0.4.0 — fix queue-add race + per-item remove button (#10, #11)

This commit is contained in:
2026-10-11 16:09:29 +00:00
parent 3287bcaca4
commit ef27b59762
14 changed files with 448 additions and 29 deletions
+6
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@@ -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
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@@ -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
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@@ -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
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@@ -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.
+1
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@@ -30,6 +30,7 @@ const state: GameState = {
},
events: [],
pending: [],
version: 1,
};
describe('buildRegionMap', () => {