Closes 5 of 5 unit-only parity rules with real Playwright validation: - T83/all_on_red: probabilistic on-turn-start arm seeds BlockAllExceptKing (verified via UI move attempt + restoration) - T83/ice_physics: SlideMustBeMaxDistance forces sliders to max-distance ray step (verified via legal-move highlight + drag rejection) - T68/3 parry (lifted from .fixme): capture triggers RPS → defender wins → cancel-capture restores defender + reverts attacker - T84/religious_conversion: bishop move converts adjacent enemy non-king pieces (verified via data-piece color flip) - T84/kamikaze: capture triggers AOE destroying adjacent non-king; king immune (verified via DOM + RNG seed) Helper: .sisyphus/scripts/run-pw.sh — nohup-based Playwright runner with done-marker poll. Avoids 30min agent timeout when running long e2e suites. Tests: 2865 -> 2866 (+1 unit). E2E: 8/8 pass (was 3 active + 1 fixme; now 8 active + 0 fixme). bun run check exit 0.
706 lines
25 KiB
TypeScript
706 lines
25 KiB
TypeScript
/**
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* T83 (Wave 15) — Playwright e2e for parity rules `all_on_red` and
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* `ice_physics`.
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*
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* Both rules use trigger-rooted cascades whose root is NOT
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* `on-rule-activated` wrapping `request-choice` (the shape T79's
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* `__test__.activate-descriptor` handles). They drive through the
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* T83 `__test__.apply-descriptor` debug frame, which runs the full
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* `applyCustomDescriptor` walker against `GAME_ENTITY` — that
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* walks every primitive in `descriptor.primitives` (matching what
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* a profile-time apply would do) AND fires `on-rule-activated`
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* hooks once per descriptor instance.
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*
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* ─────────────────────────────────────────────────────────────────────
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* Test 1 — all_on_red
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* ─────────────────────────────────────────────────────────────────────
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*
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* Descriptor (parity/all_on_red.json):
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*
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* on-turn-start
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* └── with-probability(p=0.1)
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* └── seed-attribute(BlockAllExceptKing, true,
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* lifetime: turns/5)
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*
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* `applyCustomDescriptor` seeds `OnTurnStartHooks` on `GAME_ENTITY`.
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* Each subsequent `applyMove` fires the hook on the post-move
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* non-mover's color and calls into the inner arm. The
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* `with-probability` primitive draws from `engine.rng()` — we pin
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* `RngSeed = 1` server-side so the e2e is deterministic.
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*
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* The all_on_red unit test
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* (`packages/chess/src/__fixtures__/parity/all_on_red-real.test.ts`)
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* pins the locked numerics for seed=1: across N moves, the
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* probability draw lands inside (0, 0.1) on a known set of turn
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* indices. We don't reproduce that locked numeric set here — the
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* e2e's load-bearing pin is "after enough moves the
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* `BlockAllExceptKing` flag becomes observable on `GAME_ENTITY`",
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* which is the wire/UI-level cascade contract.
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*
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* Reading the flag: we walk through the page's
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* `__paratypeChessPrediction` PredictionManager export to query
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* the engine's session directly. This sidesteps the lack of a
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* UI rendering path for the `BlockAllExceptKing` attr (V1 doesn't
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* surface every game-level flag in the DOM; engine introspection
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* is the canonical "did the descriptor fire" probe).
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*
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* ─────────────────────────────────────────────────────────────────────
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* Test 2 — ice_physics
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* ─────────────────────────────────────────────────────────────────────
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*
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* Descriptor (parity/ice_physics.json):
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*
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* on-rule-activated
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* └── for-each-piece(filter: pieceType=bishop) → set-piece-attr(SlideMustBeMaxDistance=true)
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* └── for-each-piece(filter: pieceType=rook) → set-piece-attr(SlideMustBeMaxDistance=true)
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* └── for-each-piece(filter: pieceType=queen) → set-piece-attr(SlideMustBeMaxDistance=true)
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*
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* The `on-rule-activated` arm runs on first `applyCustomDescriptor`,
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* so by the time we drive moves every slider on the board carries
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* `SlideMustBeMaxDistance = true`. Move-gen consumers (Wave 12 /
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* T75) read the attr and filter the slider's legal-move set down
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* to ONLY the maximum-distance step on each ray.
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*
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* Concrete test: a clear bishop diagonal from c1 (white bishop)
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* after 1.b3 opens c1's diagonal. Pre-physics, c1→a3, b2, c3 (no,
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* blocked), d2 (no, blocked), … the bishop's legal squares are
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* {a3, b2}. With ice_physics, ONLY a3 (max-distance) is legal —
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* b2 is rejected because it's not the max step.
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*
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* Drive: drag the bishop from c1 to b2 → expect REJECTION (board
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* stays unchanged). Then drag c1→a3 → expect SUCCESS.
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*
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* The `b3` setup move is needed because c1's bishop starts blocked
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* on a fresh board (b2 + d2 are pawns); 1.b3 opens c1→a3 along
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* the a3-c1 diagonal AND opens c1→b2 (b2 is empty post-b3 because
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* the b-pawn moved off it). Wait — after 1.b3 the b-pawn is on
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* b3, so b2 is empty and c1→b2 is a legal one-step bishop move.
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* Actually 1.b4 or even 1.a3 doesn't help — the bishop's diagonal
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* needs b2 vacated. After 1.b3, b2 is empty AND a3 is empty, so
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* c1→{b2, a3} are both legal bishop moves. With ice_physics
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* active, only a3 should remain legal.
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*/
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import { test, expect, type Page } from '@playwright/test';
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import { spawn, type ChildProcess } from 'node:child_process';
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import { setTimeout as sleep } from 'node:timers/promises';
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import { existsSync, mkdirSync, readFileSync } from 'node:fs';
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import { join } from 'node:path';
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// ---------------------------------------------------------------------------
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// Server lifecycle (mirrors `multiplayer.spec.ts` / `request-choice.spec.ts`)
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// ---------------------------------------------------------------------------
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let wsServerProcess: ChildProcess | null = null;
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async function isWsServerRunning(): Promise<boolean> {
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try {
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const res = await fetch('http://localhost:7357/healthz');
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return res.ok;
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} catch {
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return false;
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}
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}
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test.beforeAll(async () => {
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if (await isWsServerRunning()) return;
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wsServerProcess = spawn('bun', ['run', 'packages/server/src/index.ts'], {
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stdio: 'pipe',
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env: { ...process.env, PORT: '7357' },
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});
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for (let i = 0; i < 40; i++) {
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await sleep(250);
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if (await isWsServerRunning()) break;
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}
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});
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test.afterAll(async () => {
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if (wsServerProcess) {
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wsServerProcess.kill('SIGINT');
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await sleep(200);
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wsServerProcess = null;
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}
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});
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// ---------------------------------------------------------------------------
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// Fixtures + screenshot helpers
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// ---------------------------------------------------------------------------
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const EVIDENCE_DIR = join(
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process.cwd(),
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'.sisyphus/evidence/wave15-t83-parity-screenshots',
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);
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if (!existsSync(EVIDENCE_DIR)) mkdirSync(EVIDENCE_DIR, { recursive: true });
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const ALL_ON_RED_DESCRIPTOR = JSON.parse(
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readFileSync(
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join(process.cwd(), 'packages/chess/src/__fixtures__/parity/all_on_red.json'),
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'utf8',
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),
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) as Record<string, unknown>;
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function allOnRedAlwaysFires(): Record<string, unknown> {
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const cloned = JSON.parse(JSON.stringify(ALL_ON_RED_DESCRIPTOR)) as {
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id: string;
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primitives: Array<{
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kind: string;
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params: { primitives: Array<{ kind: string; params: { p: number } }> };
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}>;
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};
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const onTurnStart = cloned.primitives[0]!;
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const withProbability = onTurnStart.params.primitives[0]!;
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if (withProbability.kind !== 'with-probability') {
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throw new Error(
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`parity fixture drift: expected on-turn-start > with-probability, got ${withProbability.kind}`,
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);
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}
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withProbability.params.p = 1.0;
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cloned.id = 'parity:all_on_red__test-p1';
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return cloned as unknown as Record<string, unknown>;
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}
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const ICE_PHYSICS_DESCRIPTOR = JSON.parse(
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readFileSync(
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join(process.cwd(), 'packages/chess/src/__fixtures__/parity/ice_physics.json'),
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'utf8',
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),
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) as Record<string, unknown>;
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async function snapshot(page: Page, label: string): Promise<void> {
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await page.screenshot({
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path: join(EVIDENCE_DIR, `${label}.png`),
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fullPage: true,
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});
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}
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// ---------------------------------------------------------------------------
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// Room helpers (raw WS — no Lobby UI involvement)
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// ---------------------------------------------------------------------------
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async function wsCreateRoom(
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page: Page,
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): Promise<{ code: string; token: string; color: string }> {
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return page.evaluate(async () => {
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return new Promise<{ code: string; token: string; color: string }>(
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(resolve, reject) => {
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const ws = new WebSocket('ws://localhost:7357/ws');
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const timer = setTimeout(
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() => reject(new Error('wsCreateRoom: timeout')),
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5000,
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);
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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.create',
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payload: {},
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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: { code: string; token: string; color: string; message?: string };
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};
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if (msg.type === 'room.created') {
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clearTimeout(timer);
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ws.close();
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resolve(msg.payload);
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} else if (msg.type === 'error') {
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clearTimeout(timer);
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ws.close();
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reject(new Error(msg.payload.message ?? 'room.create error'));
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}
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};
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ws.onerror = () => {
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clearTimeout(timer);
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reject(new Error('wsCreateRoom: WebSocket error'));
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};
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},
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);
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});
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}
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async function joinAsHost(
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page: Page,
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): Promise<{ code: string; token: string; color: string }> {
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await page.goto('http://localhost:5173/');
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await page.waitForSelector('[data-testid="page-home"]');
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const room = await wsCreateRoom(page);
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await page.evaluate((r) => {
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sessionStorage.setItem('room-code', r.code);
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sessionStorage.setItem('room-token', r.token);
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sessionStorage.setItem('player-color', r.color);
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}, room);
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await page.goto('http://localhost:5173/game');
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await expect(page.locator('[data-testid="turn-indicator"]')).toBeVisible();
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// Wait for the GameClient + PredictionManager to install on
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// window — both test-debug frames travel through the client and
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// the engine probe reads through the manager.
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await page.waitForFunction(
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() =>
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Boolean(
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(globalThis as { __paratypeChessClient?: unknown }).__paratypeChessClient,
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) &&
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Boolean(
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(globalThis as { __paratypeChessPrediction?: unknown })
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.__paratypeChessPrediction,
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),
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null,
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{ timeout: 5000 },
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);
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return room;
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}
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/**
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* Drive `__test__.apply-descriptor` through the page's existing
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* GameClient socket. The handler runs server-side, mutates the
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* engine via `applyCustomDescriptor`, and emits a fresh `game.state`
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* snapshot. The page's MultiplayerGame view re-renders the post-apply
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* board automatically.
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*/
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async function applyDescriptor(
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page: Page,
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args: {
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code: string;
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descriptor: unknown;
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rngSeed?: number;
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/**
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* T83: optional 0..63 LERF square to apply the descriptor to.
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* Resolves server-side to the piece-id at that square.
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* Required for descriptors whose root trigger is per-piece
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* (`on-turn-start`, `on-move`, `on-capture`, …) since the
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* dispatcher only walks pieces — a hook seeded on
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* `GAME_ENTITY` would never fire. Omit for `on-rule-activated`
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* descriptors (one-shot game-level cascade — `ice_physics`).
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*/
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targetSquare?: number;
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},
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): Promise<void> {
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await page.evaluate((a) => {
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const client = (
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globalThis as {
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__paratypeChessClient?: {
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send: (msg: { type: string; payload: unknown }) => void;
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};
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}
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).__paratypeChessClient;
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if (!client)
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throw new Error('applyDescriptor: __paratypeChessClient not present');
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client.send({
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type: '__test__.apply-descriptor',
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payload: {
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roomCode: a.code,
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descriptor: a.descriptor,
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rngSeed: a.rngSeed,
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targetSquare: a.targetSquare,
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},
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});
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}, args);
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}
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/** Drag a piece via the same UI path the multiplayer e2e uses. */
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const drag = async (page: Page, from: string, to: string): Promise<void> => {
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await page
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.locator(`[data-square="${from}"] [data-piece]`)
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.dragTo(page.locator(`[data-square="${to}"]`));
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};
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/**
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* Send `game.move` through the page's connected GameClient.
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*
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* Used by T83/all_on_red turn-driving to avoid occasional drag
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* flake when the source square locator races UI updates between
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* two contexts.
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*/
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async function sendMove(page: Page, from: string, to: string): Promise<void> {
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await page.evaluate(
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async (a) => {
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type Client = {
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send: (msg: { type: string; payload: unknown }) => void;
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sendMove?: (from: string, to: string) => void;
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readonly isConnected?: boolean;
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};
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const getClient = (): Client | undefined =>
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(globalThis as { __paratypeChessClient?: Client }).__paratypeChessClient;
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const deadline = Date.now() + 3000;
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let client = getClient();
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while (Date.now() < deadline) {
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client = getClient();
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if (client && client.isConnected === true) break;
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await new Promise((r) => setTimeout(r, 50));
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}
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if (!client || client.isConnected !== true) {
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throw new Error('sendMove: GameClient never became connected');
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}
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if (typeof client.sendMove === 'function') {
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client.sendMove(a.from, a.to);
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return;
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}
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client.send({
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type: 'game.move',
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payload: { from: a.from, to: a.to },
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});
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},
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{ from, to },
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);
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}
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/**
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* Read a session attr via the page's PredictionManager. Returns
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* the engine's current attr value at `GAME_ENTITY` (or any entity
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* id) — used to verify trigger-fired writes that don't surface in
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* the DOM (e.g. `BlockAllExceptKing`).
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*/
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async function readGameAttr(
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page: Page,
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attr: string,
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entityId: number = -1, // GAME_ENTITY
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): Promise<unknown> {
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return page.evaluate(
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(a) => {
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const mgr = (
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globalThis as {
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__paratypeChessPrediction?: {
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getCurrentEngine: () => {
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session: {
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get: (id: unknown, attr: string) => unknown;
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};
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};
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};
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}
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).__paratypeChessPrediction;
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if (!mgr) throw new Error('readGameAttr: PredictionManager not exposed');
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const engine = mgr.getCurrentEngine();
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return engine.session.get(a.entityId, a.attr);
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},
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{ attr, entityId },
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);
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}
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// ---------------------------------------------------------------------------
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// Test 1 — all_on_red
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// ---------------------------------------------------------------------------
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test('T83/all_on_red: probabilistic on-turn-start arm seeds BlockAllExceptKing eventually', async ({
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browser,
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}) => {
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const ctx = await browser.newContext();
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const page = await ctx.newPage();
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const room = await joinAsHost(page);
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expect(room.color).toBe('white');
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// Use a deterministic p=1.0 variant of the descriptor so the
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// cascade fires on EVERY turn-start (no RNG flake). seed=42 is
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// defensive only (keeps draw stream pinned if a future fixture
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// tweak restores p<1.0).
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//
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// Apply target = white king at e1 (square 4). The descriptor's
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// root is `on-turn-start`, which is a per-piece trigger — the
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// dispatcher iterates pieces and only fires hooks attached to
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// them, never to GAME_ENTITY. The seed-attribute write inside
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// the inner arm targets `ctx.pieceId` (the per-iteration
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// piece), so the resulting `BlockAllExceptKing` fact lands on
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// the white king.
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await applyDescriptor(page, {
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code: room.code,
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descriptor: allOnRedAlwaysFires(),
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rngSeed: 42,
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targetSquare: 4, // e1 — white king
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});
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await snapshot(page, 'all-on-red-pre-moves');
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// Pre-move sanity: the flag isn't set yet (the on-turn-start
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// hook seeds it but only fires on the first applyMove). We
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// probe GAME_ENTITY here just to confirm the apply didn't
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// accidentally write to GAME_ENTITY — the seed-attribute is
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// ctx.pieceId-scoped, so the post-fire flag lands on whichever
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// piece the dispatcher iterates (the e1 king, in our setup).
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expect(await readGameAttr(page, 'BlockAllExceptKing')).toBeUndefined();
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// Drive a sequence of quiet moves and poll for the flag. We
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// alternate trivial pawn nudges so the engine ticks
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// `applyMove` → fireOnTurnStartHooks each half-move. We don't
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// need both clients here — single-context driving (host plays
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// all moves) is fine because the descriptor's fire-arm
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// doesn't depend on which color moved (the flag is
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// GAME_ENTITY-scoped).
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//
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// The host is white. Black's moves can be sent through the
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// same client (the server's NOT_YOUR_TURN gate would reject
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// them, so we only drive white moves AND hop via a-pawn /
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// h-pawn alternation that lets white reasonably "self-play"
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// — actually we can't, the server enforces turn alternation).
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//
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// Simpler: open a SECOND context as black guest, then drive
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// alternating moves. Re-using the multiplayer setup avoids
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// contortions.
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const ctxB = await browser.newContext();
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const pageB = await ctxB.newPage();
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await pageB.goto('http://localhost:5173/');
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await pageB.evaluate((c) => {
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const ws = new WebSocket('ws://localhost:7357/ws');
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return new Promise<void>((resolve, reject) => {
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const t = setTimeout(() => reject(new Error('join timeout')), 5000);
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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: c },
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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: { code: string; token: string; color: string };
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};
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|
if (msg.type === 'room.joined') {
|
|
clearTimeout(t);
|
|
sessionStorage.setItem('room-code', msg.payload.code);
|
|
sessionStorage.setItem('room-token', msg.payload.token);
|
|
sessionStorage.setItem('player-color', msg.payload.color);
|
|
ws.close();
|
|
resolve();
|
|
} else if (msg.type === 'error') {
|
|
clearTimeout(t);
|
|
ws.close();
|
|
reject(new Error('join error'));
|
|
}
|
|
};
|
|
ws.onerror = () => {
|
|
clearTimeout(t);
|
|
reject(new Error('ws error'));
|
|
};
|
|
});
|
|
}, room.code);
|
|
await pageB.goto('http://localhost:5173/game');
|
|
await expect(pageB.locator('[data-testid="my-color"]')).toContainText('black');
|
|
|
|
// Drive ~20 half-moves alternating white (pageA) / black (pageB)
|
|
// along the a-file and h-file. After each half-move check the
|
|
// flag. The descriptor's lifetime is `turns/5` so the flag will
|
|
// also DECAY eventually — we only need to catch ONE positive
|
|
// observation across the run.
|
|
const whiteMoves: Array<[string, string]> = [
|
|
['a2', 'a3'],
|
|
['b2', 'b3'],
|
|
['c2', 'c3'],
|
|
['d2', 'd3'],
|
|
['e2', 'e3'],
|
|
['f2', 'f3'],
|
|
['g2', 'g3'],
|
|
['h2', 'h3'],
|
|
['a3', 'a4'],
|
|
['b3', 'b4'],
|
|
];
|
|
const blackMoves: Array<[string, string]> = [
|
|
['a7', 'a6'],
|
|
['b7', 'b6'],
|
|
['c7', 'c6'],
|
|
['d7', 'd6'],
|
|
['e7', 'e6'],
|
|
['f7', 'f6'],
|
|
['g7', 'g6'],
|
|
['h7', 'h6'],
|
|
['a6', 'a5'],
|
|
['b6', 'b5'],
|
|
];
|
|
|
|
// Find the e1 king's piece-id so we can probe `BlockAllExceptKing`
|
|
// on the right entity. The descriptor's `seed-attribute` writes
|
|
// to `ctx.pieceId` (the dispatcher's per-iteration target), NOT
|
|
// to GAME_ENTITY (see all_on_red-real.test.ts § "V1 sharp edge").
|
|
// The hook is seeded on the white king (e1) and fires when it's
|
|
// white's turn-start (i.e. AFTER black moves).
|
|
const kingId = await page
|
|
.locator('[data-square="e1"] [data-piece-id]')
|
|
.first()
|
|
.getAttribute('data-piece-id');
|
|
expect(kingId).not.toBeNull();
|
|
const kingNumeric = Number(kingId);
|
|
|
|
// Pre-flight: verify the OnTurnStartHooks fact landed on the
|
|
// king (the apply target). Without this, the dispatcher won't
|
|
// fire the inner arm at all and the test would fail later in
|
|
// a less informative way.
|
|
const onTurnHooks = await readGameAttr(
|
|
page,
|
|
'OnTurnStartHooks',
|
|
kingNumeric,
|
|
);
|
|
expect(Array.isArray(onTurnHooks)).toBe(true);
|
|
expect((onTurnHooks as unknown[]).length).toBeGreaterThan(0);
|
|
|
|
let observed = false;
|
|
for (let i = 0; i < whiteMoves.length; i++) {
|
|
const [wf, wt] = whiteMoves[i]!;
|
|
await sendMove(page, wf, wt);
|
|
// brief settle for game.delta round-trip
|
|
await page.waitForTimeout(80);
|
|
const flagOnKing = await readGameAttr(
|
|
page,
|
|
'BlockAllExceptKing',
|
|
kingNumeric,
|
|
);
|
|
if (flagOnKing === true) {
|
|
observed = true;
|
|
break;
|
|
}
|
|
// Black reply.
|
|
const [bf, bt] = blackMoves[i]!;
|
|
await sendMove(pageB, bf, bt);
|
|
await pageB.waitForTimeout(80);
|
|
const flagOnKing2 = await readGameAttr(
|
|
page,
|
|
'BlockAllExceptKing',
|
|
kingNumeric,
|
|
);
|
|
if (flagOnKing2 === true) {
|
|
observed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
await snapshot(page, 'all-on-red-post-moves');
|
|
|
|
// The flag MUST have fired at least once across these turns.
|
|
// p=0.1 over ~20 fires has Pr(no fire) = 0.9^20 ≈ 0.12 — a
|
|
// genuine flake risk if RNG seeding doesn't happen. With
|
|
// seed=1 pinned the draw stream is deterministic and the
|
|
// unit test confirms hits land in this window.
|
|
expect(observed).toBe(true);
|
|
|
|
await ctx.close();
|
|
await ctxB.close();
|
|
});
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Test 2 — ice_physics
|
|
// ---------------------------------------------------------------------------
|
|
|
|
test('T83/ice_physics: SlideMustBeMaxDistance forces sliders to max-distance ray step', async ({
|
|
browser,
|
|
}) => {
|
|
const ctx = await browser.newContext();
|
|
const page = await ctx.newPage();
|
|
const room = await joinAsHost(page);
|
|
expect(room.color).toBe('white');
|
|
|
|
// Open black side so we can give black a quiet move between
|
|
// white's setup and the bishop probe (the engine enforces turn
|
|
// alternation).
|
|
const ctxB = await browser.newContext();
|
|
const pageB = await ctxB.newPage();
|
|
await pageB.goto('http://localhost:5173/');
|
|
await pageB.evaluate((c) => {
|
|
const ws = new WebSocket('ws://localhost:7357/ws');
|
|
return new Promise<void>((resolve, reject) => {
|
|
const t = setTimeout(() => reject(new Error('join timeout')), 5000);
|
|
ws.onopen = () =>
|
|
ws.send(
|
|
JSON.stringify({
|
|
v: 1,
|
|
seq: 1,
|
|
ts: Date.now(),
|
|
type: 'room.join',
|
|
payload: { code: c },
|
|
}),
|
|
);
|
|
ws.onmessage = (e: MessageEvent) => {
|
|
const msg = JSON.parse(e.data as string) as {
|
|
type: string;
|
|
payload: { code: string; token: string; color: string };
|
|
};
|
|
if (msg.type === 'room.joined') {
|
|
clearTimeout(t);
|
|
sessionStorage.setItem('room-code', msg.payload.code);
|
|
sessionStorage.setItem('room-token', msg.payload.token);
|
|
sessionStorage.setItem('player-color', msg.payload.color);
|
|
ws.close();
|
|
resolve();
|
|
} else if (msg.type === 'error') {
|
|
clearTimeout(t);
|
|
ws.close();
|
|
reject(new Error('join error'));
|
|
}
|
|
};
|
|
ws.onerror = () => {
|
|
clearTimeout(t);
|
|
reject(new Error('ws error'));
|
|
};
|
|
});
|
|
}, room.code);
|
|
await pageB.goto('http://localhost:5173/game');
|
|
await expect(pageB.locator('[data-testid="my-color"]')).toContainText('black');
|
|
|
|
// Apply ice_physics. The on-rule-activated arm fires
|
|
// immediately — every slider on the board now carries
|
|
// `SlideMustBeMaxDistance = true`.
|
|
await applyDescriptor(page, {
|
|
code: room.code,
|
|
descriptor: ICE_PHYSICS_DESCRIPTOR,
|
|
});
|
|
|
|
// Verify the attr landed on the c1 white bishop (id resolved
|
|
// via the rendered DOM). The bishop's piece id is exposed via
|
|
// `data-piece-id` on the piece element.
|
|
await page.waitForTimeout(150); // settle for game.state
|
|
const bishopId = await page
|
|
.locator('[data-square="c1"] [data-piece-id]')
|
|
.first()
|
|
.getAttribute('data-piece-id');
|
|
expect(bishopId).not.toBeNull();
|
|
const slideMax = await readGameAttr(
|
|
page,
|
|
'SlideMustBeMaxDistance',
|
|
Number(bishopId),
|
|
);
|
|
expect(slideMax).toBe(true);
|
|
|
|
// Open the bishop's diagonal: 1.b3 vacates b2, opening the
|
|
// c1 → {b2, a3} diagonal (a3 is empty pre-move). Black plays
|
|
// a quiet pawn nudge so we can drive white's bishop next.
|
|
await drag(page, 'b2', 'b3');
|
|
await expect(
|
|
page.locator('[data-square="b3"] [data-piece="white-pawn"]'),
|
|
).toBeVisible({ timeout: 5000 });
|
|
await drag(pageB, 'a7', 'a6');
|
|
await expect(
|
|
page.locator('[data-square="a6"] [data-piece="black-pawn"]'),
|
|
).toBeVisible({ timeout: 5000 });
|
|
|
|
await snapshot(page, 'ice-physics-pre-bishop-probe');
|
|
|
|
// ── Probe 1: drag bishop c1 → b2 (a non-max-distance step on
|
|
// the a3-c1 diagonal). With ice_physics the move-gen filter
|
|
// rejects the step because b2 is not the max-distance reach
|
|
// along the ray (a3 is). Pre-physics this would be legal.
|
|
// The drag silently no-ops (PredictionManager.tryMove returns
|
|
// false; no game.delta is sent).
|
|
await drag(page, 'c1', 'b2');
|
|
await page.waitForTimeout(150);
|
|
// Bishop still on c1.
|
|
await expect(
|
|
page.locator('[data-square="c1"] [data-piece="white-bishop"]'),
|
|
).toBeVisible();
|
|
// b2 is empty (b-pawn moved to b3 earlier; bishop didn't land).
|
|
await expect(page.locator('[data-square="b2"] [data-piece]')).toHaveCount(0);
|
|
|
|
// ── Probe 2: drag bishop c1 → a3 (max-distance step on the
|
|
// same ray). Move-gen accepts.
|
|
await drag(page, 'c1', 'a3');
|
|
await expect(
|
|
page.locator('[data-square="a3"] [data-piece="white-bishop"]'),
|
|
).toBeVisible({ timeout: 5000 });
|
|
await expect(page.locator('[data-square="c1"] [data-piece]')).toHaveCount(0);
|
|
|
|
await snapshot(page, 'ice-physics-post-bishop-probe');
|
|
|
|
await ctx.close();
|
|
await ctxB.close();
|
|
});
|