?.steps ?? []; assert.ok(steps.length > 0, 'the move produced no steps'); /** * The first step delivered must be THIS seat's move — not a bot's, which is what a replayed * opening turn would look like. The sequence does NOT restart at 0: `takeSteps` empties the * collector without rewinding the counter, so the first thing a client sees may be seq 14. That * is fine and deliberate — what 0.8.1's gap detection needs is monotonic and dense, not * zero-based. */ assert.equal(steps[0]!.player, 0, 'the first delivered step was not the move just made'); assert.equal(steps[0]!.cause, option.type); steps.forEach((st, i) => { if (i > 0) assert.equal(st.seq, steps[i - 1]!.seq + 1, 'sequence must stay dense'); }); }); it('every seat gets the same public steps, and a connect gets a baseline to merge onto', () => { const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]); const connected = session.connect(0 as PlayerIndex); assert.ok(connected.publicReset, 'a connecting client needs a baseline for its step queue'); let seen = 0; for (let i = 0; i < 60; i++) { const menu = session.connect(0 as PlayerIndex).menu; const option = menu?.options[0]; if (!option) break; const r = session.intent(0 as PlayerIndex, i, option); if (!r.accepted) break; const pushes = [...r.pushes.values()]; if (pushes.length === 0) continue; const first = pushes[0]!.steps ?? []; if (first.length === 0) continue; seen += first.length; for (const p of pushes) { assert.deepEqual(p.steps, first, 'every seat must receive the identical public steps'); } } assert.ok(seen > 0, 'no steps reached a push, so this proved nothing'); }); }); describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', () => { it('never names a player twice — no "Player Jesse player 0 finished …"', async () => { const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts'); const { legalActions } = await import('../src/engine/legal.ts'); const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']); for (let i = 0; i < 400; i++) { const actor = currentActor(game); if (actor === null) break; const options = legalActions(game.state, actor); if (options.length === 0) break; if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break; } assert.ok(game.log.length > 50, 'the game barely ran, so this proved little'); for (const line of game.log) { // `record()` prefixes the acting player's NAME; a narration that also named them read // "Player Alice player 0 finished Local Operations" (playtest, 2026-09-15). assert.doesNotMatch( line.text, /\bplayer \d+\b/i, `a line still carries a bare player index: ${line.text}`, ); } }); it('attributes a clearance ruling to the office, not to the seat\'s own turn', async () => { const { newMultiplayerGame, drain, submit } = await import('../src/web/game.ts'); const { areaOf } = await import('../src/engine/apply.ts'); const game = newMultiplayerGame(7, config, ['Alice', 'Bob', 'Carol']); const s = game.state; const area = areaOf(s, 0); // A westbound train at seat 0's Office, and another westbound AHEAD of it — west of the Office — // which is §8.1's fourth condition and the Superintendent's to rule on (see Gitea#26). s.trays.set('departing', { id: 'departing', trainNumber: 15, trainIsExtra: true, engineAt: 0, consist: [], direction: 'west', facing: 'w', position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0, } as never); area.adOccupancy.push('departing'); const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0); const card = s.division.nodes.findIndex((n, i) => i < office && n.kind === 'mainline'); const node = s.division.nodes[card]; assert.equal(node?.kind, 'mainline'); s.trays.set('ahead', { id: 'ahead', trainNumber: 9, trainIsExtra: false, engineAt: 0, consist: [], direction: 'west', facing: 'w', position: { at: 'mainline', index: card }, movesUsed: 0, } as never); if (node?.kind === 'mainline') { node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'west' }); } s.clock.phase = 'mainline'; drain(game); assert.equal(s.clock.pendingDecision?.kind, 'clearance', 'no ruling was called for, so nothing was tested'); const before = game.log.length; assert.ok(submit(game, { type: 'mainline.clearance', allow: false }, s.clock.superintendent)); const said = game.log.slice(before).map((l) => l.text); assert.ok( said.some((text) => text.startsWith('Superintendent Player ')), `a ruling did not read as the office's: ${said.join(' | ')}`, ); }); });