/** * runOneMultiplayerGame — the shared "play one game in one room" loop. * * Host creates the room, announces the code via RoomCoordinator, * joiners wait for the code and join concurrently, host adds CPUs and * starts the game, then every session loops on isMyTurn/playTurn until * the game ends (or the abort signal fires, or maxDurationMs elapses). * * Used by both the populate and stress scenarios so the turn loop * lives in exactly one place. */ import type { Session, ScenarioContext } from '../../core/types'; export interface MultiplayerGameOptions { roomId: string; holes: number; decks: number; cpusPerRoom: number; cpuPersonality?: string; /** Per-turn think time in [min, max] ms. */ thinkTimeMs: [number, number]; /** Max wall-clock time before giving up on the game (ms). */ maxDurationMs?: number; } export interface MultiplayerGameResult { completed: boolean; turns: number; durationMs: number; error?: string; } function randomInt(min: number, max: number): number { return Math.floor(Math.random() * (max - min + 1)) + min; } async function sleep(ms: number): Promise { return new Promise((resolve) => setTimeout(resolve, ms)); } export async function runOneMultiplayerGame( ctx: ScenarioContext, sessions: Session[], opts: MultiplayerGameOptions, ): Promise { const start = Date.now(); const [host, ...joiners] = sessions; const maxDuration = opts.maxDurationMs ?? 5 * 60_000; try { // Reset every session back to the lobby before starting. // After the first game ends each session is parked on the // game_over screen, which hides the lobby's Create Room button. // goto('/') bounces them back; localStorage-cached auth persists. await Promise.all(sessions.map((s) => s.bot.goto('/'))); // Host creates game and announces the code const code = await host.bot.createGame(host.account.username); ctx.coordinator.announce(opts.roomId, code); ctx.heartbeat(opts.roomId); ctx.dashboard.update(opts.roomId, { phase: 'lobby' }); ctx.logger.info('room_created', { room: opts.roomId, code }); // Joiners join concurrently await Promise.all( joiners.map(async (joiner) => { const awaited = await ctx.coordinator.await(opts.roomId); await joiner.bot.joinGame(awaited, joiner.account.username); }), ); ctx.heartbeat(opts.roomId); // Host adds CPUs (if any) and starts for (let i = 0; i < opts.cpusPerRoom; i++) { await host.bot.addCPU(opts.cpuPersonality); } await host.bot.startGame({ holes: opts.holes, decks: opts.decks }); ctx.heartbeat(opts.roomId); ctx.dashboard.update(opts.roomId, { phase: 'playing', totalHoles: opts.holes }); // Concurrent turn loops — one per session const turnCounts = new Array(sessions.length).fill(0); async function sessionLoop(sessionIdx: number): Promise { const session = sessions[sessionIdx]; while (true) { if (ctx.signal.aborted) return; if (Date.now() - start > maxDuration) return; const phase = await session.bot.getGamePhase(); if (phase === 'game_over' || phase === 'round_over') return; if (await session.bot.isMyTurn()) { await session.bot.playTurn(); turnCounts[sessionIdx]++; ctx.heartbeat(opts.roomId); ctx.dashboard.update(opts.roomId, { currentPlayer: session.account.username, moves: turnCounts.reduce((a, b) => a + b, 0), }); const thinkMs = randomInt(opts.thinkTimeMs[0], opts.thinkTimeMs[1]); await sleep(thinkMs); } else { await sleep(200); } } } await Promise.all(sessions.map((_, i) => sessionLoop(i))); const totalTurns = turnCounts.reduce((a, b) => a + b, 0); ctx.dashboard.update(opts.roomId, { phase: 'round_over' }); return { completed: true, turns: totalTurns, durationMs: Date.now() - start, }; } catch (err) { return { completed: false, turns: 0, durationMs: Date.now() - start, error: err instanceof Error ? err.message : String(err), }; } }