Files
station-master/test/server/session.test.ts
T
Jesse.Markowitz 40f07b0710 v0.6.0 — saves survive a release, Employee Rotation is real, and the lobby
asks what game you want

Three queued items. The last matters most.

A RELEASE NO LONGER DESTROYS EVERY GAME IN PROGRESS.

Four consecutive releases killed every game on the box, one of them a
release that changed only how the board is drawn. The reasoning behind the
refusal was always right — a move legal under old rules may not be legal
under new ones, and half-replaying a save is worse than refusing it. The
TEST was wrong: it compared engineVersion for exact equality, and that
stamp is the package version, which moves for a CSS fix.

Whether a save still replays has an exact answer, so it is now asked
directly. loadGame reads the file and judges nothing; tryResumeSession
replays the intents and reports the first one the engine refuses. A save
stamped with a version this server has never run resumes fine provided its
moves replay — verified against a file hand-stamped 0.4.9-ancient. One that
genuinely does not replay is still refused, but the log names the move
rather than two version strings: "move 3 of 8 (localOps.choose) is rejected
by the current rules with OPTION_ALREADY_CHOSEN".

fromMultiplayerSave had to stop lying first. It has always stopped at the
first unacceptable intent and done so in silence, which was survivable only
because the version gate meant a doomed replay was never attempted. Now
that the replay IS the check, it returns where it stopped and why.

Deliberately not done: resuming a partly-replayable game at its last good
move. That silently rewinds a game to a position nobody played to while
every browser holding a later Frame carries on unaware. Refusing leaves the
file intact, so putting the previous version back still recovers it.

EMPLOYEE ROTATION IS IMPLEMENTED, SISTER TRAINS IS DELETED.

Two of the four optional-rule flags were read by nothing at all. Employee
Rotation is four lines in advance.ts, because the seat/player split (D9)
exists for precisely this rule: seating is the only thing that moves, so
Revenue, hands, the Superintendent and whose turn it is travel with the
player, and the Office, district, grid and any trains standing in it stay
with the chair. Inheriting the district you move into is the point of the
rule, not a side effect. "Left" is seat + 1, matching playerLeftOf.

Sister Trains is deleted rather than built: Q9 records that the Second
Section card supersedes it, and that card exists, so the flag was a toggle
for a rule the game no longer has.

THE LOBBY ASKS WHAT GAME YOU WANT TO PLAY.

Creating a game asked for a name, a mode and a table size; every other dial
was hardcoded. A Game settings block now carries the same set the solitaire
dialog does — seed, starting hand, the three revenue rates, Days, the
combined-Revenue floor, both collision caps, the opponent-card toggle —
plus the three surviving optional rules. Mode and table size set the
defaults and everything stays editable. The seed is honoured, so a game can
be reproduced or compared.

Verified: 682 tests pass (679 + 3). The rotation tests were mutation-checked
both ways — disabling the rotation and turning the table the wrong way each
fail the suite. Live: a save stamped 0.4.9-ancient resumed, an injected
illegal move was refused by name, and a create with every dial set to a
non-default value came back out of game.json with all of them intact,
including seed 777.

Two of my own assertions were wrong on the way and the tests caught them:
the Fedora legitimately passes at Stage 12 (§5) so it cannot be compared
against its own earlier value, and dispatchUsedToday is cleared at every
Day boundary so it cannot mark a district.
2026-08-21 21:45:34 -04:00

350 lines
18 KiB
TypeScript

/**
* The game session host (`src/server/session.ts`) — pure logic, no sockets, exercised directly.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { GameConfig, PlayerIndex } from '../../src/engine/state.ts';
import type { GameSession, Push } from '../../src/server/session.ts';
import { createSession, resumeSession, tryResumeSession } from '../../src/server/session.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
describe('the game session host', () => {
it('gives a fresh connect a full Frame — nothing nulled', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
assert.notEqual(push.frame!.cells, null, 'a first connect nulled the board');
assert.notEqual(push.frame!.division, null, 'a first connect nulled the division');
});
it('only the current actor gets a real Menu; every other seat gets null', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const a = session.connect(0 as PlayerIndex);
const b = session.connect(1 as PlayerIndex);
const actorPushes = [a, b].filter((p) => p.menu !== null);
assert.equal(actorPushes.length, 1, 'more than one seat (or zero) was given a real Menu');
});
it('rejects an intent from a seat that is not the current actor, with NOT_YOUR_TURN', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
// Whichever seat is NOT the current actor should be refused, regardless of the intent's content.
const bPush = session.connect(1 as PlayerIndex);
const notActor = (bPush.menu === null ? 1 : 0) as PlayerIndex;
const result = session.intent(notActor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, false);
if (!result.accepted) assert.equal(result.code, 'NOT_YOUR_TURN');
});
it('accepts a legal intent from the current actor and pushes every seat', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, true);
if (result.accepted) assert.equal(result.pushes.size, 2, 'not every connected seat was pushed to');
});
it('rejects an illegal intent with its real RejectionCode, and does not remember the seq', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
// Discarding before ever drawing is illegal on an opening hand at the limit — a safe "this is
// definitely rejected" fixture that does not depend on exactly which cards were dealt.
const bad = session.intent(actor, 1, { type: 'card.discard', cardId: 'not-a-real-card', toSlot: 0 });
assert.equal(bad.accepted, false);
if (!bad.accepted) assert.ok(bad.code.length > 0, 'a rejection carried no code at all');
// The same seq, now with a legal intent, must still go through — a rejection is not "applied".
const retry = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(retry.accepted, true, 'a seq burned by an earlier rejection could not be reused');
});
it('treats a repeated seq as an already-applied no-op, not a second application', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(first.accepted, true);
const second = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(second.accepted, true, 'a resend of an already-applied seq was rejected instead of ignored');
if (second.accepted) assert.equal(second.pushes.size, 0, 'a resend produced pushes as if newly applied');
});
it('deltas the board on a second push when it has not changed since the first', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
session.connect(1 as PlayerIndex); // both seats need a baseline Frame before a delta means anything
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, true);
if (!result.accepted) return;
// Choosing "draw" doesn't move a single card on the board — the division/cells should be nulled
// on this push for a seat that already had them from `connect`.
const push = result.pushes.get(actor)!;
assert.equal(push.frame!.division, null, 'the board was resent even though nothing on it changed');
});
it('only sends narration NEW since the last push to that specific seat', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
// A first connect is this seat's first contact, so it gets everything narrated so far (the
// "Game Begins" intro and whatever `drain()` said entering the first Stage) — not an empty log.
assert.ok(aPush.lines.length > 0, 'a first connect got no narration at all, not even the game-begins intro');
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(first.accepted, true);
if (!first.accepted) return;
const firstLines = first.pushes.get(actor)!.lines;
assert.ok(firstLines.length > 0, 'the acting seat got no narration for its own action');
const second = session.intent(actor, 2, { type: 'draw.end' });
assert.equal(second.accepted, true);
if (!second.accepted) return;
const secondLines = second.pushes.get(actor)!.lines;
assert.ok(secondLines.length > 0, 'a second real action produced no narration at all');
for (const line of firstLines) {
assert.ok(!secondLines.includes(line), 'the second push repeated narration already sent in the first');
}
});
});
describe('turn timings (lobby-and-sessions.md §5)', () => {
it('records a wall-clock span once the acting player, phase, Day or Stage changes', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
let pushes = new Map<PlayerIndex, Push>([
[0 as PlayerIndex, session.connect(0 as PlayerIndex)],
[1 as PlayerIndex, session.connect(1 as PlayerIndex)],
]);
const seq = new Map<PlayerIndex, number>([[0 as PlayerIndex, 1], [1 as PlayerIndex, 1]]);
const timings = [];
for (let step = 0; step < 60 && timings.length === 0; step++) {
const acting = [0, 1].find((seat) => pushes.get(seat as PlayerIndex)!.menu !== null) as PlayerIndex | undefined;
const menu = acting === undefined ? null : pushes.get(acting)!.menu;
if (acting === undefined || !menu || menu.options.length === 0) break;
const n = seq.get(acting)!;
seq.set(acting, n + 1);
const result = session.intent(acting, n, menu.options[0]!);
assert.equal(result.accepted, true, `step ${step}: ${JSON.stringify(menu.options[0])} rejected`);
if (!result.accepted) break;
if (result.timing) timings.push(result.timing);
pushes = result.pushes;
}
assert.ok(timings.length > 0, 'no turn timing ever closed across 60 real steps of actual play');
const [timing] = timings;
assert.ok(timing!.endedAt >= timing!.startedAt, 'a span ended before it started');
assert.ok([0, 1].includes(timing!.player), 'a timing named a player outside the table');
});
});
describe('bot seats (Phase 4 — D8, lobby-and-sessions.md §2)', () => {
it('a bot never becomes the observable current actor — it plays before anyone can see it waiting', () => {
// Seat 0 acts first (the opening Superintendent), so marking it a bot exercises `driveBots()`
// at CONSTRUCTION time — before any external `intent()` has run at all.
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
assert.equal(session.isBot(0 as PlayerIndex), true);
assert.equal(session.isBot(1 as PlayerIndex), false);
const botPush = session.connect(0 as PlayerIndex);
const humanPush = session.connect(1 as PlayerIndex);
assert.equal(botPush.menu, null, 'the bot seat was handed a real decision to make');
assert.notEqual(humanPush.menu, null, 'nobody was left with a turn to take — the bot never played');
});
it('botSeats round-trips through exportSave/resumeSession', () => {
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
const resumed = resumeSession(session.exportSave());
assert.equal(resumed.isBot(0 as PlayerIndex), true);
assert.equal(resumed.connect(0 as PlayerIndex).menu, null, 'a resumed bot seat still never gets a real decision');
});
it('a bot seat is driven forward after a human intent too, not only at construction', () => {
// Two bots and one human: whichever of the two non-human seats comes up next after the human's
// own move must be played automatically, with no external `intent()` for either of them.
const session = createSession(11, config, ['Alice', 'Bot', 'Bot'], [1 as PlayerIndex, 2 as PlayerIndex]);
const before = session.exportSave().history.length;
const applied = session.intent(0 as PlayerIndex, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(applied.accepted, true);
assert.equal(session.connect(1 as PlayerIndex).menu, null, 'bot seat 1 was left with a real decision');
assert.equal(session.connect(2 as PlayerIndex).menu, null, 'bot seat 2 was left with a real decision');
// Not a strict proof either bot actually moved (the human's own turn may not have ended yet),
// but the history can only ever have grown, never shrunk, and never rejected mid-drive.
assert.ok(session.exportSave().history.length >= before + 1);
});
});
describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
it('exportSave carries enough to reconstruct the exact same game', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
const applied = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(applied.accepted, true);
const saved = session.exportSave();
assert.equal(saved.seed, 42);
assert.deepEqual(saved.playerNames, ['Alice', 'Bob']);
assert.equal(saved.history.length, 1);
assert.equal(saved.status, 'active');
assert.ok(saved.createdAt > 0, 'createdAt was not set');
const resumed = resumeSession(saved);
const before = session.connect(actor);
const after = resumed.connect(actor);
assert.deepEqual(after.frame, before.frame, 'resumeSession did not reconstruct the same board/state');
});
it('a resumed session keeps enforcing whose turn it is', () => {
const session = createSession(7, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
const resumed = resumeSession(session.exportSave());
const notActor = (actor === 0 ? 1 : 0) as PlayerIndex;
const rejected = resumed.intent(notActor, 1, { type: 'draw.end' });
assert.equal(rejected.accepted, false);
if (!rejected.accepted) assert.equal(rejected.code, 'NOT_YOUR_TURN');
});
it('marks status finished only once the game actually is', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
assert.equal(session.exportSave().status, 'active');
});
});
describe('summary() — what an administrator sees without replaying the game', () => {
it('describes a fresh game: who is at the table, where it has got to, and who it waits on', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const s = session.summary();
assert.equal(s.playerCount, 2);
assert.deepEqual(s.playerNames, ['Alice', 'Bob']);
assert.equal(s.status, 'active');
assert.equal(s.day, 1);
assert.equal(s.stage, 1);
assert.equal(typeof s.phase, 'string');
assert.ok(s.waitingOn, 'a game in play must be waiting on somebody');
assert.equal(s.waitingOn!.name, s.playerNames[s.waitingOn!.seat]);
});
it('does not hand back a copy of the history the way exportSave must', () => {
// The health check polls this on a timer, so it answering with every intent of every game
// would make a question about none of them cost a copy of all of them.
const session = createSession(42, config, ['Alice', 'Bob']);
assert.equal('history' in session.summary(), false);
});
it('moves lastMoveAt when a move is accepted, and leaves it alone when one is refused', async () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const created = session.summary();
assert.equal(created.lastMoveAt, created.createdAt, 'an untouched game has not moved since it began');
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
const idle = (1 - actor) as PlayerIndex;
// A rejection is not a move — a player poking at a game they cannot act in must not make it
// look alive to whoever is deciding whether it has stalled.
session.intent(idle, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(session.summary().lastMoveAt, created.lastMoveAt, 'a refused intent moved the clock');
await new Promise((r) => setTimeout(r, 2));
const accepted = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(accepted.accepted, true);
assert.ok(session.summary().lastMoveAt > created.lastMoveAt, 'an accepted intent did not move the clock');
});
it('carries lastMoveAt across a restart, and falls back to createdAt for a save without one', async () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
await new Promise((r) => setTimeout(r, 2));
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
const saved = session.exportSave();
assert.equal(resumeSession(saved).summary().lastMoveAt, saved.lastMoveAt);
// A game written before the field existed still has to load, and reads as untouched since it
// began rather than as having just moved.
const { lastMoveAt: _dropped, ...older } = saved;
const revived = resumeSession(older).summary();
assert.equal(revived.lastMoveAt, saved.createdAt);
});
it('reports a finished game as waiting on nobody', () => {
// Every seat a bot, so the game plays itself to a finish inside the constructor.
const session = createSession(4242, config, ['A', 'B'], [0 as PlayerIndex, 1 as PlayerIndex]);
const s = session.summary();
assert.equal(s.status, 'finished');
assert.equal(s.waitingOn, null, 'a finished game must not name somebody to wait for');
});
});
describe('a save survives a release that did not change the rules', () => {
/** Plays a couple of real moves so the history is worth replaying. */
const played = (): ReturnType<GameSession['exportSave']> => {
const s = createSession(42, config, ['Alice', 'Bob']);
const actor = (s.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
s.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
return s.exportSave();
};
it('resumes whatever version stamped it, so long as the moves still replay', () => {
// This is the whole point. The engine version used to gate this, and it is the PACKAGE version
// — it moves for a CSS fix. Four releases in a row destroyed every game in progress, one of
// them for a change that only altered how the board is drawn.
const saved = played();
const r = tryResumeSession(saved);
assert.equal(r.ok, true, 'a replayable save was refused');
if (!r.ok) return;
assert.deepEqual(r.session.exportSave().history, saved.history);
});
it('refuses a save whose moves no longer replay, and says which move and why', () => {
// A rules change is simulated by corrupting one intent — the engine cannot apply it, which is
// exactly the shape a genuinely incompatible save has.
const saved = played();
const broken = {
...saved,
history: [...saved.history, { type: 'localOps.choose', option: 'not-a-real-option' } as never],
};
const r = tryResumeSession(broken);
assert.equal(r.ok, false, 'a save the rules reject was accepted');
if (r.ok) return;
assert.equal(r.failure.of, broken.history.length);
assert.equal(r.failure.stoppedAt, broken.history.length - 1, 'wrong move blamed');
assert.equal(r.failure.intent, 'localOps.choose');
assert.ok(r.failure.code.length > 0, 'no rejection code to act on');
});
it('never silently truncates — the old loop stopped at a bad move and said nothing', () => {
// The silence was survivable only because the version check meant a doomed replay was never
// attempted. Now that the replay IS the check, a partial one must be impossible to mistake for
// a whole one.
const saved = played();
const broken = { ...saved, history: [{ type: 'draw.end' } as never, ...saved.history] };
const r = tryResumeSession(broken);
assert.equal(r.ok, false, 'a truncated replay was returned as a healthy session');
});
});