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>
44 lines
1.9 KiB
JavaScript
44 lines
1.9 KiB
JavaScript
// Rendered-browser E2E: a real Chromium joins a match, the turn timer runs, the
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// player edits + saves a rune program, casts, sees filtered results, and replays
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// the match — verifying the recorded replay hashes match what was seen live.
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//
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// This is the browser layer of plan2.md Phase H ("Playwright end-to-end tests").
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const { test, expect } = require("@playwright/test");
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test("a player can join, cast, and replay a browser match", async ({ page }) => {
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await page.goto("/");
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// Connects to the authoritative server.
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await expect(page.locator("#conn")).toHaveText("connected", { timeout: 10000 });
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// The turn timer is running (header shows a turn + countdown).
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await expect(page.locator("#timer")).toContainText("turn", { timeout: 10000 });
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// The arena rendered with the player's marker.
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await expect(page.locator(".cell.self")).toHaveCount(1, { timeout: 10000 });
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// Domains panel shows the hidden-state redaction notice (visibility layer).
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await expect(page.locator("#redactions")).toContainText("withheld", { timeout: 10000 });
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// Edit a rune program: add a couple of runes and save.
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await page.fill("#tok-a", "1");
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await page.fill("#tok-b", "2");
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await page.click("#btn-add");
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await page.click("#btn-add");
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await page.click("#btn-save");
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// Observed diagnostics appear (names/counts only).
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await expect(page.locator("#diag-body")).toContainText("known reads", { timeout: 10000 });
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// Cast and wait for a resolved-turn log line.
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await page.click("#btn-cast");
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await expect(page.locator("#log")).toContainText("cast a rune program", { timeout: 15000 });
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// Request and step the replay; the client verifies hashes vs. what it saw live.
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await page.click("#btn-replay");
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await expect(page.locator("#replay-status")).toContainText("replay loaded", { timeout: 10000 });
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await page.click("#btn-replay-step");
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// A matching hash line is shown (no MISMATCH).
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await expect(page.locator(".hash-bad")).toHaveCount(0);
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});
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