Add web game (plan2.md) on the independent runtime, merge-blocking gates
Builds the browser game around the existing Rust runtime: a window into the universe, not a second simulation. Pure std, no external crates. New crates: - protocol: versioned, hashable client/server messages + hand-rolled JSON value and total parser (malformed packet -> Err, never panic). - game_runtime: authoritative match state. Resolves turns through the INDEPENDENT interpreter (runtime_under_test::native_resolve), not the reference engine; filters visibility/knowledge; records and regenerates replays. A match is a pure function of (seed, roster, ordered inputs). - web_assets/web_client: embedded browser client (arena, rune editor, knowledge panels, replay viewer) + static HTTP delivery. - server: std::net HTTP + WebSocket (hand-rolled SHA-1/base64/RFC-6455 framing), turn timer, disconnect handling, panic-proof dispatch, poison-tolerant lock. - web_tests: dependency-free WebSocket test client + Phase H gates. Trust hardening per review: - game_runtime no longer delegates to reference_runtime::execute; it runs the independent interpreter that the runtime-equivalence gate proves correct. - Protocol/socket/replay/visibility/resilience gates are merge-blocking (added to the merge_group-required job in merge-gates.yml): 1k matches/0 drift, 10k fuzz/0 panics, 100 headless socket E2E, 0 hidden-state leaks. - Rendered-browser E2E is marked EXTERNAL-BLOCKED: Playwright runs advisory-only (continue-on-error, artifacts) until CI infrastructure with a browser exists; it is treated as unsatisfied, not green. The headless 100-match gate is labeled protocol-level coverage, not rendered-browser coverage. - README documents the hand-rolled crypto/parser audit risk explicitly. Fixes an integer-overflow panic in observed-volatility inference (i64 sum / abs near i64::MIN) that could poison the server mutex. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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//! Phase H gates: disconnect/reconnect and timer edges. A dropped connection
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//! must not corrupt a match, and a late or wrong-turn submission must be
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//! rejected deterministically.
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use protocol::{Action, ClientMessage, ServerMessage};
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use web_tests::{spawn_test_server, WsClient};
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#[test]
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fn wrong_turn_submission_is_rejected_deterministically() {
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let addr = spawn_test_server(2000); // long turn so we control timing
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let mut c = WsClient::connect(&addr).unwrap();
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c.send(&ClientMessage::JoinMatch { name: "timer".into(), match_id: None }).unwrap();
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c.recv_until(|m| matches!(m, ServerMessage::MatchState { .. })).unwrap();
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// Submit for a turn that is not live.
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c.send(&ClientMessage::SubmitTurn { turn: 999, action: Action::Wait }).unwrap();
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let report = c.recv_until(|m| matches!(m, ServerMessage::ValidationReport { .. })).unwrap();
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match report {
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ServerMessage::ValidationReport { accepted, detail, .. } => {
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assert!(!accepted, "wrong-turn submission should be rejected");
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assert!(detail.contains("wrong turn"), "reason: {detail}");
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}
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_ => unreachable!(),
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}
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// A correct, in-time submission is accepted.
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c.send(&ClientMessage::SubmitTurn { turn: 0, action: Action::Wait }).unwrap();
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let ok = c.recv_until(|m| matches!(m, ServerMessage::ValidationReport { .. })).unwrap();
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match ok {
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ServerMessage::ValidationReport { accepted, .. } => assert!(accepted),
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_ => unreachable!(),
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}
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}
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#[test]
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fn disconnect_does_not_corrupt_an_ongoing_duel() {
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let addr = spawn_test_server(10);
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// Two players share a duel match by id.
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let mut a = WsClient::connect(&addr).unwrap();
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a.send(&ClientMessage::JoinMatch { name: "a".into(), match_id: Some(protocol::MatchId(7)) })
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.unwrap();
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let _ = a.recv_until(|m| matches!(m, ServerMessage::MatchState { .. })).unwrap();
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let mut b = WsClient::connect(&addr).unwrap();
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b.send(&ClientMessage::JoinMatch { name: "b".into(), match_id: Some(protocol::MatchId(7)) })
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.unwrap();
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let _ = b.recv_until(|m| matches!(m, ServerMessage::MatchState { .. })).unwrap();
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// Player A plays a couple of turns.
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let mut live = 0u64;
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for _ in 0..2 {
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a.send(&ClientMessage::SubmitTurn { turn: live, action: Action::Cast }).unwrap();
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let r = a
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.recv_until(|m| matches!(m, ServerMessage::TurnResolved { turn, .. } if *turn == live + 1))
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.unwrap();
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if let ServerMessage::TurnResolved { turn, .. } = r {
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live = turn;
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}
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}
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// Player B disconnects abruptly.
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drop(b);
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// The match continues for A without corruption: more turns still resolve.
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for _ in 0..2 {
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a.send(&ClientMessage::SubmitTurn { turn: live, action: Action::Cast }).unwrap();
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let r = a
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.recv_until(|m| matches!(m, ServerMessage::TurnResolved { turn, .. } if *turn == live + 1))
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.unwrap();
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if let ServerMessage::TurnResolved { turn, runtime_hash, .. } = r {
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assert!(!runtime_hash.is_empty());
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live = turn;
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}
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}
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assert!(live >= 4, "match advanced past a mid-match disconnect");
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}
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#[test]
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fn reconnect_into_open_duel_slot_succeeds() {
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let addr = spawn_test_server(50);
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let mid = protocol::MatchId(21);
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let mut a = WsClient::connect(&addr).unwrap();
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a.send(&ClientMessage::JoinMatch { name: "host".into(), match_id: Some(mid) }).unwrap();
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a.recv_until(|m| matches!(m, ServerMessage::MatchState { .. })).unwrap();
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// A second player takes the open slot.
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let mut b = WsClient::connect(&addr).unwrap();
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b.send(&ClientMessage::JoinMatch { name: "guest".into(), match_id: Some(mid) }).unwrap();
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let ms = b.recv_until(|m| matches!(m, ServerMessage::MatchState { .. })).unwrap();
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if let ServerMessage::MatchState { player_id, .. } = ms {
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assert_eq!(player_id.0, 2, "second human should take slot 2");
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}
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}
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