fix(soak): multi-hole round transitions, token refresh, dashboard wiring

- Session loop now handles round_over by clicking #ss-next-btn (the
  scoresheet modal button) instead of exiting early. Waits for next
  round or game_over before continuing.
- SessionPool detects expired tokens on acquire and re-logins
  automatically, writing fresh credentials to .env.stresstest.
- Added 2s post-game delay before goto('/') so the server can process
  game completion before WebSocket disconnect.
- Wired dashboard metrics (games_completed, moves_total, errors),
  activity log entries, and player tiles for both populate and stress
  scenarios.
- Bumped screencast resolution to 960x540 and set headless viewport
  to 960x800 for better click-to-watch framing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-04-17 20:37:24 -04:00
parent ccc2f3b559
commit 70498b1c33
6 changed files with 121 additions and 7 deletions

View File

@@ -50,10 +50,15 @@ async function runStressRoom(
let chaosFired = 0;
const errors: ScenarioError[] = [];
ctx.dashboard.update(roomId, {
players: sessions.map((s) => ({ key: s.key, score: null, isActive: false })),
});
for (let gameNum = 0; gameNum < cfg.gamesPerRoom; gameNum++) {
if (ctx.signal.aborted) break;
ctx.dashboard.update(roomId, { game: gameNum + 1, totalGames: cfg.gamesPerRoom });
ctx.dashboard.log('info', `${roomId}: starting game ${gameNum + 1}/${cfg.gamesPerRoom}`);
// Background chaos loop — runs concurrently with the game turn loop.
// Delay the first tick by 3 seconds so room creation + joiners + game
@@ -90,12 +95,17 @@ async function runStressRoom(
if (result.completed) {
completed++;
ctx.dashboard.incrementMetric('games_completed');
ctx.dashboard.incrementMetric('moves_total', result.turns);
ctx.dashboard.log('info', `${roomId}: game ${gameNum + 1} complete — ${result.turns} turns`);
ctx.logger.info('game_complete', {
room: roomId,
game: gameNum + 1,
turns: result.turns,
});
} else {
ctx.dashboard.incrementMetric('errors');
ctx.dashboard.log('error', `${roomId}: game ${gameNum + 1} failed — ${result.error}`);
errors.push({
room: roomId,
reason: 'game_failed',