Room codes also dodge orphaned files on disk
makeRoomCode checked only the in-memory map, which covers every live and restored room — but a file that failed to restore stays on disk with no map entry, and a new room taking its code would append a second game into the orphaned file, corrupting both. The generator now rerolls on disk presence too. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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bed29c4992
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@@ -15,7 +15,7 @@ import {
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type GameView,
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type PlayerId,
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} from "@wizwar/engine";
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import { appendLine, ensureDataDir, readAllRooms, type RoomLine } from "./store";
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import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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export interface LoggedCommand {
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@@ -72,7 +72,9 @@ function makeRoomCode(): string {
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for (let i = 0; i < 4; i++) {
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code += ROOM_CODE_ALPHABET[randomInt(ROOM_CODE_ALPHABET.length)];
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}
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return rooms.has(code) ? makeRoomCode() : code;
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// The disk check covers rooms that exist on file but failed to restore —
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// reusing such a code would append a new game into the orphaned file.
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return rooms.has(code) || roomFileExists(code) ? makeRoomCode() : code;
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}
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export function roomCount(): number {
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