@@ -51,10 +51,10 @@ history/
|
||||
│ └── countries.geo.json # 177 features, id=ISO_A3 (committed; Vite copies to dist/)
|
||||
├── shared/ # NO runtime deps — the single source of truth
|
||||
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
|
||||
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/Jump request types + pure helpers
|
||||
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
|
||||
├── server/
|
||||
│ ├── index.ts # Express: /api/* (action|diplomacy|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
|
||||
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / advisor
|
||||
│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
|
||||
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor
|
||||
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config
|
||||
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER
|
||||
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color)
|
||||
@@ -74,7 +74,7 @@ history/
|
||||
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
|
||||
├── WorldMap.tsx # MapLibre basemap + choropleth + click popup + player highlight
|
||||
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
|
||||
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list + "Jump forward"
|
||||
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
|
||||
├── EventFeed.tsx # scrolling event log (newest first)
|
||||
├── StatBar.tsx
|
||||
└── ui/ # 14 shadcn/ui primitives
|
||||
@@ -87,7 +87,7 @@ history/
|
||||
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
|
||||
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
|
||||
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
|
||||
| `npm test` | vitest unit tests in `server/` (19 tests) |
|
||||
| `npm test` | vitest unit tests in `server/` (39 tests) |
|
||||
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
|
||||
| `npm run lint` | ESLint flat config |
|
||||
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
|
||||
@@ -117,6 +117,17 @@ history/
|
||||
sends the entire `pending` array to the model, applies the `TurnResult`, clears `pending`, and
|
||||
advances the turn. An empty round (no items queued) is allowed and lets the world advance on its
|
||||
own. This design reduces LLM call frequency and makes each call a coherent batch of work.
|
||||
Queued items can be removed again via `POST /queue/remove` (by index — the client offers a
|
||||
trash button per row with a confirm dialog); like the adds it never advances the turn.
|
||||
- **Monotonic `GameState.version` — clients "never go backwards".** Every mutation (queue
|
||||
add/remove, turn commit) bumps `state.version` in the engine (`queueRoundItem` /
|
||||
`removeRoundItem` / `applyTurnResult`); it starts at 1 on game creation, is persisted in SQLite,
|
||||
and legacy games without the field are treated as version 0. ALL state ingestion on the client —
|
||||
SSE `state`/`turn` events, REST responses (add/remove/jump), and game loads — flows through the
|
||||
single `applyState` in `App.tsx`: a *different* game id is always adopted, the *same* game only
|
||||
when the incoming version is not older than the current one (compared inside the functional
|
||||
`setGame` updater, so it can't act on a stale closure). This is what stops a late-arriving stale
|
||||
SSE snapshot from clobbering the UI (see Gotchas, #10).
|
||||
- **Defensive turn handling, never crash.** `engine.runTurn` strips fences, extracts the first
|
||||
balanced `{...}`, `JSON.parse`s, validates (ignores invalid ops, clamps stats to 0–100), retries
|
||||
once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic
|
||||
@@ -170,6 +181,16 @@ history/
|
||||
|
||||
## Gotchas
|
||||
|
||||
- **Stale SSE snapshots can arrive *after* a fresher REST response — the version guard is what
|
||||
keeps the UI honest (#10).** The SSE `state` event sent on connect/resync is a snapshot taken at
|
||||
the moment the request is handled, and the SSE stream and the REST responses ride different
|
||||
connections (Vite proxy in dev, Traefik in prod) with no delivery-order guarantee. A snapshot
|
||||
taken just before a mutation is saved (e.g. the on-connect resync racing a quick "Add action")
|
||||
can reach the browser *after* that mutation's REST response. Pre-v0.4.0 the client applied any
|
||||
incoming state unconditionally, so a just-queued item could vanish ("add one: nothing happened,
|
||||
add another: both appears" — issue #10). Now every state carries a monotonic `version` and
|
||||
`App.tsx`'s `applyState` drops same-game states whose version is older than the current one.
|
||||
Don't add unguarded `setGame` calls or remove the version comparison.
|
||||
- **502s were the reasoning model exhausting its output budget.** The original client sent only
|
||||
`max_tokens: 4000`; `qwen3.8-27b`'s chain-of-thought alone often exceeded 4000 tokens, so
|
||||
`content` came back `null`, which the client treated as fatal → HTTP 502 (~half of turns),
|
||||
|
||||
@@ -2,6 +2,13 @@
|
||||
|
||||
All notable changes to **History** are listed here, newest first.
|
||||
|
||||
## v0.4.0 — 2026-10-11 16:02
|
||||
|
||||
- **Fix: queued items disappearing from the pending list (#10).** Root cause: SSE `state` events carried no freshness information, and the client's `onState`/`onTurn` handlers applied any incoming snapshot unconditionally. A stale snapshot — e.g. the SSE on-connect resync taken just before an add was saved, or an EventSource auto-reconnect — could arrive *after* the add's REST response and clobber it, so "add one: nothing happens, add another: both appear". Fix: every mutation now bumps a monotonic `GameState.version` (persisted in SQLite, started at 1 on create, bumped by `queueRoundItem`, the new `removeRoundItem`, and `applyTurnResult`; legacy games without the field are treated as version 0), and the client routes *every* state ingestion (SSE events, add/remove/jump responses, game loads) through a single "never go backwards" rule: a different game id is always adopted, the same game only when the incoming version is not older than the current one (compared inside the functional `setGame` updater, so it is stale-closure-proof).
|
||||
- **New: remove button for queued items (#11).** Each pending-queue row in "Your move" has a small trash-icon button that opens a shadcn `Dialog` confirmation (item quoted, Cancel / destructive Remove, dark command-center styling). Confirming calls the new `POST /api/games/:id/queue/remove` (body `{ index }`) — same fast save → broadcast → respond order as the add routes, no LLM, no turn advance; invalid indices get a 400. The client `api.removeQueueItem(id, index)` is version-gated like every other state update, so the list can never regress after a removal.
|
||||
- **Unit tests** — new `removeRoundItem` tests (valid removal + version bump, out-of-bounds/non-integer → `null`), version-bump assertions for `queueRoundItem`/`applyTurnResult`/stub turn, a legacy-no-version case, and version round-trip in `db.test.ts` (39 tests, up from 35).
|
||||
- **E2E** — new "queue add is never clobbered by a stale SSE snapshot" test (one add appears immediately, still there after a 1s grace period for late SSE events, version strictly increases across adds, queue survives a full page reload) and a "remove with confirmation" test (cancel keeps the item, confirm removes it, no turn advance, version persisted) — all deterministic under `LLM_STUB=1`.
|
||||
|
||||
## v0.3.0 — 2026-10-11 15:29
|
||||
|
||||
- **Deep-linking** — the active game's id now lives in the URL (`#/game/<id>`), so a link opens that exact game and two tabs can run two different games; a bad or missing id falls back to the home screen. Fixes #3.
|
||||
|
||||
+136
@@ -181,6 +181,142 @@ test.describe('History — save / resume across a page refresh', () => {
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Queue reliability — issue #10. A queued item must appear in the pending list
|
||||
* right after its REST response AND stay there: before the fix, a stale SSE
|
||||
* `state` snapshot (the on-connect resync taken just before the add was saved,
|
||||
* carrying no freshness marker) could arrive after the REST response and
|
||||
* clobber it — "add one: nothing happens, add another: both appear". The fix
|
||||
* gives every mutation a monotonic `GameState.version` and the client applies
|
||||
* an incoming state only when it is not older than the current one.
|
||||
*/
|
||||
test.describe('History — queue add is never clobbered by a stale SSE snapshot (#10)', () => {
|
||||
test('one added action appears immediately and survives late SSE snapshots', async ({
|
||||
page,
|
||||
}) => {
|
||||
test.setTimeout(90000);
|
||||
const id = await createUkGame(page);
|
||||
const origin = await page.evaluate(() => location.origin);
|
||||
|
||||
// Game screen at turn 1, nothing queued yet.
|
||||
await expect(page.getByTestId('world-map')).toBeVisible();
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
|
||||
await expect(page.getByTestId('pending-empty')).toBeVisible();
|
||||
|
||||
// Queue exactly ONE action and assert it appears immediately (turn/date
|
||||
// unchanged, no events yet).
|
||||
await page.getByTestId('action-textarea').fill('Hold the line at the channel');
|
||||
const [addResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
|
||||
),
|
||||
page.getByTestId('add-action').click(),
|
||||
]);
|
||||
const addBody = (await addResp.json()) as { game: { version: number; pending: unknown[] } };
|
||||
expect(addBody.game.pending).toHaveLength(1);
|
||||
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(1);
|
||||
await expect(page.getByTestId('pending-item').first()).toHaveAttribute('data-kind', 'action');
|
||||
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(0);
|
||||
await expect(page.getByTestId('title-queued')).toHaveText('1 queued');
|
||||
|
||||
// Let any in-flight / late SSE snapshot (on-connect resync, auto-reconnect)
|
||||
// have its chance to arrive. Under the stub these settle in milliseconds;
|
||||
// a second is generous. Before the version fix, a stale one could clobber
|
||||
// the just-added item here.
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// The item is still there — the stale snapshot was dropped, not applied.
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(1);
|
||||
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
|
||||
// Protocol-level check: a later mutation (a second queued item) must carry
|
||||
// a strictly higher version than the one we just saw.
|
||||
await page.getByTestId('action-textarea').fill('Scramble the night fighters');
|
||||
const [add2Resp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
|
||||
),
|
||||
page.getByTestId('add-action').click(),
|
||||
]);
|
||||
const add2Body = (await add2Resp.json()) as { game: { version: number } };
|
||||
expect(add2Body.game.version).toBeGreaterThan(addBody.game.version);
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(2);
|
||||
|
||||
// The game persisted with a version survives a full page reload.
|
||||
await page.goto(`${origin}/#/game/${id}`);
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(2, { timeout: 15000 });
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Per-item removal — issue #11. Each queued row has a small trash button that
|
||||
* opens a confirmation dialog; confirming removes the item server-side
|
||||
* (POST /api/games/:id/queue/remove, no turn advance) and cancelling keeps it.
|
||||
*/
|
||||
test.describe('History — remove a queued item with confirmation (#11)', () => {
|
||||
test('cancel keeps the item; confirm removes it', async ({ page }) => {
|
||||
test.setTimeout(90000);
|
||||
const id = await createUkGame(page);
|
||||
|
||||
await expect(page.getByTestId('world-map')).toBeVisible();
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
|
||||
// Queue one action.
|
||||
await page.getByTestId('action-textarea').fill('Open the back channel with Vichy');
|
||||
await page.getByTestId('add-action').click();
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(1);
|
||||
|
||||
// Trash icon → confirmation dialog.
|
||||
await page.getByTestId('remove-queue-item').click();
|
||||
const dialog = page.getByTestId('remove-confirm-dialog');
|
||||
await expect(dialog).toBeVisible();
|
||||
await expect(dialog).toContainText('Open the back channel with Vichy');
|
||||
|
||||
// Cancel: the item stays queued.
|
||||
await page.getByTestId('remove-cancel').click();
|
||||
await expect(dialog).not.toBeVisible();
|
||||
await expect(page.getByTestId('pending-item')).toHaveCount(1);
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
|
||||
// Open again and confirm: the item is removed server-side.
|
||||
await page.getByTestId('remove-queue-item').click();
|
||||
await expect(dialog).toBeVisible();
|
||||
const [removeResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) =>
|
||||
r.request().method() === 'POST' &&
|
||||
new URL(r.url()).pathname === `/api/games/${id}/queue/remove`,
|
||||
),
|
||||
page.getByTestId('remove-confirm').click(),
|
||||
]);
|
||||
const removeBody = (await removeResp.json()) as { game: { version: number; pending: unknown[] } };
|
||||
expect(removeBody.game.pending).toHaveLength(0);
|
||||
|
||||
await expect(dialog).not.toBeVisible();
|
||||
await expect(page.getByTestId('pending-empty')).toBeVisible();
|
||||
await expect(page.getByTestId('title-queued')).not.toBeVisible();
|
||||
// Still turn 1, no events — removing never advances the round.
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(0);
|
||||
|
||||
// The bumped version is persisted with the game (it survives a reload).
|
||||
const after = await page.evaluate(
|
||||
async (gameId) =>
|
||||
((await fetch(`/api/games/${gameId}`)).json()) as Promise<{ game: { version: number } }>,
|
||||
id,
|
||||
);
|
||||
expect(after.game.version).toBe(removeBody.game.version);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* URL deep-linking (issue #3). The active game's id lives in the URL fragment:
|
||||
* home is `#/` and an active game is `#/game/<id>`. A fresh page navigated to
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "history",
|
||||
"version": "0.3.0",
|
||||
"version": "0.4.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
|
||||
|
||||
@@ -22,6 +22,7 @@ function makeState(id: string): GameState {
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -54,6 +55,11 @@ describe('openDb', () => {
|
||||
expect(db.load('a')?.events).toHaveLength(1);
|
||||
expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows
|
||||
|
||||
// the monotonic version is persisted with the state and round-trips
|
||||
s.version = 3;
|
||||
db.save(s);
|
||||
expect(db.load('a')?.version).toBe(3);
|
||||
|
||||
db.close();
|
||||
});
|
||||
|
||||
|
||||
+63
-1
@@ -9,6 +9,7 @@ import {
|
||||
isMeaningful,
|
||||
parseTurnResult,
|
||||
queueRoundItem,
|
||||
removeRoundItem,
|
||||
runTurn,
|
||||
validateTurnResult,
|
||||
} from './engine';
|
||||
@@ -72,6 +73,7 @@ function baseState(): GameState {
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -206,8 +208,11 @@ describe('runTurn (batched round, deterministic stub)', () => {
|
||||
expect(state.events[0].nation).toBe('uk');
|
||||
expect(state.events[0].outcome).toBe('success');
|
||||
expect(result.stateChanges).toEqual([{ nation: 'uk', stat: 'military', op: 'set', value: 85 }]);
|
||||
// committing a turn is a new revision too
|
||||
expect(state.version).toBe(2);
|
||||
// the original object is not mutated (a fresh queue was consumed)
|
||||
expect(original.pending).toHaveLength(1);
|
||||
expect(original.version).toBe(1);
|
||||
});
|
||||
|
||||
it('an empty round: turn advances, one political "world moves on" event, pending stays empty', async () => {
|
||||
@@ -286,6 +291,61 @@ describe('queueRoundItem', () => {
|
||||
expect(after.pending[0]).toEqual({ kind: 'diplomacy', to: 'us', text: 'hello' });
|
||||
// the original state is not mutated
|
||||
expect(before.pending).toHaveLength(0);
|
||||
expect(before.version).toBe(1);
|
||||
});
|
||||
|
||||
it('bumps the monotonic version on each queue mutation', () => {
|
||||
const a = queueRoundItem(baseState(), { kind: 'action', text: 'one' });
|
||||
expect(a.version).toBe(2);
|
||||
const b = queueRoundItem(a, { kind: 'action', text: 'two' });
|
||||
expect(b.version).toBe(3);
|
||||
// and never backwards: two consecutive adds from the same base both
|
||||
// advance past it, so a late snapshot of the older state is always older.
|
||||
const b2 = queueRoundItem(baseState(), { kind: 'action', text: 'two' });
|
||||
expect(b2.version).toBe(2);
|
||||
expect(b.version).toBeGreaterThan(b2.version);
|
||||
});
|
||||
|
||||
it('treats a legacy state without a version field as version 0', () => {
|
||||
const legacy = { ...baseState() } as Omit<GameState, 'version'> & { version?: number };
|
||||
delete legacy.version; // a row saved before the version field existed
|
||||
// simulate a legacy row coming back from SQLite: the JSON has no field.
|
||||
const after = queueRoundItem(legacy as unknown as GameState, {
|
||||
kind: 'action',
|
||||
text: 'first after upgrade',
|
||||
});
|
||||
expect(after.version).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('removeRoundItem', () => {
|
||||
it('removes the item at the index, bumps the version, and leaves the input untouched', () => {
|
||||
const state = baseState();
|
||||
state.pending = [
|
||||
{ kind: 'action', text: 'one' },
|
||||
{ kind: 'diplomacy', to: 'us', text: 'two' },
|
||||
{ kind: 'action', text: 'three' },
|
||||
];
|
||||
const next = removeRoundItem(state, 1);
|
||||
expect(next).not.toBeNull();
|
||||
expect(next!.version).toBe(2);
|
||||
expect(next!.pending).toEqual([
|
||||
{ kind: 'action', text: 'one' },
|
||||
{ kind: 'action', text: 'three' },
|
||||
]);
|
||||
expect(state.pending).toHaveLength(3); // original untouched
|
||||
expect(state.version).toBe(1);
|
||||
});
|
||||
|
||||
it('returns null for out-of-bounds or non-integer indices (route answers 400, nothing mutates)', () => {
|
||||
const state = baseState();
|
||||
state.pending = [{ kind: 'action', text: 'one' }];
|
||||
expect(removeRoundItem(state, -1)).toBeNull();
|
||||
expect(removeRoundItem(state, 1)).toBeNull(); // == length
|
||||
expect(removeRoundItem(state, 5)).toBeNull();
|
||||
expect(removeRoundItem(state, 0.5)).toBeNull();
|
||||
expect(removeRoundItem(state, Number.NaN)).toBeNull();
|
||||
expect(state.pending).toHaveLength(1); // still untouched
|
||||
});
|
||||
});
|
||||
|
||||
@@ -346,7 +406,7 @@ describe('applyTurnResult', () => {
|
||||
expect(JSON.stringify(state)).toBe(snapshot);
|
||||
});
|
||||
|
||||
it('clears the pending round on commit', () => {
|
||||
it('clears the pending round on commit and bumps the version', () => {
|
||||
const state = baseState();
|
||||
state.pending = [{ kind: 'action', text: 'x' }];
|
||||
const result: TurnResult = {
|
||||
@@ -358,7 +418,9 @@ describe('applyTurnResult', () => {
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.pending).toEqual([]);
|
||||
expect(next.version).toBe(2);
|
||||
expect(state.pending).toHaveLength(1); // original untouched
|
||||
expect(state.version).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+22
-2
@@ -284,6 +284,7 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
|
||||
*/
|
||||
export function applyTurnResult(state: GameState, result: TurnResult): GameState {
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
|
||||
const actingTurn = state.turn; // this action resolves the current turn
|
||||
next.turn = state.turn + 1; // then we advance to the next turn to play
|
||||
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
|
||||
@@ -325,15 +326,34 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
|
||||
/**
|
||||
* Immutably queue one item onto a round: append it to `pending` and return a new
|
||||
* state. This never advances the turn or the date — that only happens when a
|
||||
* round is committed via runTurn. Exported so the append-without-advance behavior
|
||||
* is unit-testable, and reused by the server's /action and /diplomacy routes.
|
||||
* round is committed via runTurn. Bumps `version` (a new revision, so stale SSE
|
||||
* snapshots can never clobber it client-side). Exported so the append-without-
|
||||
* advance behavior is unit-testable, and reused by the /action and /diplomacy
|
||||
* routes.
|
||||
*/
|
||||
export function queueRoundItem(state: GameState, item: RoundItem): GameState {
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1;
|
||||
next.pending.push(item);
|
||||
return next;
|
||||
}
|
||||
|
||||
/**
|
||||
* Immutably remove one item from the pending round by index and return a new
|
||||
* state (bumping `version`). Returns `null` when the index is missing or not a
|
||||
* valid, in-bounds integer position, so the route can answer 400 without
|
||||
* mutating anything. Reused by the server's /queue/remove route.
|
||||
*/
|
||||
export function removeRoundItem(state: GameState, index: number | undefined): GameState | null {
|
||||
if (index === undefined || !Number.isInteger(index) || index < 0 || index >= state.pending.length) {
|
||||
return null;
|
||||
}
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1;
|
||||
next.pending.splice(index, 1);
|
||||
return next;
|
||||
}
|
||||
|
||||
/**
|
||||
* Run one turn end-to-end against the (injectable) LLM: build prompts, call the
|
||||
* model ONCE over the whole pending batch, parse/validate, retry once with a
|
||||
|
||||
+24
-2
@@ -9,11 +9,16 @@ import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
import { deepClone } from '../shared/protocol';
|
||||
import type { AddActionRequest, AddDiplomacyRequest, CreateGameRequest } from '../shared/protocol';
|
||||
import type {
|
||||
AddActionRequest,
|
||||
AddDiplomacyRequest,
|
||||
CreateGameRequest,
|
||||
RemoveQueueItemRequest,
|
||||
} from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
import { createLlmClient } from './llm';
|
||||
import { makeStubLlmClient } from './stub';
|
||||
import { askAdvisor, queueRoundItem, runTurn } from './engine';
|
||||
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
|
||||
import { buildRegionMap } from './map';
|
||||
import { createPresetStore } from './presets';
|
||||
import { openDb, type Db } from './db';
|
||||
@@ -114,6 +119,7 @@ app.post('/api/games', (req: Request, res) => {
|
||||
nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1, // the first saved revision; every later mutation bumps it
|
||||
};
|
||||
db.save(state);
|
||||
res.json({ game: state });
|
||||
@@ -179,6 +185,22 @@ app.post('/api/games/:id/diplomacy', (req, res) => {
|
||||
res.json({ game: next });
|
||||
});
|
||||
|
||||
// Remove one item from the pending round, by its index in `game.pending`. No
|
||||
// LLM call, no turn advance — same fast save → broadcast → respond order as the
|
||||
// add routes above. The mutated state bumps `version`, so clients (which apply
|
||||
// states "never go backwards") always reconcile to it.
|
||||
app.post('/api/games/:id/queue/remove', (req, res) => {
|
||||
const id = req.params.id;
|
||||
const game = db.load(id);
|
||||
if (!game) return res.status(404).json({ error: 'game not found' });
|
||||
const index = (req.body as RemoveQueueItemRequest | undefined)?.index;
|
||||
const next = removeRoundItem(game, index);
|
||||
if (!next) return res.status(400).json({ error: 'invalid queue index' });
|
||||
db.save(next);
|
||||
broadcast(id, 'state', { state: next });
|
||||
res.json({ game: next });
|
||||
});
|
||||
|
||||
// Jump forward: commit the whole pending round (or an empty one) to the model
|
||||
// in a single turn. applyTurnResult clears the pending queue on the returned
|
||||
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
|
||||
|
||||
@@ -30,6 +30,7 @@ const state: GameState = {
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
|
||||
describe('buildRegionMap', () => {
|
||||
|
||||
@@ -99,6 +99,14 @@ export interface TurnResponse {
|
||||
result: TurnResult;
|
||||
}
|
||||
|
||||
/** Remove one queued item from the pending round, by its index in `game.pending`. */
|
||||
export interface RemoveQueueItemRequest {
|
||||
index: number;
|
||||
}
|
||||
export interface RemoveQueueItemResponse {
|
||||
game: GameState;
|
||||
}
|
||||
|
||||
export interface AdvisorRequest {
|
||||
/** Optional prompt to steer the brainstorm. */
|
||||
prompt?: string;
|
||||
|
||||
@@ -85,6 +85,17 @@ export type RoundItem = {
|
||||
to?: string;
|
||||
};
|
||||
|
||||
/**
|
||||
* Monotonic revision counter for a game, bumped by the server on every
|
||||
* mutation (queue add/remove, turn commit) and persisted with the state.
|
||||
* Clients use it to tell a fresh state from a stale one: an SSE `state`/`turn`
|
||||
* snapshot (e.g. the on-connect resync) that arrives *after* a fresher REST
|
||||
* response carries a lower version and must be ignored, never applied
|
||||
* (see the client's "never go backwards" rule in src/App.tsx). Legacy games
|
||||
* saved before this field existed are treated as version 0 by consumers.
|
||||
*/
|
||||
export type GameVersion = number;
|
||||
|
||||
/** The full, persisted state of one game. Saved to SQLite by id. */
|
||||
export interface GameState {
|
||||
id: string;
|
||||
@@ -101,6 +112,12 @@ export interface GameState {
|
||||
* batch in a single turn and clears this back to `[]`.
|
||||
*/
|
||||
pending: RoundItem[];
|
||||
/**
|
||||
* Monotonic revision counter (see GameVersion). Bumped on every mutation so
|
||||
* clients can reject stale SSE snapshots; see the "never go backwards" rule
|
||||
* in src/App.tsx. Starts at 1 on game creation.
|
||||
*/
|
||||
version: GameVersion;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+53
-13
@@ -153,6 +153,26 @@ export default function App() {
|
||||
// never acts on a stale closure. Written each render (same pattern as sse.ts).
|
||||
const latestRef = useRef<{ game: GameState | null; goHome: () => void; loadGame: (id: string) => void } | null>(null);
|
||||
|
||||
// The single entry point for adopting a full game state — SSE `state`/`turn`
|
||||
// events AND the REST responses (add/remove/jump) AND game loads all flow
|
||||
// through here. Two rules:
|
||||
// • a *different* game id (new game, deep link, resume) is always adopted;
|
||||
// • the *same* game is adopted only when its `version` is not older than
|
||||
// the current state's ("never go backwards").
|
||||
// The comparison happens inside the functional updater, so it always reads
|
||||
// the latest committed state — never a stale closure. This is what makes a
|
||||
// late-arriving stale SSE snapshot (e.g. the on-connect resync taken just
|
||||
// before an add was saved, or an EventSource auto-reconnect) harmless: it
|
||||
// carries a lower version than the fresher state the REST response already
|
||||
// applied, so it is dropped instead of clobbering the queued item (#10).
|
||||
// Legacy games saved before `version` existed are treated as version 0.
|
||||
const applyState = useCallback((s: GameState) => {
|
||||
setGame((cur) => {
|
||||
if (!cur || cur.id !== s.id) return s;
|
||||
return (s.version ?? 0) >= (cur.version ?? 0) ? s : cur;
|
||||
});
|
||||
}, []);
|
||||
|
||||
// On the home screen: load the scenario manifest and the list of saved games
|
||||
// (newest-updated first) so the user can resume a prior game.
|
||||
useEffect(() => {
|
||||
@@ -192,7 +212,7 @@ export default function App() {
|
||||
if (!alive) return;
|
||||
persistActiveGameId(id); // remember it so a future bare `/` load resumes it
|
||||
setActiveGameId(id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setScreen({ name: 'game' });
|
||||
} catch {
|
||||
if (!alive) return;
|
||||
@@ -250,10 +270,9 @@ export default function App() {
|
||||
}, [game]);
|
||||
|
||||
// Resync from the persisted server state on connect and after every turn.
|
||||
// Handlers only call the stable setGame, so no stale-closure concerns.
|
||||
useSse(game?.id ?? null, {
|
||||
onState: (s) => setGame(s),
|
||||
onTurn: (s) => setGame(s),
|
||||
onState: applyState,
|
||||
onTurn: applyState,
|
||||
});
|
||||
|
||||
const play = useCallback(async (presetId: string) => {
|
||||
@@ -282,7 +301,7 @@ export default function App() {
|
||||
// Remember this as the active game so a refresh resumes it.
|
||||
persistActiveGameId(game.id);
|
||||
setActiveGameId(game.id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
@@ -295,18 +314,20 @@ export default function App() {
|
||||
);
|
||||
|
||||
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
|
||||
// list updates from the response and the SSE `state` event.
|
||||
// list updates from the response and the SSE `state` event. Both are
|
||||
// version-gated via applyState, so the item can never be clobbered by a
|
||||
// stale snapshot (#10).
|
||||
const runAddAction = useCallback(
|
||||
async (text: string) => {
|
||||
if (!game) return;
|
||||
try {
|
||||
const { game: g } = await api.addAction(game.id, text);
|
||||
setGame(g);
|
||||
applyState(g);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
}
|
||||
},
|
||||
[game],
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Add a diplomatic message to the pending round. Fast, non-LLM — no `busy`.
|
||||
@@ -315,12 +336,27 @@ export default function App() {
|
||||
if (!game) return;
|
||||
try {
|
||||
const { game: g } = await api.addDiplomacy(game.id, to, message);
|
||||
setGame(g);
|
||||
applyState(g);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
}
|
||||
},
|
||||
[game],
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Remove a queued item by index. Fast, non-LLM — no `busy`; the pending list
|
||||
// updates from the response and the SSE `state` event (version-gated).
|
||||
const runRemoveQueueItem = useCallback(
|
||||
async (index: number) => {
|
||||
if (!game) return;
|
||||
try {
|
||||
const { game: g } = await api.removeQueueItem(game.id, index);
|
||||
applyState(g);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
}
|
||||
},
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Jump forward: the single LLM call that commits the pending round. Only this
|
||||
@@ -330,13 +366,13 @@ export default function App() {
|
||||
setBusy(true);
|
||||
try {
|
||||
const { state } = await api.jump(game.id);
|
||||
setGame(state);
|
||||
applyState(state);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setBusy(false);
|
||||
}
|
||||
}, [game]);
|
||||
}, [game, applyState]);
|
||||
|
||||
const askAdvisor = useCallback(
|
||||
async (prompt?: string) => {
|
||||
@@ -362,7 +398,7 @@ export default function App() {
|
||||
// Make this the active game so a bare `/` reload keeps resuming it.
|
||||
persistActiveGameId(id);
|
||||
setActiveGameId(id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
@@ -401,6 +437,7 @@ export default function App() {
|
||||
advisors={advisors}
|
||||
onAddAction={runAddAction}
|
||||
onAddDiplomacy={runAddDiplomacy}
|
||||
onRemoveQueueItem={runRemoveQueueItem}
|
||||
onAdvisor={askAdvisor}
|
||||
onJump={runJump}
|
||||
onHome={goHome}
|
||||
@@ -440,6 +477,7 @@ interface GameScreenProps {
|
||||
advisors: string[];
|
||||
onAddAction: (a: string) => void;
|
||||
onAddDiplomacy: (to: string, m: string) => void;
|
||||
onRemoveQueueItem: (index: number) => void;
|
||||
onAdvisor: (p?: string) => void;
|
||||
onJump: () => void;
|
||||
onHome: () => void;
|
||||
@@ -463,6 +501,7 @@ function GameScreen({
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
onHome,
|
||||
@@ -663,6 +702,7 @@ function GameScreen({
|
||||
advisors={advisors}
|
||||
onAddAction={onAddAction}
|
||||
onAddDiplomacy={onAddDiplomacy}
|
||||
onRemoveQueueItem={onRemoveQueueItem}
|
||||
onAdvisor={onAdvisor}
|
||||
onJump={onJump}
|
||||
inWindow
|
||||
|
||||
@@ -1,13 +1,21 @@
|
||||
import { useState } from 'react';
|
||||
import { Loader2, MessageSquare, Radar, Zap } from 'lucide-react';
|
||||
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogFooter,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from './ui/dialog';
|
||||
import { Input } from './ui/input';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
|
||||
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
|
||||
import type { GameState } from '@shared/types';
|
||||
import type { GameState, RoundItem } from '@shared/types';
|
||||
|
||||
interface Props {
|
||||
game: GameState;
|
||||
@@ -19,6 +27,8 @@ interface Props {
|
||||
onAddAction: (text: string) => void;
|
||||
/** Queue a diplomatic message onto the pending round (no turn advance). */
|
||||
onAddDiplomacy: (to: string, message: string) => void;
|
||||
/** Remove one queued item by its index in `game.pending` (no turn advance). */
|
||||
onRemoveQueueItem: (index: number) => void;
|
||||
onAdvisor: (prompt?: string) => void;
|
||||
/** Commit the whole pending round in a single LLM turn. */
|
||||
onJump: () => void;
|
||||
@@ -29,13 +39,22 @@ interface Props {
|
||||
inWindow?: boolean;
|
||||
}
|
||||
|
||||
/** One-line, display-safe rendering of a queued item (text truncated). */
|
||||
function describeItem(item: RoundItem, nationName: (id?: string) => string): string {
|
||||
const who = item.kind === 'diplomacy' ? ` to ${nationName(item.to)}` : '';
|
||||
const text = item.text.length > 72 ? `${item.text.slice(0, 71)}…` : item.text;
|
||||
return `${who ? `${who}:` : 'Action:'} “${text}”`;
|
||||
}
|
||||
|
||||
/**
|
||||
* The player's command deck ("Your move"). Three tabs — Action, Diplomacy,
|
||||
* Advisor — each with a small "Add" button that queues an item onto the pending
|
||||
* round (these never advance the turn). Below the tabs a visible pending-queue
|
||||
* list and one prominent "Jump forward" button commit the whole round in a
|
||||
* single LLM turn. While a jump is in flight the commit is disabled and a hint
|
||||
* is shown; an empty jump (nothing queued) is allowed and advances time.
|
||||
* list — each row has a small trash button that removes that item (with a
|
||||
* confirmation dialog) — and one prominent "Jump forward" button that commits
|
||||
* the whole round in a single LLM turn. While a jump is in flight the commit
|
||||
* is disabled (as is queue editing) and a hint is shown; an empty jump
|
||||
* (nothing queued) is allowed and advances time.
|
||||
*/
|
||||
export default function ActionPanel({
|
||||
game,
|
||||
@@ -43,6 +62,7 @@ export default function ActionPanel({
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
inWindow = false,
|
||||
@@ -52,6 +72,8 @@ export default function ActionPanel({
|
||||
const [target, setTarget] = useState('');
|
||||
const [message, setMessage] = useState('');
|
||||
const [prompt, setPrompt] = useState('');
|
||||
// Index of the queued item the user is about to remove, or null (dialog closed).
|
||||
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
|
||||
|
||||
const others = Object.entries(game.nations)
|
||||
.filter(([id]) => id !== game.playerNationId)
|
||||
@@ -79,6 +101,10 @@ export default function ActionPanel({
|
||||
};
|
||||
|
||||
const pending = game.pending;
|
||||
// The item the confirmation dialog is about (re-derived from the live list,
|
||||
// so if the queue changes while the dialog is open it tracks the current
|
||||
// item at that index — or the dialog closes if the index went out of range).
|
||||
const removeTarget = confirmRemoveIndex !== null ? pending[confirmRemoveIndex] : undefined;
|
||||
const queuedLabel = busy
|
||||
? 'Simulating…'
|
||||
: `Jump forward${pending.length > 0 ? ` · ${pending.length} queued` : ''}`;
|
||||
@@ -227,6 +253,18 @@ export default function ActionPanel({
|
||||
</span>
|
||||
)}
|
||||
<span className="min-w-0 flex-1 truncate text-foreground/85">{item.text}</span>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
className="shrink-0 text-muted-foreground hover:text-destructive"
|
||||
onClick={() => setConfirmRemoveIndex(i)}
|
||||
disabled={busy}
|
||||
title="Remove from this round"
|
||||
aria-label="Remove this queued item"
|
||||
data-testid="remove-queue-item"
|
||||
>
|
||||
<Trash2 className="size-3.5" />
|
||||
</Button>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
@@ -234,6 +272,39 @@ export default function ActionPanel({
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Confirmation for removing a queued item (never removes without asking). */}
|
||||
<Dialog open={removeTarget !== undefined} onOpenChange={(open) => !open && setConfirmRemoveIndex(null)}>
|
||||
<DialogContent className="max-w-sm" data-testid="remove-confirm-dialog">
|
||||
<DialogHeader>
|
||||
<DialogTitle>Remove queued item?</DialogTitle>
|
||||
<DialogDescription>
|
||||
{removeTarget ? (
|
||||
<>
|
||||
{describeItem(removeTarget, nationName)} will be removed from this round and
|
||||
won’t be simulated on the next jump.
|
||||
</>
|
||||
) : null}
|
||||
</DialogDescription>
|
||||
</DialogHeader>
|
||||
<DialogFooter>
|
||||
<Button variant="outline" onClick={() => setConfirmRemoveIndex(null)} data-testid="remove-cancel">
|
||||
Cancel
|
||||
</Button>
|
||||
<Button
|
||||
variant="destructive"
|
||||
onClick={() => {
|
||||
if (confirmRemoveIndex !== null) onRemoveQueueItem(confirmRemoveIndex);
|
||||
setConfirmRemoveIndex(null);
|
||||
}}
|
||||
data-testid="remove-confirm"
|
||||
>
|
||||
<Trash2 className="size-4" />
|
||||
Remove
|
||||
</Button>
|
||||
</DialogFooter>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
|
||||
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
|
||||
{queuedLabel}
|
||||
|
||||
@@ -8,6 +8,7 @@ import type {
|
||||
AdvisorResponse,
|
||||
CreateGameResponse,
|
||||
GameSummary,
|
||||
RemoveQueueItemResponse,
|
||||
TurnResponse,
|
||||
} from '@shared/protocol';
|
||||
|
||||
@@ -48,6 +49,13 @@ export const api = {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ to, message }),
|
||||
}),
|
||||
// Remove one queued item from the pending round, by its index in `game.pending`.
|
||||
// Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
removeQueueItem: (id: string, index: number) =>
|
||||
req<RemoveQueueItemResponse>(`/api/games/${id}/queue/remove`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// Commit the whole pending round (or an empty one) in a single LLM turn.
|
||||
jump: (id: string) =>
|
||||
req<TurnResponse>(`/api/games/${id}/jump`, {
|
||||
|
||||
Reference in New Issue
Block a user