- 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>
188 lines
6.6 KiB
TypeScript
188 lines
6.6 KiB
TypeScript
/**
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* runOneMultiplayerGame — the shared "play one game in one room" loop.
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*
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* Host creates the room, announces the code via RoomCoordinator,
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* joiners wait for the code and join concurrently, host adds CPUs and
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* starts the game, then every session loops on isMyTurn/playTurn until
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* the game ends (or the abort signal fires, or maxDurationMs elapses).
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*
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* Used by both the populate and stress scenarios so the turn loop
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* lives in exactly one place.
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*/
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import type { Session, ScenarioContext } from '../../core/types';
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export interface MultiplayerGameOptions {
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roomId: string;
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holes: number;
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decks: number;
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cpusPerRoom: number;
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cpuPersonality?: string;
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/** Per-turn think time in [min, max] ms. */
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thinkTimeMs: [number, number];
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/** Max wall-clock time before giving up on the game (ms). */
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maxDurationMs?: number;
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}
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export interface MultiplayerGameResult {
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completed: boolean;
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turns: number;
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durationMs: number;
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error?: string;
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}
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function randomInt(min: number, max: number): number {
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return Math.floor(Math.random() * (max - min + 1)) + min;
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}
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async function sleep(ms: number): Promise<void> {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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export async function runOneMultiplayerGame(
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ctx: ScenarioContext,
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sessions: Session[],
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opts: MultiplayerGameOptions,
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): Promise<MultiplayerGameResult> {
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const start = Date.now();
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const [host, ...joiners] = sessions;
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const maxDuration = opts.maxDurationMs ?? 5 * 60_000;
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try {
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// Reset every session back to the lobby before starting.
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// After the first game ends each session is parked on the
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// game_over screen, which hides the lobby's Create Room button.
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// goto('/') bounces them back; localStorage-cached auth persists.
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// We must wait for auth hydration to unhide #lobby-game-controls.
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await Promise.all(
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sessions.map(async (s) => {
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await s.bot.goto('/');
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try {
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await s.page.waitForSelector('#create-room-btn', {
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state: 'visible',
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timeout: 15000,
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});
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} catch {
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// Auth may have been lost — re-login via the page
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const html = await s.page.content().catch(() => '');
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ctx.logger.warn('lobby_not_ready', {
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session: s.key,
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hasControls: html.includes('lobby-game-controls'),
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hasHidden: html.includes('lobby-game-controls" class="hidden"') ||
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html.includes("lobby-game-controls' class='hidden'"),
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});
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throw new Error(`lobby not ready for ${s.key} after goto('/')`);
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}
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}),
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);
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// Use a unique coordinator key per game-start so Deferreds don't
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// carry stale room codes from previous games. The coordinator's
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// Promises only resolve once — reusing `opts.roomId` across games
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// would make joiners receive the first game's code on every game.
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const coordKey = `${opts.roomId}-${Date.now()}`;
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// Host creates game and announces the code
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const code = await host.bot.createGame(host.account.username);
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ctx.coordinator.announce(coordKey, code);
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ctx.heartbeat(opts.roomId);
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ctx.dashboard.update(opts.roomId, { phase: 'lobby' });
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ctx.logger.info('room_created', { room: opts.roomId, code });
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// Joiners join concurrently
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await Promise.all(
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joiners.map(async (joiner) => {
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const awaited = await ctx.coordinator.await(coordKey);
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await joiner.bot.joinGame(awaited, joiner.account.username);
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}),
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);
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ctx.heartbeat(opts.roomId);
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// Host adds CPUs (if any) and starts
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for (let i = 0; i < opts.cpusPerRoom; i++) {
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await host.bot.addCPU(opts.cpuPersonality);
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}
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await host.bot.startGame({ holes: opts.holes, decks: opts.decks });
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ctx.heartbeat(opts.roomId);
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ctx.dashboard.update(opts.roomId, { phase: 'playing', totalHoles: opts.holes });
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// Concurrent turn loops — one per session
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const turnCounts = new Array(sessions.length).fill(0);
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async function sessionLoop(sessionIdx: number): Promise<void> {
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const session = sessions[sessionIdx];
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const isHost = sessionIdx === 0;
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while (true) {
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if (ctx.signal.aborted) return;
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if (Date.now() - start > maxDuration) return;
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const phase = await session.bot.getGamePhase();
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if (phase === 'game_over') return;
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if (phase === 'round_over') {
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if (isHost) {
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await sleep(1500);
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// The scoresheet modal uses #ss-next-btn; the side panel uses #next-round-btn.
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// Try both — the visible one gets clicked.
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const ssBtn = session.page.locator('#ss-next-btn');
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const sideBtn = session.page.locator('#next-round-btn');
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const clicked = await ssBtn.click({ timeout: 3000 }).then(() => 'ss').catch(() => null)
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|| await sideBtn.click({ timeout: 3000 }).then(() => 'side').catch(() => null);
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ctx.logger.info('round_advance', { room: opts.roomId, session: session.key, clicked });
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} else {
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await sleep(2000);
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}
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// Wait for the next round to actually start (or game_over on last round)
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for (let i = 0; i < 40; i++) {
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const p = await session.bot.getGamePhase();
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if (p === 'game_over' || p === 'playing' || p === 'initial_flip') break;
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await sleep(500);
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}
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ctx.heartbeat(opts.roomId);
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continue;
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}
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if (await session.bot.isMyTurn()) {
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await session.bot.playTurn();
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turnCounts[sessionIdx]++;
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ctx.heartbeat(opts.roomId);
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ctx.dashboard.update(opts.roomId, {
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currentPlayer: session.account.username,
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moves: turnCounts.reduce((a, b) => a + b, 0),
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players: sessions.map((s, j) => ({
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key: s.key,
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score: null,
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isActive: j === sessionIdx,
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})),
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});
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const thinkMs = randomInt(opts.thinkTimeMs[0], opts.thinkTimeMs[1]);
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await sleep(thinkMs);
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} else {
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await sleep(200);
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}
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}
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}
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await Promise.all(sessions.map((_, i) => sessionLoop(i)));
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// Let the server finish processing game completion (stats, DB update)
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// before we navigate away and kill the WebSocket connections.
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await sleep(2000);
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const totalTurns = turnCounts.reduce((a, b) => a + b, 0);
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ctx.dashboard.update(opts.roomId, { phase: 'game_over' });
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return {
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completed: true,
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turns: totalTurns,
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durationMs: Date.now() - start,
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};
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} catch (err) {
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return {
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completed: false,
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turns: 0,
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durationMs: Date.now() - start,
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error: err instanceof Error ? err.message : String(err),
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};
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}
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}
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