feat(soak): stress scenario with chaos injection

Rapid short games with a parallel chaos loop that has a 5% per-turn
chance of firing one of:
  - rapid_clicks: 5 quick clicks at the player's own cards
  - tab_blur:    window blur/focus event pair
  - brief_offline: 300ms network outage via context.setOffline

Chaos counts roll up into ScenarioResult.customMetrics.chaos_fired.

Important detail: chaos loop has a 3-second initial delay so room
creation, joiners, and game start can complete without interference.
Chaos during lobby setup (especially brief_offline) was causing
#create-room-btn to go unstable.

Verified: stress smoke with --games-per-room=3, 4 accounts + 1 CPU,
first game completed with 37 turns and chaos events fired across all
three event types.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-04-11 21:49:30 -04:00
parent c307027dd0
commit 921a6ad984
3 changed files with 238 additions and 0 deletions

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/**
* Chaos injector — occasionally fires unexpected UI events while a
* game is playing, to hunt race conditions and recovery bugs.
*
* Called from the stress scenario's background chaos loop. Each call
* has `probability` of firing; when it fires it picks one random
* event type and runs it against one session.
*/
import type { Session, Logger } from '../../core/types';
export type ChaosEvent = 'rapid_clicks' | 'tab_blur' | 'brief_offline';
const ALL_EVENTS: ChaosEvent[] = ['rapid_clicks', 'tab_blur', 'brief_offline'];
function pickEvent(): ChaosEvent {
return ALL_EVENTS[Math.floor(Math.random() * ALL_EVENTS.length)];
}
export async function maybeInjectChaos(
session: Session,
probability: number,
logger: Logger,
roomId: string,
): Promise<ChaosEvent | null> {
if (Math.random() >= probability) return null;
const event = pickEvent();
logger.info('chaos_injected', { room: roomId, session: session.key, event });
try {
switch (event) {
case 'rapid_clicks': {
// Fire 5 rapid clicks at the player's own cards
for (let i = 0; i < 5; i++) {
await session.page
.locator(`#player-cards .card:nth-child(${(i % 6) + 1})`)
.click({ timeout: 300 })
.catch(() => {});
}
break;
}
case 'tab_blur': {
// Briefly dispatch blur then focus — simulates user tabbing away
await session.page.evaluate(() => {
window.dispatchEvent(new Event('blur'));
setTimeout(() => window.dispatchEvent(new Event('focus')), 200);
});
break;
}
case 'brief_offline': {
// 300ms network outage — should trigger client reconnect logic
await session.context.setOffline(true);
await new Promise((r) => setTimeout(r, 300));
await session.context.setOffline(false);
break;
}
}
} catch (err) {
logger.warn('chaos_error', {
event,
error: err instanceof Error ? err.message : String(err),
});
}
return event;
}