Watchdog class with 4 Vitest tests (27 total now), wired into
ctx.heartbeat in the runner. One watchdog per room with a 60s
timeout; firing logs an error, marks the room's dashboard tile
as errored, and triggers the abort signal so the scenario unwinds.
Watchdogs are explicitly stopped in the runner's finally block
so pending timers don't keep the node process alive on exit.
Also fixes a multi-game bug discovered during stress scenario
verification: after a game ends sessions stay parked on the
game_over screen, which hides the lobby and makes a subsequent
#create-room-btn click time out. runOneMultiplayerGame now
navigates every session to / before each game — localStorage
auth persists so nothing re-logs in.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
SessionPool accepts headedHostCount; when > 0 it launches a second
Chromium in headed mode and creates the first N sessions in it.
Joiners (sessions N..count) stay headless in the main browser.
Each headed context gets a 960×900 viewport — tall enough to show
the full game table (deck + opponent row + own 2×3 card grid +
status area) without clipping. Horizontal tiling still fits two
windows side-by-side on a 1920-wide display.
window.moveTo is kept as a best-effort tile-placement hint, but
viewport from newContext() is what actually sizes the window
(window.resizeTo is a no-op on modern Chromium / Wayland).
Verified: 1-room tiled run plays a full game cleanly; 2-room
parallel tiled had one window get closed mid-run, which is
consistent with a user manually dismissing a window — tiled mode
is a best-effort hands-on debugging aid, not an automation mode.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Runner creates a Screencaster before sessions are acquired, then
wires its start/stop into DashboardServer.onStartStream / onStopStream
after sessions exist (the handlers close over a sessionsByKey map).
Clicking a player tile in the dashboard starts a CDP screencast on
that session's page, forwards JPEG frames as WS "frame" messages.
Closing the modal (or disconnecting the WS) stops all screencasts.
Verified end-to-end: programmatically connected WS, sent start_stream,
received 5 frames (13.7KB each), sent stop_stream, screencast_stopped
log line fired, run completed cleanly.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Starts DashboardServer on port 7777 (or --dashboard-port), uses its
reporter as ctx.dashboard, auto-opens the URL via xdg-open/open/start.
Cleans up on exit. WS client connections logged as info events so
you can see when the browser attaches.
Verified: 2-account populate run with --watch=dashboard serves the
static page on :7777, accepts WS connections, cleanly shuts down
when the run completes.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
First full end-to-end milestone: parses CLI, builds SessionPool +
RoomCoordinator, loads a scenario by name, runs it, reports results,
cleans up. Watch modes other than "none" log a warning and fall back
until Tasks 19-24 implement them.
Smoke test passed against local dev:
bun run soak -- --scenario=populate --accounts=2 --rooms=1
--cpus-per-room=0 --games-per-room=1 --holes=1 --watch=none
→ Games completed: 1, Errors: 0, Duration: 78.2s, exit 0
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Placeholder runner, tsconfig with @bot alias to tests/e2e/bot,
gitignored .env.stresstest + artifacts. Real behavior follows
in Task 10 onward.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>