The template's bots move once the player's request is answered: a slow bot no longer holds up the reply to the move it is answering
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
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@@ -16,6 +16,9 @@ afterEach(() => {
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rmSync(dir, { recursive: true, force: true });
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});
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/** The bots move once the request that made their move due has been answered: after this tick. */
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const settled = () => new Promise<void>((r) => setImmediate(r));
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/** A table of the demo game: Ann, who opened it, Bo, and Cy when asked for, the game begun. */
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function table(spec: GameSpec<State, Input> = game, withCy = false) {
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const rooms = new Rooms(spec, new Store(dir));
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@@ -161,7 +164,7 @@ describe('rooms', () => {
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expect(() => rooms.rank(host.room, host.token, ['A'])).toThrow(/asks for no ranking/);
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});
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it('lets a game give its bots words: when a round opens and when spoken to, with notes kept from every view', () => {
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it('lets a game give its bots words: when a round opens and when spoken to, with notes kept from every view', async () => {
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const heard: string[][] = [];
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const talking: GameSpec<State, Input> = {
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...game,
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@@ -179,6 +182,7 @@ describe('rooms', () => {
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const cy = rooms.join(host.room, 'Cy');
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const room = host.room;
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rooms.begin(room, host.token);
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await settled();
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rooms.say(room, host.token, 'Psst.', ['B']);
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rooms.say(room, cy.token, 'Hello, all.');
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const annSees = rooms.view(room, 'A').chat;
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@@ -188,6 +192,7 @@ describe('rooms', () => {
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expect(rooms.view(room, '').chat.map((l) => l.text)).toEqual(['Hello, all.']);
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rooms.submit(room, host.token, { pick: 1 }, 0);
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rooms.submit(room, cy.token, { pick: 2 }, 0);
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await settled();
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expect(heard[0]).toEqual(['Round 1.', 'Psst.', 'I hear you.', 'Hello, all.', 'I hear you.']);
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expect(room.chat.filter((l) => l.note === 'secret').map((l) => l.text)).toEqual(['Round 1.', 'Round 2.']);
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expect(rooms.view(room, 'A').parting).toEqual([]);
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@@ -229,6 +234,7 @@ describe('rooms', () => {
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rooms.addBot(host.room, host.token);
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rooms.begin(host.room, host.token);
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const room = host.room;
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vi.runOnlyPendingTimers();
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expect(room.state!.n).toBe(4);
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expect(rooms.view(room, 'A').playingOn).toBe(true);
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vi.advanceTimersByTime(2000);
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@@ -243,16 +249,18 @@ describe('rooms', () => {
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});
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describe('the host and the other seats', () => {
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it("gives a person's seat to a bot, which plays it at once, and the person's token opens nothing", () => {
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it("gives a person's seat to a bot, which plays it at once, and the person's token opens nothing", async () => {
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const { rooms, room, ann, bo } = table();
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rooms.submit(room, ann, { pick: 5 }, 0);
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rooms.standIn(room, ann, 'B');
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// The round waited on Bo alone; the bot played it.
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// The round waited on Bo alone; the bot plays it as soon as the host has been answered.
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await settled();
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expect(room.resolved).toBe(1);
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expect(rooms.waitingOn(room)).toEqual(['A']);
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expect(() => rooms.seatOf(room, bo)).toThrow(/gave your seat to a bot/);
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expect(rooms.view(room, 'A').seats[1]).toEqual({ id: 'B', name: 'Bo', bot: true, standIn: true });
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rooms.submit(room, ann, { pick: 3 }, 1);
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await settled();
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expect(room.resolved).toBe(2);
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});
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@@ -305,12 +313,15 @@ describe('the host and the other seats', () => {
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expect(() => rooms.hostPhrase(withBot.room, withBot.token, bot.id)).toThrow(/No other person/);
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});
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it('voids a phrase for the seat once a bot stands in, and holds the person\'s seat at a rematch without the stand-in', () => {
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it('voids a phrase for the seat once a bot stands in, and holds the person\'s seat at a rematch without the stand-in', async () => {
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const { rooms, room, ann } = table();
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const { phrase } = rooms.hostPhrase(room, ann, 'B');
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rooms.standIn(room, ann, 'B');
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expect(() => rooms.claim(phrase)).toThrow(/unknown or has expired/);
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while (!game.over(room.state!)) rooms.submit(room, ann, { pick: 5 }, room.resolved);
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while (!game.over(room.state!)) {
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rooms.submit(room, ann, { pick: 5 }, room.resolved);
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await settled();
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}
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const next = rooms.get(rooms.rematch(room, ann).roomId);
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expect(next.expected).toEqual(['Bo']);
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expect(next.seats.map((s) => s.name)).toEqual(['Ann']);
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@@ -351,8 +351,28 @@ export class Rooms<State, Input> {
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if (room.seats.length < this.game.minSeats) throw new RoomError(`The game needs at least ${this.game.minSeats} players.`, 409);
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this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules, ...(Object.keys(room.rankings).length ? { rankings: { ...room.rankings } } : {}) });
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// A game whose first move belongs to a bot must not wait for a human who is not owed a move.
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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this.botsAfterAnswering(room);
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}
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/**
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* The bots' moves, once the request that made them due has been answered.
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* A bot that thinks for a second or two would otherwise hold up the reply
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* to the person whose move it is answering, so their own move would seem
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* to hang and the bot's to come at once. The table is told as each move
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* lands, the same as any other.
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*/
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private botsAfterAnswering(room: Room<State>): void {
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setImmediate(() => {
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// A room forgotten and loaded again drives itself; this one is no longer the table.
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if (this.rooms.get(room.id) !== room) return;
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try {
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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} catch (e) {
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// Nothing is waiting on this callback: an error here would take the process down, so it is logged and the table left as it stands.
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console.error(`${room.id}: the bots could not move: ${e instanceof Error ? e.stack ?? e.message : String(e)}`);
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}
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});
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}
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/**
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@@ -538,8 +558,7 @@ export class Rooms<State, Input> {
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}
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}
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this.commit(room, { t: 'turn', at: Date.now(), inputs });
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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this.botsAfterAnswering(room);
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}
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/**
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