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>
2.0 KiB
2.0 KiB