Commit Graph

4 Commits

Author SHA1 Message Date
adlee-was-taken
d3b468575b feat(soak): per-room watchdog + heartbeat wiring + multi-game lobby fix
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>
2026-04-11 21:52:49 -04:00
adlee-was-taken
921a6ad984 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>
2026-04-11 21:49:30 -04:00
adlee-was-taken
2c20b6c7b5 feat(soak): populate scenario + scenario registry
Partitions sessions into N rooms, runs gamesPerRoom games per room
in parallel via Promise.allSettled so a failure in one room never
unwinds the others. Errors roll up into ScenarioResult.errors.

Verified via tsx: listScenarios() returns [populate], getScenario()
resolves by name and returns undefined for unknown names.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 17:23:56 -04:00
adlee-was-taken
722934bdf2 feat(soak): shared runOneMultiplayerGame helper
Encapsulates the host-creates/joiners-join/loop-until-done flow so
populate and stress scenarios don't duplicate it. Honors abort
signal and a max-duration timeout, heartbeats on every turn.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 17:23:00 -04:00