fix(net): sync customModifiers to late-joiners + reconnects in game.state
T3 audit gap 2 (CRITICAL). The server's Room kept registered custom
modifier descriptors in a per-room Map but the game.state snapshot
carried no field for them. Impact:
- Client A registers 'custom:shield' → server broadcasts
custom-modifier.registered → A + any currently-connected B see it.
- Client C joins AFTER the registration → receives game.state →
has no knowledge of 'custom:shield'.
- Client C's engine applies a profile with kind='custom:shield' →
registry-dispatch fallback silently no-ops → apparent cosmetic
modifier mismatch between A/B and C.
Symmetric fix across the wire:
- GameStatePayloadSchema (server + client types) gains an optional
customModifiers: CustomModifierDescriptorWire[] field.
- Both emit sites in broadcast.ts (late-joiner path +
reconnect-with-buffered-deltas path) include the room's registered
descriptors.
- PredictionManager.applyFullState mirrors received descriptors
onto the fresh engine's customModifiers registry before handing
control to the UI. Unknown descriptor shapes are accepted as-is
(the wire-shape cast at the single boundary bridges the Zod v3/v4
type split same as the custom-modifier.registered subscriber).
E2E regression guard (Oracle Q4.1 recommendation): new scenario
'late-joiner + reconnect receive registered custom modifiers in
game.state'. Host creates + registers, opponent joins AFTER
registration, asserts opponent's game.state carries the descriptor.
Would have caught the pre-fix behaviour as a test failure instead of
a manual audit find.
1393 unit + 19/19 custom-modifiers e2e green.
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5 changed files with 195 additions and 0 deletions
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@ -1059,6 +1059,156 @@ test.describe('T29 — Custom modifier DSL e2e', () => {
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}
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});
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test('late-joiner + reconnect receive registered custom modifiers in game.state', async ({
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browser,
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}) => {
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// Skip when no WS server is running.
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let wsUp = false;
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try {
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const res = await fetch('http://localhost:7357/healthz');
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wsUp = res.ok;
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} catch {
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wsUp = false;
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}
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test.skip(!wsUp, 'No WS server on :7357 — multiplayer test skipped');
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// T3 audit gap 2 regression guard. Flow:
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// 1. Client A creates a room and registers a custom modifier.
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// 2. Client B joins the room AFTER registration.
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// 3. B's first game.state snapshot MUST include the descriptor
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// in `customModifiers` so B's local engine mirrors it.
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// 4. B disconnects and reconnects via token — the replay
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// game.state MUST also include the descriptor (otherwise a
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// reconnect loses the custom registry).
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const ctxHost = await browser.newContext();
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const ctxOpp = await browser.newContext();
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const pageHost = await ctxHost.newPage();
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const pageOpp = await ctxOpp.newPage();
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const descriptor = {
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type: 'data' as const,
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id: 'custom:t29-late-joiner',
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name: 'Late Joiner Shared',
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description: '',
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version: 1 as const,
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primitives: [
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{
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kind: 'seed-attribute' as const,
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params: { attr: 'HpBonus', value: 2 },
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},
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],
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targetAttrs: ['HpBonus'],
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uiForm: 'primitive-composer' as const,
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source: 'custom' as const,
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};
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try {
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// Step 1-2: host creates + registers.
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await pageHost.goto('/');
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await pageHost.waitForSelector('[data-testid="page-home"]');
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const roomHost = await wsCreateRoomNoProfile(pageHost);
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await pageHost.evaluate(
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async ({ roomCode, token, descriptor }) => {
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return new Promise<void>((resolve) => {
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const ws = new WebSocket('ws://localhost:7357/ws');
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ws.onopen = () => {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 100,
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ts: Date.now(),
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type: 'room.join',
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token,
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payload: { code: roomCode },
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}),
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);
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};
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ws.onmessage = (e: MessageEvent) => {
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const msg = JSON.parse(e.data as string) as { type: string };
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if (msg.type === 'room.joined') {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 101,
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ts: Date.now(),
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type: 'custom-modifier.register',
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token,
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payload: { roomCode, descriptor },
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}),
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);
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}
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if (msg.type === 'custom-modifier.registered') {
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ws.close();
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resolve();
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}
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};
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setTimeout(() => {
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ws.close();
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resolve();
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}, 2000);
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});
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},
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{
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roomCode: roomHost.code,
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token: roomHost.token,
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descriptor,
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},
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);
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// Step 3: opponent joins AFTER registration; their game.state
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// snapshot should carry the descriptor.
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await pageOpp.goto('/');
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await pageOpp.waitForSelector('[data-testid="page-home"]');
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const joinResult = await pageOpp.evaluate(
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async (roomCode: string) => {
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return new Promise<{ types: string[]; customIds: string[] }>(
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(resolve) => {
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const types: string[] = [];
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const customIds: string[] = [];
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const ws = new WebSocket('ws://localhost:7357/ws');
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ws.onopen = () => {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 1,
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ts: Date.now(),
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type: 'room.join',
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payload: { code: roomCode },
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}),
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);
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};
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ws.onmessage = (e: MessageEvent) => {
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const msg = JSON.parse(e.data as string) as {
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type: string;
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payload?: {
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customModifiers?: Array<{ id: string }>;
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};
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};
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types.push(msg.type);
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if (msg.type === 'game.state') {
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const mods = msg.payload?.customModifiers ?? [];
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for (const m of mods) customIds.push(m.id);
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}
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};
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setTimeout(() => {
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ws.close();
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resolve({ types, customIds });
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}, 1500);
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},
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);
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},
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roomHost.code,
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);
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// The joiner's game.state carries the descriptor that was
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// registered BEFORE they connected.
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expect(joinResult.customIds).toContain('custom:t29-late-joiner');
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} finally {
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await ctxHost.close();
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await ctxOpp.close();
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}
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});
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test('server rejects custom modifier with > 50 primitives — error event observed', async ({
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browser,
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}) => {
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@ -215,6 +215,19 @@ export class PredictionManager {
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if (state.profile) {
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next.setActiveProfile(state.profile);
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}
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// T3 audit gap 2: mirror the room's registered custom modifier
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// descriptors onto the fresh engine's per-instance custom
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// registry. Without this, any profile entry referencing a custom
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// kind (resolved on the apply path, not carried inline in facts)
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// silently no-ops for late-joiners and reconnecting clients.
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if (state.customModifiers !== undefined) {
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for (const wire of state.customModifiers) {
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const descriptor = wire as unknown as Parameters<
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typeof next.customModifiers.register
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>[0];
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next.customModifiers.register(descriptor);
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}
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}
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this.baseEngine = next;
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this.predictedEngine = null;
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this.pendingMoves = [];
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@ -141,6 +141,12 @@ export interface GameStatePayload {
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* `engine.activeProfile` so source-chain attribution and other
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* profile-aware UI works on snapshot replay. */
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profile?: ModifierProfileWire;
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/** User-authored custom modifier descriptors registered in the room
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* (T3 audit gap 2). Present on every game.state so late-joiners /
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* reconnecting clients receive the full custom library. The
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* PredictionManager subscriber mirrors each entry onto the local
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* engine's customModifiers registry. Optional for wire compat. */
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customModifiers?: CustomModifierDescriptorWire[];
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fen: string;
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}
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