TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen. Every accepted intent, and every automatic phase that does anything, becomes an ordered presentation step. A bot's whole switching turn used to land in one push; now it arrives as a run of steps, the district panel follows whoever is acting, and a [N behind] … [Skip] row says how far the board is from the game. Solitaire runs the same path — one collector inside submit(), which both session kinds already funnel through — which is where its automatic phases finally get a visible beat. Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs nothing, and the clock turning over earns the beat. Tunable per viewer without a rebuild, and off entirely at pace 0. Also: switching was the one class of action logging unattributed, and now names its train. Reasoning, measurements and the three things that turned out wrong are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
312 lines
14 KiB
TypeScript
312 lines
14 KiB
TypeScript
/**
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* THE WATCHABLE TABLE — v0.8.0, Gitea#20 / TODO #13, #15, #18.
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*
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* One shared, ordered presentation of everyone else's turns, on a seated player's own screen. The
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* design is `docs/plans/jitsi-common-board.md` § v0.8.0; this file is its tests.
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*
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* Starting with ATTRIBUTION, because the caption row and the history panel both read these lines
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* and a line that does not say who acted is useless on a screen built to answer "what did they
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* just do?".
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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 { applyIntent } from '../src/engine/apply.ts';
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import { legalActions } from '../src/engine/legal.ts';
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import type { GameConfig, PlayerIndex } from '../src/engine/state.ts';
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import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
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import { currentActor } from '../src/web/game.ts';
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import { applyPublicDelta } from '../src/sim/public-delta.ts';
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import { publicSnapshot } from '../src/sim/view.ts';
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import type { PublicFrame } from '../src/sim/view.ts';
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import { takeSteps } from '../src/sim/display-step.ts';
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import { createSession } from '../src/server/session.ts';
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import { kindOf } from '../src/sim/pacing.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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employeeRotation: false,
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emergencyToolbox: false,
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},
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};
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/**
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* The four events a switching turn is made of. Every one of them used to arrive in the shared log
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* unattributed: `record()` (`web/game.ts`) prefixes a line with the player's name only when the
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* event itself carries `player`, and these four were the only events in their class that did not
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* — `cardDrawn`, `cardPlayed`, `cardDiscarded`, `carPlacedOnTrain`, `loadStarted`, `loadCompleted`,
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* `flyingSwitch` and `localOpsOptionChosen` all did. So a switching turn read as an attributed
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* bracket around anonymous contents:
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*
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* Player Alice chose to switch ← attributed
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* CREW moved (1,2) → (1,3) — 4 of 6 ← whose train?
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* Player Alice finished Local Operations ← attributed
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*
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* Measured 2026-09-09 and fixed with the feature that reads them, not filed.
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*/
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const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const;
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/** How each of those four reads in the log, so the assertions can find them by text. */
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const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled \d+ car|set out |used the SMALL YARD)/;
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describe('switching is attributed — TODO #13', () => {
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it('every switching event carries the player who acted', () => {
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/**
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* Driven by PREFERRING switch moves rather than taking the first legal action, because bot
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* switching is clustered rather than spread: two of the three published replays contain no
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* `switch.move` at all, so a game driven by `options[0]` can finish without ever exercising
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* this. The counter below then guards against the test passing vacuously.
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*/
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let seen = 0;
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for (const seed of [1917398, 191056, 4242]) {
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const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
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for (let i = 0; i < 800; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
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const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
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// Read the events this intent produces before applying it for real, so the assertion sees
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// exactly what `record()` will be handed.
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const preview = applyIntent(structuredClone(game.state), actor, chosen);
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if (preview.ok) {
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for (const e of preview.events) {
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if ((SWITCHING_EVENTS as readonly string[]).includes(e.type)) {
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assert.ok(
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'player' in e,
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`${e.type} carries no player, so the log cannot say whose crew it was`,
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);
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assert.equal(
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(e as { player: PlayerIndex }).player,
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actor,
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`${e.type} names the wrong player`,
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);
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seen++;
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}
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}
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}
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if (!submit(game, chosen)) break;
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}
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}
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assert.ok(seen > 0, 'no switching event was produced, so this test proved nothing');
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});
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it('reads as a player action in the log, not as anonymous plain text', () => {
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let lines = 0;
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for (const seed of [1917398, 4242]) {
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const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
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for (let i = 0; i < 800; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
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if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
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}
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for (const line of game.log) {
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// The old wording. `uncapitalise` deliberately leaves an acronym alone (`^[A-Z][a-z]` only),
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// so "CREW moved" and "SMALL YARD —" would have survived the prefix and read as
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// "Player Alice CREW moved …". Both were reworded to compose.
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assert.doesNotMatch(
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line.text,
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/^CREW moved|^SMALL YARD —/,
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`an unattributed switching line survived: ${line.text}`,
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);
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if (SWITCHING_LINE.test(line.text)) {
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assert.equal(line.tone, 'act', `a switching line must read as somebody's move: ${line.text}`);
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lines++;
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}
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}
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}
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assert.ok(lines > 0, 'no switching line reached the log, so this test proved nothing');
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});
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});
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describe('the display-step collector — TODO #13', () => {
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it('emits one step per accepted intent plus one per automatic phase, in order', () => {
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const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
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let accepted = 0;
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for (let i = 0; i < 120; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
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if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
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accepted++;
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}
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assert.ok(accepted > 30, `only ${accepted} intents accepted — this proved little`);
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const steps = takeSteps(game.display);
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/**
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* TWO KINDS OF STEP SINCE TODO #18: one per accepted intent, and one per automatic phase that
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* did anything. So the count is no longer `accepted` — but every intent must still have exactly
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* one step, which is the invariant that matters.
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*/
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const byIntent = steps.filter((s) => s.cause !== 'phase');
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const byPhase = steps.filter((s) => s.cause === 'phase');
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assert.equal(byIntent.length, accepted, 'one step per accepted intent, no more and no fewer');
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assert.ok(byPhase.length > 0, 'no phase produced a step — TODO #18 is not being served');
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steps.forEach((s, i) => {
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assert.equal(s.seq, i, 'sequence numbers must be dense and in order');
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assert.equal(s.protocolVersion, 1);
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assert.ok(kindOf(s.cause), `step ${i} carries a cause pacing cannot classify`);
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// A phase is nobody's move; an intent is always somebody's.
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assert.equal(s.player === null, s.cause === 'phase', `step ${i} disagrees about who acted`);
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assert.equal(s.seat === null, s.cause === 'phase');
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});
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assert.equal(takeSteps(game.display).length, 0, 'draining must empty the collector');
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});
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it('a rejected intent produces no step', () => {
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const game = newMultiplayerGame(4242, config, ['Alice', 'Bob', 'Carol']);
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takeSteps(game.display);
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// Somebody else's turn: refused before the engine is touched, so nothing to present.
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const notMyTurn = ((currentActor(game) ?? 0) + 1) % 3;
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assert.equal(submit(game, { type: 'draw.end' }, notMyTurn as PlayerIndex), false);
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assert.equal(takeSteps(game.display).length, 0, 'a refused intent must not be presented');
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});
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it('the step deltas reconstruct the public board exactly', () => {
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const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
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let held: PublicFrame | null = null;
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for (let i = 0; i < 150; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
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if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
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for (const s of takeSteps(game.display)) held = applyPublicDelta(held, s.frame);
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}
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assert.deepEqual(held, publicSnapshot(game.state), 'the animated board drifted from the real one');
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});
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/**
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* THE PROPERTY THAT IS CURRENTLY FREE AND MUST STAY THAT WAY.
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*
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* `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather
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* than `submit`, so a resumed server does not re-emit the whole game as steps and burn the
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* sequence. The plan expected this to need an explicit guard. It does not — but move a replay
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* path onto `submit()` and it silently becomes a real bug, which is why this is pinned.
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*/
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it('replaying a save emits no steps at all', () => {
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const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
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for (let i = 0; i < 80; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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if (!submit(game, options[0]!)) break;
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}
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assert.ok(game.history.length > 20, 'need a real history to replay');
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const rebuilt = fromMultiplayerSave(game.seed, config, ['Alice', 'Bob', 'Carol'], game.history);
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assert.equal(
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rebuilt.game.display.steps.length,
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0,
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'a replay re-emitted the whole game as display steps',
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);
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assert.equal(rebuilt.game.display.seq, 0, 'a replay burned display sequence numbers');
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});
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it('solitaire collects the same way multiplayer does', () => {
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// The standing design direction: solitaire is a special case of multiplayer, not a second
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// implementation. Both go through one `submit()`, so this needs no separate code path — and
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// that is exactly what makes TODO #18 fall out of TODO #13's mechanism.
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const game = newGame(4242);
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let accepted = 0;
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for (let i = 0; i < 60; i++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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if (!submit(game, options[0]!)) break;
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accepted++;
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}
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assert.ok(accepted > 10, 'the solitaire game did not get going');
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const collected = takeSteps(game.display);
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assert.equal(
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collected.filter((s) => s.cause !== 'phase').length,
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accepted,
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'solitaire must collect a step per intent too',
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);
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// And solitaire is where TODO #18 lives — its phases must earn beats on the same path.
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assert.ok(collected.some((s) => s.cause === 'phase'), 'solitaire got no phase steps');
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});
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});
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describe('steps reach a seated player — TODO #13', () => {
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it('never replays the opening bot turns at the first client to connect', () => {
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/**
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* `buildSession` runs `driveBotTurns()` at construction, so with bots ahead of you in the order
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* the game has already moved before anybody can connect. Those steps must be DROPPED, not
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* queued: a connecting client's `publicReset` is the board as it stands after those very moves,
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* so replaying them onto it would draw positions the game had already left.
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*
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* Found by review 2026-09-09 rather than by a failing test, which is why this one exists.
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*/
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const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
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const push = session.connect(0 as PlayerIndex);
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assert.ok(push.publicReset, 'a connecting client needs a baseline');
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assert.equal(push.steps, undefined, 'the connect push must carry no steps at all');
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// And the first real broadcast must carry only what THIS move produced — nothing older.
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const option = push.menu?.options[0];
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assert.ok(option, 'seat 0 should have something to do');
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const r = session.intent(0 as PlayerIndex, 1, option);
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assert.ok(r.accepted);
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const steps = [...r.pushes.values()][0]?.steps ?? [];
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assert.ok(steps.length > 0, 'the move produced no steps');
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/**
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* The first step delivered must be THIS seat's move — not a bot's, which is what a replayed
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* opening turn would look like. The sequence does NOT restart at 0: `takeSteps` empties the
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* collector without rewinding the counter, so the first thing a client sees may be seq 14. That
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* is fine and deliberate — what 0.8.1's gap detection needs is monotonic and dense, not
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* zero-based.
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*/
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assert.equal(steps[0]!.player, 0, 'the first delivered step was not the move just made');
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assert.equal(steps[0]!.cause, option.type);
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steps.forEach((st, i) => {
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if (i > 0) assert.equal(st.seq, steps[i - 1]!.seq + 1, 'sequence must stay dense');
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});
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});
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it('every seat gets the same public steps, and a connect gets a baseline to merge onto', () => {
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const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
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const connected = session.connect(0 as PlayerIndex);
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assert.ok(connected.publicReset, 'a connecting client needs a baseline for its step queue');
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let seen = 0;
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for (let i = 0; i < 60; i++) {
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const menu = session.connect(0 as PlayerIndex).menu;
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const option = menu?.options[0];
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if (!option) break;
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const r = session.intent(0 as PlayerIndex, i, option);
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if (!r.accepted) break;
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const pushes = [...r.pushes.values()];
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if (pushes.length === 0) continue;
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const first = pushes[0]!.steps ?? [];
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if (first.length === 0) continue;
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seen += first.length;
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for (const p of pushes) {
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assert.deepEqual(p.steps, first, 'every seat must receive the identical public steps');
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}
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}
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assert.ok(seen > 0, 'no steps reached a push, so this proved nothing');
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});
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});
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