@eigeninteractive/testkit 0.4.0 → 0.4.1
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{"version":3,"sources":["../src/local-state.ts"],"sourcesContent":["/**\n * Read a Worker's LOCAL `.wrangler` state directly: the D1 index and the\n * per-game Durable Object databases, opened as plain SQLite files.\n *\n * This is a development and debugging surface, never a runtime one. Nothing here\n * runs on Workers: it is Node reading files that `wrangler dev` left on disk,\n * which is why it lives in the testkit (a `devDependency`) behind its own\n * subpath, and why it reads them through Node's built-in `node:sqlite` rather\n * than a driver package. `better-sqlite3` would work and was tried first, but\n * `drizzle-orm` declares it as an OPTIONAL PEER: installing it anywhere in the\n * workspace re-resolves drizzle's peer set for every importer, which changed the\n * types `packages/server` compiles against and broke its `dts` build. A\n * debugging tool is not worth perturbing the engine's own dependency graph, and\n * the built-in module costs nothing: no native build, no `allowBuilds` opt-in,\n * and no dependency at all.\n *\n * Two stores, two different questions, and the reason a game-shaped reader\n * exists at all:\n *\n * - **D1 is the index.** Discovery, history, ratings, identity. Its `games` row\n * is a display read-model written by the DO as a fire-and-forget mirror.\n * - **The game's DO is the session.** One SQLite database per game, holding the\n * authoritative status, roster and the append-only transition log.\n *\n * A question like \"why is this game not starting\" therefore cannot be answered\n * from either store alone, and answering it from a generic table browser means\n * knowing which of the two to distrust. {@link LocalStore.game} joins them and\n * reports the disagreement as a value, so a stale mirror reads as a stale\n * mirror rather than as a mystery.\n *\n * Every open is read-only, so this is safe to run against a live `wrangler dev`.\n *\n * @module @eigeninteractive/testkit/local-state\n */\n\nimport { existsSync, readdirSync, statSync } from \"node:fs\";\nimport { dirname, join, resolve } from \"node:path\";\nimport { DatabaseSync } from \"node:sqlite\";\n\n/** Where `wrangler dev` persists local resources, relative to a Worker root. */\nconst STATE_SUFFIX = join(\".wrangler\", \"state\", \"v3\");\n\n/** Miniflare's own bookkeeping database, present in every resource directory\n * alongside the real ones. It holds `_cf_ALARM`, not user data. */\nconst METADATA_FILE = \"metadata.sqlite\";\n\n/** The table Miniflare writes into every Durable Object database, holding the\n * `idFromName` name the object was addressed by. It is what makes the hashed\n * filename reversible: the engine names a game's DO by its `gameId`, and the\n * hash is one-way, so this row is the only local file-to-game map there is. */\nconst DO_NAME_TABLE = \"__miniflare_do_name\";\n\n/** A local Durable Object database: one game's whole session. */\nexport interface LocalDurableObject {\n /** The Durable Object class, parsed from the directory Miniflare names\n * `<worker>-<ClassName>`. */\n className: string;\n /** The hex `DurableObjectId`, which is the filename: `idFromName(name)`\n * hashed. Not the game id, and not reversible without {@link name}. */\n id: string;\n /** The name the object was addressed by, which for a game DO is its\n * `gameId`. Null only if the object was created by unique id rather than by\n * name, which the engine never does. */\n name: string | null;\n /** Absolute path to the SQLite file. */\n file: string;\n}\n\n/** What a bound parameter may be: SQLite's own value domain, spelled out here\n * rather than re-exported from `node:sqlite` so the public signature does not\n * depend on a built-in module's type names. */\nexport type LocalQueryParam = string | number | bigint | null | Uint8Array;\n\n/** A row of Miniflare's alarm table: the DO's armed alarm, which for a game is\n * its turn deadline plus grace. An absent row means no timer is armed, which is\n * correct for an untimed game and a bug for a timed one mid-turn. */\nexport interface LocalAlarm {\n actorId: string;\n actorName: string | null;\n scheduledTime: number | null;\n}\n\n/** The engine's `games` row: the D1 index entry, a display mirror of the DO. */\nexport interface LocalGameRow {\n id: string;\n createdBy: string | null;\n status: string;\n access: string;\n schemaVersion: number;\n config: unknown;\n turnSeconds: number | null;\n budgetSeconds: number | null;\n incrementSeconds: number | null;\n rated: boolean;\n ratingPool: string | null;\n minPlayers: number;\n maxPlayers: number;\n shortCode: string;\n pendingPlayers: number[] | null;\n turnDeadline: number | null;\n outcomes: unknown;\n finishId: string | null;\n finishedAt: number | null;\n archivedAt: number | null;\n createdAt: number;\n updatedAt: number;\n}\n\n/** One seat, from either store. `username` is filled in from D1's `users` and\n * `bots` tables when the reader has an index to join against. */\nexport interface LocalSeat {\n playerIndex: number;\n userId: string | null;\n botId: string | null;\n type: string;\n username: string | null;\n displayName: string | null;\n}\n\n/** The DO's single `meta` row: the authoritative session header. */\nexport interface LocalGameMeta {\n gameId: string;\n status: string;\n access: string;\n schemaVersion: number;\n config: unknown;\n turnSeconds: number | null;\n budgetSeconds: number | null;\n incrementSeconds: number | null;\n rated: boolean;\n ratingPool: string | null;\n minPlayers: number;\n maxPlayers: number;\n createdBy: string | null;\n rngSeed: string | null;\n}\n\n/** One committed transition, decoded. `action` is null at v0 (the start). */\nexport interface LocalTransition {\n version: number;\n state: unknown;\n action: { type: string; kind: string; playerIndex: number | null; data: unknown } | null;\n pending: number[];\n deadline: number | null;\n playerTimes: number[] | null;\n /** Non-null only while this transition's pending turn consumes a budget\n * bank. Per-action and hook-override deadlines do not set it. */\n turnStartedAt: number | null;\n /** Which seats hold a stored frame at this version. Empty after the finish\n * compaction, which empties `frames` and leaves replay to re-projection. */\n frameSeats: number[];\n}\n\n/** Why the game is where it is, and what would move it. Derived rather than\n * stored: this is the sentence a developer actually wants, and every input to\n * it is already on screen above it. */\nexport interface LocalGameDiagnosis {\n /** One line naming the next expected event, or the reason there is none. */\n summary: string;\n /** Disagreements between the D1 mirror and the DO's own truth. A non-empty\n * list means a mirror write was lost, since the DO is authoritative. */\n mirrorDrift: string[];\n}\n\n/** Everything both stores know about one game. */\nexport interface LocalGameView {\n gameId: string;\n /** The D1 index row, or null when D1 has no such game: either the id came\n * from a DO name and the index was wiped, or the create write never landed. */\n index: LocalGameRow | null;\n /** D1's `participants`, which mirror the DO's roster for display. */\n indexSeats: LocalSeat[];\n /** The DO file, or null when no Durable Object exists for this game yet.\n * That is the normal state of a created-but-never-touched lobby: the DO is\n * created lazily by the first command or socket. */\n durableObject: LocalDurableObject | null;\n meta: LocalGameMeta | null;\n roster: LocalSeat[];\n transitions: LocalTransition[];\n /** Recorded `commandId` dedupe entries, newest first. */\n commands: { commandId: string; createdAt: number; result: unknown }[];\n /** Unapplied finish rows: a surviving row means the D1 finish apply has not\n * succeeded and the admin re-poke is the recovery. */\n outbox: { finishId: string; createdAt: number; outcomes: unknown }[];\n alarm: LocalAlarm | null;\n diagnosis: LocalGameDiagnosis;\n}\n\n/**\n * Walk up from `from` to the nearest directory holding `.wrangler/state/v3`.\n *\n * Walking rather than requiring the Worker root means this works from anywhere\n * inside a game repository, including the app half of a two-package layout,\n * where the state lives a directory or two above the shell's cwd.\n */\nexport function findWranglerState(from: string = process.cwd()): string | null {\n let dir = resolve(from);\n for (;;) {\n const candidate = join(dir, STATE_SUFFIX);\n if (existsSync(candidate)) return candidate;\n const parent = dirname(dir);\n if (parent === dir) return null;\n dir = parent;\n }\n}\n\n/**\n * Open a SQLite file for reading only.\n *\n * Read-only is what makes this safe to point at a running `wrangler dev`: no\n * writer lock is taken and no journal is touched. The fallback matters because\n * these databases are in WAL mode, and a read-only connection cannot recover a\n * hot journal or create the `-shm` file it needs; when `wrangler dev` is not\n * running and left one behind, the first open fails and a writable handle is\n * the only way in. Nothing here issues anything but `SELECT`, so the widened\n * handle stays as harmless as the narrow one. The existence check comes first\n * because that fallback would otherwise CREATE a database rather than report a\n * missing one.\n */\nexport function openSqlite(file: string): DatabaseSync {\n if (!existsSync(file)) throw new Error(`no SQLite database at ${file}`);\n try {\n return new DatabaseSync(file, { readOnly: true });\n } catch {\n return new DatabaseSync(file);\n }\n}\n\nfunction sqliteFilesIn(dir: string): string[] {\n if (!existsSync(dir)) return [];\n return readdirSync(dir)\n .filter((entry) => entry.endsWith(\".sqlite\") && entry !== METADATA_FILE)\n .map((entry) => join(dir, entry));\n}\n\nfunction tableExists(db: DatabaseSync, table: string): boolean {\n const row = db.prepare(\"select 1 from sqlite_master where type = 'table' and name = ?\").get(table);\n return row !== undefined;\n}\n\n/** Parse a JSON text column, tolerating a value some other writer left\n * un-encoded. A debugging reader that throws on one malformed cell is useless\n * precisely when it is needed. */\nfunction json(value: unknown): unknown {\n if (typeof value !== \"string\") return value ?? null;\n try {\n return JSON.parse(value);\n } catch {\n return value;\n }\n}\n\nfunction numbers(value: unknown): number[] {\n const parsed = json(value);\n return Array.isArray(parsed) ? parsed.filter((n): n is number => typeof n === \"number\") : [];\n}\n\nfunction bool(value: unknown): boolean {\n return value === 1 || value === true;\n}\n\n/**\n * A Worker's local state, with its databases opened lazily and held open.\n *\n * Stateful because it owns file handles: construct one, ask it questions, and\n * {@link close} it. A single instance is the unit both the CLI and a test use,\n * so neither has to know which file backs which resource.\n */\nexport class LocalStore {\n /** Absolute path to `.wrangler/state/v3`. */\n readonly root: string;\n\n #d1: { file: string; db: DatabaseSync } | null | undefined;\n readonly #open = new Map<string, DatabaseSync>();\n\n private constructor(root: string) {\n this.root = root;\n }\n\n /**\n * Locate and open the state under `from`, or throw with the one thing the\n * caller can act on: that no Worker has been run here yet.\n */\n static open(from?: string): LocalStore {\n const root = findWranglerState(from);\n if (root === null) {\n throw new Error(`no .wrangler/state/v3 found at or above ${resolve(from ?? process.cwd())}. Run the Worker once (\\`pnpm dev\\`) so it has local state to read.`);\n }\n return new LocalStore(root);\n }\n\n #handle(file: string): DatabaseSync {\n const existing = this.#open.get(file);\n if (existing !== undefined) return existing;\n const db = openSqlite(file);\n this.#open.set(file, db);\n return db;\n }\n\n /**\n * The engine's D1 database, identified by its schema rather than its name.\n *\n * Miniflare names the file after a hash of the database, so there is no\n * mapping back to the binding. Recognising the engine's own `games` table\n * instead is both simpler and more honest about what the caller wants: the\n * database that has games in it, whatever the binding was called.\n */\n d1(): { file: string; db: DatabaseSync } | null {\n if (this.#d1 !== undefined) return this.#d1;\n for (const file of sqliteFilesIn(join(this.root, \"d1\", \"miniflare-D1DatabaseObject\"))) {\n const db = this.#handle(file);\n if (tableExists(db, \"games\")) {\n this.#d1 = { file, db };\n return this.#d1;\n }\n }\n this.#d1 = null;\n return null;\n }\n\n /**\n * Every local Durable Object database, newest-modified first.\n *\n * The directory is `<worker>-<ClassName>`, and a worker name may itself\n * contain a dash, so the class is everything after the LAST one. Ordering by\n * mtime puts the game you just touched at the top, which is nearly always the\n * one being debugged.\n */\n durableObjects(): LocalDurableObject[] {\n const base = join(this.root, \"do\");\n if (!existsSync(base)) return [];\n const found: LocalDurableObject[] = [];\n for (const namespace of readdirSync(base)) {\n const dir = join(base, namespace);\n if (!statSync(dir).isDirectory()) continue;\n const className = namespace.slice(namespace.lastIndexOf(\"-\") + 1);\n for (const file of sqliteFilesIn(dir)) {\n const db = this.#handle(file);\n const name = tableExists(db, DO_NAME_TABLE) ? ((db.prepare(`select name from ${DO_NAME_TABLE} limit 1`).get() as { name?: string } | undefined)?.name ?? null) : null;\n found.push({ className, id: file.slice(file.lastIndexOf(\"/\") + 1, -\".sqlite\".length), name, file });\n }\n }\n return found.sort((a, b) => statSync(b.file).mtimeMs - statSync(a.file).mtimeMs);\n }\n\n /** The armed alarm for a Durable Object, from its namespace's metadata\n * database. Matched on either column because the id is what Miniflare keys\n * by and the name is what a human recognises. */\n alarm(target: LocalDurableObject): LocalAlarm | null {\n const file = join(dirname(target.file), METADATA_FILE);\n if (!existsSync(file)) return null;\n const db = this.#handle(file);\n if (!tableExists(db, \"_cf_ALARM\")) return null;\n const row = db.prepare(\"select actor_id, actor_name, scheduled_time from _cf_ALARM where actor_id = ? or actor_name = ?\").get(target.id, target.name ?? target.id) as { actor_id: string; actor_name: string | null; scheduled_time: number | null } | undefined;\n return row === undefined ? null : { actorId: row.actor_id, actorName: row.actor_name, scheduledTime: row.scheduled_time };\n }\n\n /** The D1 index rows, newest-updated first. */\n games(options: { status?: string; limit?: number } = {}): LocalGameRow[] {\n const d1 = this.d1();\n if (d1 === null) return [];\n const where = options.status === undefined ? \"\" : \"where status = ?\";\n const params = options.status === undefined ? [] : [options.status];\n const rows = d1.db.prepare(`select * from games ${where} order by updated_at desc limit ?`).all(...params, options.limit ?? 50) as Record<string, unknown>[];\n return rows.map(toGameRow);\n }\n\n /**\n * Resolve a game reference the way a developer will type it: a full id, a\n * six-character short code, or an id prefix long enough to be unique.\n *\n * D1 is tried first because it can match a short code, then the DO names, so\n * a game whose index row was wiped is still reachable by id.\n */\n resolveGameId(ref: string): string | null {\n const d1 = this.d1();\n if (d1 !== null) {\n const exact = d1.db.prepare(\"select id from games where id = ? or short_code = ?\").get(ref, ref.toUpperCase()) as { id: string } | undefined;\n if (exact !== undefined) return exact.id;\n const prefixed = d1.db.prepare(\"select id from games where id like ? limit 2\").all(`${ref}%`) as { id: string }[];\n if (prefixed.length === 1) return prefixed[0].id;\n if (prefixed.length > 1) throw new Error(`\"${ref}\" matches more than one game; use a longer prefix`);\n }\n const named = this.durableObjects().filter((o) => o.name !== null && (o.name === ref || o.name.startsWith(ref)));\n if (named.length === 1) return named[0].name;\n if (named.length > 1) throw new Error(`\"${ref}\" matches more than one game; use a longer prefix`);\n return null;\n }\n\n /** The Durable Object holding a game's session, or null if none exists yet. */\n gameDurableObject(gameId: string): LocalDurableObject | null {\n return this.durableObjects().find((o) => o.name === gameId) ?? null;\n }\n\n /** Identity for a set of user and bot ids, for rendering seats as names. */\n #identities(userIds: string[], botIds: string[]): Map<string, { username: string; displayName: string }> {\n const out = new Map<string, { username: string; displayName: string }>();\n const d1 = this.d1();\n if (d1 === null) return out;\n for (const [table, ids] of [\n [\"users\", userIds],\n [\"bots\", botIds],\n ] as const) {\n if (ids.length === 0) continue;\n const placeholders = ids.map(() => \"?\").join(\",\");\n const rows = d1.db.prepare(`select id, username, display_name from ${table} where id in (${placeholders})`).all(...ids) as { id: string; username: string; display_name: string }[];\n for (const row of rows) out.set(row.id, { username: row.username, displayName: row.display_name });\n }\n return out;\n }\n\n #seats(rows: { player_index: number; user_id: string | null; bot_id: string | null; type: string }[]): LocalSeat[] {\n const identities = this.#identities(\n rows.map((r) => r.user_id).filter((id): id is string => id !== null),\n rows.map((r) => r.bot_id).filter((id): id is string => id !== null),\n );\n return rows.map((row) => {\n const identity = identities.get(row.user_id ?? row.bot_id ?? \"\");\n return { playerIndex: row.player_index, userId: row.user_id, botId: row.bot_id, type: row.type, username: identity?.username ?? null, displayName: identity?.displayName ?? null };\n });\n }\n\n /**\n * Join both stores for one game: the index row, the session, the transition\n * log, and the derived diagnosis.\n *\n * Returns null only when neither store has heard of the game.\n */\n game(ref: string): LocalGameView | null {\n const gameId = this.resolveGameId(ref);\n if (gameId === null) return null;\n\n const d1 = this.d1();\n const indexRow = d1 === null ? undefined : (d1.db.prepare(\"select * from games where id = ?\").get(gameId) as Record<string, unknown> | undefined);\n const index = indexRow === undefined ? null : toGameRow(indexRow);\n const indexSeats =\n d1 === null\n ? []\n : this.#seats(\n d1.db.prepare(\"select player_index, user_id, bot_id, type from participants where game_id = ? order by player_index\").all(gameId) as {\n player_index: number;\n user_id: string | null;\n bot_id: string | null;\n type: string;\n }[],\n );\n\n const durableObject = this.gameDurableObject(gameId);\n let meta: LocalGameMeta | null = null;\n let roster: LocalSeat[] = [];\n let transitions: LocalTransition[] = [];\n let commands: LocalGameView[\"commands\"] = [];\n let outbox: LocalGameView[\"outbox\"] = [];\n\n if (durableObject !== null) {\n const db = this.#handle(durableObject.file);\n if (tableExists(db, \"meta\")) {\n const row = db.prepare(\"select * from meta where id = 1\").get() as Record<string, unknown> | undefined;\n if (row !== undefined) meta = toMeta(row);\n }\n if (tableExists(db, \"roster\")) {\n roster = this.#seats(db.prepare(\"select player_index, user_id, bot_id, type from roster order by player_index\").all() as { player_index: number; user_id: string | null; bot_id: string | null; type: string }[]);\n }\n if (tableExists(db, \"transitions\")) {\n const frameSeats = new Map<number, number[]>();\n if (tableExists(db, \"frames\")) {\n for (const row of db.prepare(\"select version, player_index from frames order by version, player_index\").all() as { version: number; player_index: number }[]) {\n frameSeats.set(row.version, [...(frameSeats.get(row.version) ?? []), row.player_index]);\n }\n }\n transitions = (db.prepare(\"select * from transitions order by version\").all() as Record<string, unknown>[]).map((row) => toTransition(row, frameSeats));\n }\n if (tableExists(db, \"commands\")) {\n commands = (db.prepare(\"select command_id, response, created_at from commands order by created_at desc\").all() as { command_id: string; response: unknown; created_at: number }[]).map((row) => ({\n commandId: row.command_id,\n createdAt: row.created_at,\n result: json(row.response),\n }));\n }\n if (tableExists(db, \"outbox\")) {\n outbox = (db.prepare(\"select finish_id, outcomes, created_at from outbox order by created_at\").all() as { finish_id: string; outcomes: unknown; created_at: number }[]).map((row) => ({\n finishId: row.finish_id,\n createdAt: row.created_at,\n outcomes: json(row.outcomes),\n }));\n }\n }\n\n const alarm = durableObject === null ? null : this.alarm(durableObject);\n const view: Omit<LocalGameView, \"diagnosis\"> = { gameId, index, indexSeats, durableObject, meta, roster, transitions, commands, outbox, alarm };\n return { ...view, diagnosis: diagnose(view) };\n }\n\n /** Run a read-only statement against D1 or one game's Durable Object: the\n * escape hatch for a question this reader does not model. */\n query(sql: string, options: { game?: string; params?: LocalQueryParam[] } = {}): Record<string, unknown>[] {\n const db = options.game === undefined ? this.d1()?.db : this.#gameDb(options.game);\n if (db === undefined || db === null) {\n throw new Error(options.game === undefined ? \"no local D1 database found in this Worker's state\" : `no local Durable Object found for game ${options.game}`);\n }\n return db.prepare(sql).all(...(options.params ?? [])) as Record<string, unknown>[];\n }\n\n /** Table names and row counts, for D1 or one game's Durable Object. */\n tables(options: { game?: string } = {}): { name: string; rows: number }[] {\n const db = options.game === undefined ? this.d1()?.db : this.#gameDb(options.game);\n if (db === undefined || db === null) return [];\n const names = (db.prepare(\"select name from sqlite_master where type = 'table' order by name\").all() as { name: string }[]).map((r) => r.name);\n return names.map((name) => ({ name, rows: (db.prepare(`select count(*) as n from \"${name}\"`).get() as { n: number }).n }));\n }\n\n #gameDb(ref: string): DatabaseSync | null {\n const gameId = this.resolveGameId(ref);\n const target = gameId === null ? null : this.gameDurableObject(gameId);\n return target === null ? null : this.#handle(target.file);\n }\n\n /** Release every open handle. */\n close(): void {\n for (const db of this.#open.values()) db.close();\n this.#open.clear();\n this.#d1 = undefined;\n }\n}\n\nfunction toGameRow(row: Record<string, unknown>): LocalGameRow {\n return {\n id: row.id as string,\n createdBy: (row.created_by as string | null) ?? null,\n status: row.status as string,\n access: row.access as string,\n schemaVersion: row.schema_version as number,\n config: json(row.config),\n turnSeconds: (row.turn_seconds as number | null) ?? null,\n budgetSeconds: (row.budget_seconds as number | null) ?? null,\n incrementSeconds: (row.increment_seconds as number | null) ?? null,\n rated: bool(row.rated),\n ratingPool: (row.rating_pool as string | null) ?? null,\n minPlayers: row.min_players as number,\n maxPlayers: row.max_players as number,\n shortCode: row.short_code as string,\n pendingPlayers: row.pending_players === null || row.pending_players === undefined ? null : numbers(row.pending_players),\n turnDeadline: (row.turn_deadline as number | null) ?? null,\n outcomes: json(row.outcomes),\n finishId: (row.finish_id as string | null) ?? null,\n finishedAt: (row.finished_at as number | null) ?? null,\n archivedAt: (row.archived_at as number | null) ?? null,\n createdAt: row.created_at as number,\n updatedAt: row.updated_at as number,\n };\n}\n\nfunction toMeta(row: Record<string, unknown>): LocalGameMeta {\n return {\n gameId: row.game_id as string,\n status: row.status as string,\n access: row.access as string,\n schemaVersion: row.schema_version as number,\n config: json(row.config),\n turnSeconds: (row.turn_seconds as number | null) ?? null,\n budgetSeconds: (row.budget_seconds as number | null) ?? null,\n incrementSeconds: (row.increment_seconds as number | null) ?? null,\n rated: bool(row.rated),\n ratingPool: (row.rating_pool as string | null) ?? null,\n minPlayers: row.min_players as number,\n maxPlayers: row.max_players as number,\n createdBy: (row.created_by as string | null) ?? null,\n rngSeed: (row.rng_seed as string | null) ?? null,\n };\n}\n\nfunction toTransition(row: Record<string, unknown>, frameSeats: Map<number, number[]>): LocalTransition {\n const version = row.version as number;\n const action = json(row.action) as LocalTransition[\"action\"];\n return {\n version,\n state: json(row.state),\n action: action ?? null,\n pending: numbers(row.pending),\n deadline: (row.deadline as number | null) ?? null,\n playerTimes: row.player_times === null || row.player_times === undefined ? null : numbers(row.player_times),\n turnStartedAt: (row.turn_started_at as number | null) ?? null,\n frameSeats: frameSeats.get(version) ?? [],\n };\n}\n\n/**\n * Say what the game is waiting for, and whether the two stores agree.\n *\n * The engine's statuses each have exactly one thing that moves them, so this is\n * a total function over `status` rather than a heuristic. The cases developers\n * actually hit are the first two: a lobby that will not fill, and a full lobby\n * whose creator has not pressed start.\n */\nfunction diagnose(view: Omit<LocalGameView, \"diagnosis\">): LocalGameDiagnosis {\n const status = view.meta?.status ?? view.index?.status ?? \"unknown\";\n const seated = (view.meta === null ? view.indexSeats : view.roster).length;\n const min = view.meta?.minPlayers ?? view.index?.minPlayers ?? 0;\n const max = view.meta?.maxPlayers ?? view.index?.maxPlayers ?? 0;\n const latest = view.transitions.at(-1) ?? null;\n\n const mirrorDrift: string[] = [];\n if (view.index !== null && view.meta !== null) {\n if (view.index.status !== view.meta.status) {\n mirrorDrift.push(`D1 says status=${view.index.status}, the Durable Object says ${view.meta.status}. The DO is authoritative; a mirror write was lost.`);\n }\n if (view.indexSeats.length !== view.roster.length) {\n mirrorDrift.push(`D1 mirrors ${view.indexSeats.length} seat(s), the Durable Object holds ${view.roster.length}.`);\n }\n const mirroredPending = view.index.pendingPlayers ?? null;\n const actualPending = latest?.pending ?? null;\n if (status === \"active\" && JSON.stringify(mirroredPending) !== JSON.stringify(actualPending)) {\n mirrorDrift.push(`D1 mirrors pendingPlayers=${JSON.stringify(mirroredPending)}, the newest transition has ${JSON.stringify(actualPending)}.`);\n }\n }\n if (view.index === null && view.meta !== null) {\n mirrorDrift.push(\"no D1 index row for a game whose Durable Object exists; discovery and history lists cannot show it.\");\n }\n\n let summary: string;\n switch (status) {\n case \"waiting\":\n summary = `waiting for players: ${seated}/${min} needed to become ready (${max} max). The next event is a join, or add-bot from the creator.`;\n break;\n case \"ready\":\n summary = `ready and not started: ${seated}/${max} seats filled. Nothing happens until the CREATOR calls POST /api/engine/games/${view.gameId}/start. A start is explicit and creator-only; filling the lobby does not start a game.`;\n break;\n case \"active\":\n if (latest === null) {\n summary = \"status is active but no transition is committed, which should be impossible: a start commits v0 in the same transaction that sets the status.\";\n } else {\n const waitingOn = latest.pending.length === 0 ? \"nobody, which means the game should have finished at this version\" : `seat(s) ${latest.pending.join(\", \")}`;\n const timer = latest.deadline === null ? \"untimed, so no alarm is armed and only a move or a forfeit moves it\" : `deadline ${new Date(latest.deadline).toISOString()}`;\n summary = `at v${latest.version}, waiting on ${waitingOn}. ${timer}.`;\n }\n break;\n case \"finished\":\n summary = view.outbox.length > 0 ? `finished, but ${view.outbox.length} outbox row(s) survive: the D1 finish apply has not succeeded, so ratings and history are not published yet.` : `finished at v${latest?.version ?? \"?\"}; the outbox is clear, so D1 has the outcomes.`;\n break;\n case \"aborted\":\n summary = \"aborted: cancelled by its creator, reaped as abandoned, or torn down by an account purge. Nothing moves an aborted game.\";\n break;\n default:\n summary = view.durableObject === null ? \"created in D1 but its Durable Object does not exist yet. That is normal for a lobby nobody has touched: the DO is created lazily by the first command or socket.\" : `unrecognised status ${status}.`;\n }\n\n return { summary, mirrorDrift 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|
package/dist/inspect-cli.js
CHANGED
package/dist/local-state.d.ts
CHANGED
|
@@ -127,6 +127,8 @@ interface LocalTransition {
|
|
|
127
127
|
pending: number[];
|
|
128
128
|
deadline: number | null;
|
|
129
129
|
playerTimes: number[] | null;
|
|
130
|
+
/** Non-null only while this transition's pending turn consumes a budget
|
|
131
|
+
* bank. Per-action and hook-override deadlines do not set it. */
|
|
130
132
|
turnStartedAt: number | null;
|
|
131
133
|
/** Which seats hold a stored frame at this version. Empty after the finish
|
|
132
134
|
* compaction, which empties `frames` and leaves replay to re-projection. */
|
package/dist/local-state.js
CHANGED
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@eigeninteractive/testkit",
|
|
3
|
-
"version": "0.4.
|
|
3
|
+
"version": "0.4.1",
|
|
4
4
|
"license": "MIT",
|
|
5
5
|
"description": "Test helpers for games built on the EigenInteractive engine: drive rules through the real kernel and run shared twin fixtures, with no Worker, database or network.",
|
|
6
6
|
"main": "./dist/index.js",
|
|
@@ -36,25 +36,25 @@
|
|
|
36
36
|
"dependencies": {
|
|
37
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{"version":3,"sources":["../src/local-state.ts"],"sourcesContent":["/**\n * Read a Worker's LOCAL `.wrangler` state directly: the D1 index and the\n * per-game Durable Object databases, opened as plain SQLite files.\n *\n * This is a development and debugging surface, never a runtime one. Nothing here\n * runs on Workers: it is Node reading files that `wrangler dev` left on disk,\n * which is why it lives in the testkit (a `devDependency`) behind its own\n * subpath, and why it reads them through Node's built-in `node:sqlite` rather\n * than a driver package. `better-sqlite3` would work and was tried first, but\n * `drizzle-orm` declares it as an OPTIONAL PEER: installing it anywhere in the\n * workspace re-resolves drizzle's peer set for every importer, which changed the\n * types `packages/server` compiles against and broke its `dts` build. A\n * debugging tool is not worth perturbing the engine's own dependency graph, and\n * the built-in module costs nothing: no native build, no `allowBuilds` opt-in,\n * and no dependency at all.\n *\n * Two stores, two different questions, and the reason a game-shaped reader\n * exists at all:\n *\n * - **D1 is the index.** Discovery, history, ratings, identity. Its `games` row\n * is a display read-model written by the DO as a fire-and-forget mirror.\n * - **The game's DO is the session.** One SQLite database per game, holding the\n * authoritative status, roster and the append-only transition log.\n *\n * A question like \"why is this game not starting\" therefore cannot be answered\n * from either store alone, and answering it from a generic table browser means\n * knowing which of the two to distrust. {@link LocalStore.game} joins them and\n * reports the disagreement as a value, so a stale mirror reads as a stale\n * mirror rather than as a mystery.\n *\n * Every open is read-only, so this is safe to run against a live `wrangler dev`.\n *\n * @module @eigeninteractive/testkit/local-state\n */\n\nimport { existsSync, readdirSync, statSync } from \"node:fs\";\nimport { dirname, join, resolve } from \"node:path\";\nimport { DatabaseSync } from \"node:sqlite\";\n\n/** Where `wrangler dev` persists local resources, relative to a Worker root. */\nconst STATE_SUFFIX = join(\".wrangler\", \"state\", \"v3\");\n\n/** Miniflare's own bookkeeping database, present in every resource directory\n * alongside the real ones. It holds `_cf_ALARM`, not user data. */\nconst METADATA_FILE = \"metadata.sqlite\";\n\n/** The table Miniflare writes into every Durable Object database, holding the\n * `idFromName` name the object was addressed by. It is what makes the hashed\n * filename reversible: the engine names a game's DO by its `gameId`, and the\n * hash is one-way, so this row is the only local file-to-game map there is. */\nconst DO_NAME_TABLE = \"__miniflare_do_name\";\n\n/** A local Durable Object database: one game's whole session. */\nexport interface LocalDurableObject {\n /** The Durable Object class, parsed from the directory Miniflare names\n * `<worker>-<ClassName>`. */\n className: string;\n /** The hex `DurableObjectId`, which is the filename: `idFromName(name)`\n * hashed. Not the game id, and not reversible without {@link name}. */\n id: string;\n /** The name the object was addressed by, which for a game DO is its\n * `gameId`. Null only if the object was created by unique id rather than by\n * name, which the engine never does. */\n name: string | null;\n /** Absolute path to the SQLite file. */\n file: string;\n}\n\n/** What a bound parameter may be: SQLite's own value domain, spelled out here\n * rather than re-exported from `node:sqlite` so the public signature does not\n * depend on a built-in module's type names. */\nexport type LocalQueryParam = string | number | bigint | null | Uint8Array;\n\n/** A row of Miniflare's alarm table: the DO's armed alarm, which for a game is\n * its turn deadline plus grace. An absent row means no timer is armed, which is\n * correct for an untimed game and a bug for a timed one mid-turn. */\nexport interface LocalAlarm {\n actorId: string;\n actorName: string | null;\n scheduledTime: number | null;\n}\n\n/** The engine's `games` row: the D1 index entry, a display mirror of the DO. */\nexport interface LocalGameRow {\n id: string;\n createdBy: string | null;\n status: string;\n access: string;\n schemaVersion: number;\n config: unknown;\n turnSeconds: number | null;\n budgetSeconds: number | null;\n incrementSeconds: number | null;\n rated: boolean;\n ratingPool: string | null;\n minPlayers: number;\n maxPlayers: number;\n shortCode: string;\n pendingPlayers: number[] | null;\n turnDeadline: number | null;\n outcomes: unknown;\n finishId: string | null;\n finishedAt: number | null;\n archivedAt: number | null;\n createdAt: number;\n updatedAt: number;\n}\n\n/** One seat, from either store. `username` is filled in from D1's `users` and\n * `bots` tables when the reader has an index to join against. */\nexport interface LocalSeat {\n playerIndex: number;\n userId: string | null;\n botId: string | null;\n type: string;\n username: string | null;\n displayName: string | null;\n}\n\n/** The DO's single `meta` row: the authoritative session header. */\nexport interface LocalGameMeta {\n gameId: string;\n status: string;\n access: string;\n schemaVersion: number;\n config: unknown;\n turnSeconds: number | null;\n budgetSeconds: number | null;\n incrementSeconds: number | null;\n rated: boolean;\n ratingPool: string | null;\n minPlayers: number;\n maxPlayers: number;\n createdBy: string | null;\n rngSeed: string | null;\n}\n\n/** One committed transition, decoded. `action` is null at v0 (the start). */\nexport interface LocalTransition {\n version: number;\n state: unknown;\n action: { type: string; kind: string; playerIndex: number | null; data: unknown } | null;\n pending: number[];\n deadline: number | null;\n playerTimes: number[] | null;\n turnStartedAt: number | null;\n /** Which seats hold a stored frame at this version. Empty after the finish\n * compaction, which empties `frames` and leaves replay to re-projection. */\n frameSeats: number[];\n}\n\n/** Why the game is where it is, and what would move it. Derived rather than\n * stored: this is the sentence a developer actually wants, and every input to\n * it is already on screen above it. */\nexport interface LocalGameDiagnosis {\n /** One line naming the next expected event, or the reason there is none. */\n summary: string;\n /** Disagreements between the D1 mirror and the DO's own truth. A non-empty\n * list means a mirror write was lost, since the DO is authoritative. */\n mirrorDrift: string[];\n}\n\n/** Everything both stores know about one game. */\nexport interface LocalGameView {\n gameId: string;\n /** The D1 index row, or null when D1 has no such game: either the id came\n * from a DO name and the index was wiped, or the create write never landed. */\n index: LocalGameRow | null;\n /** D1's `participants`, which mirror the DO's roster for display. */\n indexSeats: LocalSeat[];\n /** The DO file, or null when no Durable Object exists for this game yet.\n * That is the normal state of a created-but-never-touched lobby: the DO is\n * created lazily by the first command or socket. */\n durableObject: LocalDurableObject | null;\n meta: LocalGameMeta | null;\n roster: LocalSeat[];\n transitions: LocalTransition[];\n /** Recorded `commandId` dedupe entries, newest first. */\n commands: { commandId: string; createdAt: number; result: unknown }[];\n /** Unapplied finish rows: a surviving row means the D1 finish apply has not\n * succeeded and the admin re-poke is the recovery. */\n outbox: { finishId: string; createdAt: number; outcomes: unknown }[];\n alarm: LocalAlarm | null;\n diagnosis: LocalGameDiagnosis;\n}\n\n/**\n * Walk up from `from` to the nearest directory holding `.wrangler/state/v3`.\n *\n * Walking rather than requiring the Worker root means this works from anywhere\n * inside a game repository, including the app half of a two-package layout,\n * where the state lives a directory or two above the shell's cwd.\n */\nexport function findWranglerState(from: string = process.cwd()): string | null {\n let dir = resolve(from);\n for (;;) {\n const candidate = join(dir, STATE_SUFFIX);\n if (existsSync(candidate)) return candidate;\n const parent = dirname(dir);\n if (parent === dir) return null;\n dir = parent;\n }\n}\n\n/**\n * Open a SQLite file for reading only.\n *\n * Read-only is what makes this safe to point at a running `wrangler dev`: no\n * writer lock is taken and no journal is touched. The fallback matters because\n * these databases are in WAL mode, and a read-only connection cannot recover a\n * hot journal or create the `-shm` file it needs; when `wrangler dev` is not\n * running and left one behind, the first open fails and a writable handle is\n * the only way in. Nothing here issues anything but `SELECT`, so the widened\n * handle stays as harmless as the narrow one. The existence check comes first\n * because that fallback would otherwise CREATE a database rather than report a\n * missing one.\n */\nexport function openSqlite(file: string): DatabaseSync {\n if (!existsSync(file)) throw new Error(`no SQLite database at ${file}`);\n try {\n return new DatabaseSync(file, { readOnly: true });\n } catch {\n return new DatabaseSync(file);\n }\n}\n\nfunction sqliteFilesIn(dir: string): string[] {\n if (!existsSync(dir)) return [];\n return readdirSync(dir)\n .filter((entry) => entry.endsWith(\".sqlite\") && entry !== METADATA_FILE)\n .map((entry) => join(dir, entry));\n}\n\nfunction tableExists(db: DatabaseSync, table: string): boolean {\n const row = db.prepare(\"select 1 from sqlite_master where type = 'table' and name = ?\").get(table);\n return row !== undefined;\n}\n\n/** Parse a JSON text column, tolerating a value some other writer left\n * un-encoded. A debugging reader that throws on one malformed cell is useless\n * precisely when it is needed. */\nfunction json(value: unknown): unknown {\n if (typeof value !== \"string\") return value ?? null;\n try {\n return JSON.parse(value);\n } catch {\n return value;\n }\n}\n\nfunction numbers(value: unknown): number[] {\n const parsed = json(value);\n return Array.isArray(parsed) ? parsed.filter((n): n is number => typeof n === \"number\") : [];\n}\n\nfunction bool(value: unknown): boolean {\n return value === 1 || value === true;\n}\n\n/**\n * A Worker's local state, with its databases opened lazily and held open.\n *\n * Stateful because it owns file handles: construct one, ask it questions, and\n * {@link close} it. A single instance is the unit both the CLI and a test use,\n * so neither has to know which file backs which resource.\n */\nexport class LocalStore {\n /** Absolute path to `.wrangler/state/v3`. */\n readonly root: string;\n\n #d1: { file: string; db: DatabaseSync } | null | undefined;\n readonly #open = new Map<string, DatabaseSync>();\n\n private constructor(root: string) {\n this.root = root;\n }\n\n /**\n * Locate and open the state under `from`, or throw with the one thing the\n * caller can act on: that no Worker has been run here yet.\n */\n static open(from?: string): LocalStore {\n const root = findWranglerState(from);\n if (root === null) {\n throw new Error(`no .wrangler/state/v3 found at or above ${resolve(from ?? process.cwd())}. Run the Worker once (\\`pnpm dev\\`) so it has local state to read.`);\n }\n return new LocalStore(root);\n }\n\n #handle(file: string): DatabaseSync {\n const existing = this.#open.get(file);\n if (existing !== undefined) return existing;\n const db = openSqlite(file);\n this.#open.set(file, db);\n return db;\n }\n\n /**\n * The engine's D1 database, identified by its schema rather than its name.\n *\n * Miniflare names the file after a hash of the database, so there is no\n * mapping back to the binding. Recognising the engine's own `games` table\n * instead is both simpler and more honest about what the caller wants: the\n * database that has games in it, whatever the binding was called.\n */\n d1(): { file: string; db: DatabaseSync } | null {\n if (this.#d1 !== undefined) return this.#d1;\n for (const file of sqliteFilesIn(join(this.root, \"d1\", \"miniflare-D1DatabaseObject\"))) {\n const db = this.#handle(file);\n if (tableExists(db, \"games\")) {\n this.#d1 = { file, db };\n return this.#d1;\n }\n }\n this.#d1 = null;\n return null;\n }\n\n /**\n * Every local Durable Object database, newest-modified first.\n *\n * The directory is `<worker>-<ClassName>`, and a worker name may itself\n * contain a dash, so the class is everything after the LAST one. Ordering by\n * mtime puts the game you just touched at the top, which is nearly always the\n * one being debugged.\n */\n durableObjects(): LocalDurableObject[] {\n const base = join(this.root, \"do\");\n if (!existsSync(base)) return [];\n const found: LocalDurableObject[] = [];\n for (const namespace of readdirSync(base)) {\n const dir = join(base, namespace);\n if (!statSync(dir).isDirectory()) continue;\n const className = namespace.slice(namespace.lastIndexOf(\"-\") + 1);\n for (const file of sqliteFilesIn(dir)) {\n const db = this.#handle(file);\n const name = tableExists(db, DO_NAME_TABLE) ? ((db.prepare(`select name from ${DO_NAME_TABLE} limit 1`).get() as { name?: string } | undefined)?.name ?? null) : null;\n found.push({ className, id: file.slice(file.lastIndexOf(\"/\") + 1, -\".sqlite\".length), name, file });\n }\n }\n return found.sort((a, b) => statSync(b.file).mtimeMs - statSync(a.file).mtimeMs);\n }\n\n /** The armed alarm for a Durable Object, from its namespace's metadata\n * database. Matched on either column because the id is what Miniflare keys\n * by and the name is what a human recognises. */\n alarm(target: LocalDurableObject): LocalAlarm | null {\n const file = join(dirname(target.file), METADATA_FILE);\n if (!existsSync(file)) return null;\n const db = this.#handle(file);\n if (!tableExists(db, \"_cf_ALARM\")) return null;\n const row = db.prepare(\"select actor_id, actor_name, scheduled_time from _cf_ALARM where actor_id = ? or actor_name = ?\").get(target.id, target.name ?? target.id) as { actor_id: string; actor_name: string | null; scheduled_time: number | null } | undefined;\n return row === undefined ? null : { actorId: row.actor_id, actorName: row.actor_name, scheduledTime: row.scheduled_time };\n }\n\n /** The D1 index rows, newest-updated first. */\n games(options: { status?: string; limit?: number } = {}): LocalGameRow[] {\n const d1 = this.d1();\n if (d1 === null) return [];\n const where = options.status === undefined ? \"\" : \"where status = ?\";\n const params = options.status === undefined ? [] : [options.status];\n const rows = d1.db.prepare(`select * from games ${where} order by updated_at desc limit ?`).all(...params, options.limit ?? 50) as Record<string, unknown>[];\n return rows.map(toGameRow);\n }\n\n /**\n * Resolve a game reference the way a developer will type it: a full id, a\n * six-character short code, or an id prefix long enough to be unique.\n *\n * D1 is tried first because it can match a short code, then the DO names, so\n * a game whose index row was wiped is still reachable by id.\n */\n resolveGameId(ref: string): string | null {\n const d1 = this.d1();\n if (d1 !== null) {\n const exact = d1.db.prepare(\"select id from games where id = ? or short_code = ?\").get(ref, ref.toUpperCase()) as { id: string } | undefined;\n if (exact !== undefined) return exact.id;\n const prefixed = d1.db.prepare(\"select id from games where id like ? limit 2\").all(`${ref}%`) as { id: string }[];\n if (prefixed.length === 1) return prefixed[0].id;\n if (prefixed.length > 1) throw new Error(`\"${ref}\" matches more than one game; use a longer prefix`);\n }\n const named = this.durableObjects().filter((o) => o.name !== null && (o.name === ref || o.name.startsWith(ref)));\n if (named.length === 1) return named[0].name;\n if (named.length > 1) throw new Error(`\"${ref}\" matches more than one game; use a longer prefix`);\n return null;\n }\n\n /** The Durable Object holding a game's session, or null if none exists yet. */\n gameDurableObject(gameId: string): LocalDurableObject | null {\n return this.durableObjects().find((o) => o.name === gameId) ?? null;\n }\n\n /** Identity for a set of user and bot ids, for rendering seats as names. */\n #identities(userIds: string[], botIds: string[]): Map<string, { username: string; displayName: string }> {\n const out = new Map<string, { username: string; displayName: string }>();\n const d1 = this.d1();\n if (d1 === null) return out;\n for (const [table, ids] of [\n [\"users\", userIds],\n [\"bots\", botIds],\n ] as const) {\n if (ids.length === 0) continue;\n const placeholders = ids.map(() => \"?\").join(\",\");\n const rows = d1.db.prepare(`select id, username, display_name from ${table} where id in (${placeholders})`).all(...ids) as { id: string; username: string; display_name: string }[];\n for (const row of rows) out.set(row.id, { username: row.username, displayName: row.display_name });\n }\n return out;\n }\n\n #seats(rows: { player_index: number; user_id: string | null; bot_id: string | null; type: string }[]): LocalSeat[] {\n const identities = this.#identities(\n rows.map((r) => r.user_id).filter((id): id is string => id !== null),\n rows.map((r) => r.bot_id).filter((id): id is string => id !== null),\n );\n return rows.map((row) => {\n const identity = identities.get(row.user_id ?? row.bot_id ?? \"\");\n return { playerIndex: row.player_index, userId: row.user_id, botId: row.bot_id, type: row.type, username: identity?.username ?? null, displayName: identity?.displayName ?? null };\n });\n }\n\n /**\n * Join both stores for one game: the index row, the session, the transition\n * log, and the derived diagnosis.\n *\n * Returns null only when neither store has heard of the game.\n */\n game(ref: string): LocalGameView | null {\n const gameId = this.resolveGameId(ref);\n if (gameId === null) return null;\n\n const d1 = this.d1();\n const indexRow = d1 === null ? undefined : (d1.db.prepare(\"select * from games where id = ?\").get(gameId) as Record<string, unknown> | undefined);\n const index = indexRow === undefined ? null : toGameRow(indexRow);\n const indexSeats =\n d1 === null\n ? []\n : this.#seats(\n d1.db.prepare(\"select player_index, user_id, bot_id, type from participants where game_id = ? order by player_index\").all(gameId) as {\n player_index: number;\n user_id: string | null;\n bot_id: string | null;\n type: string;\n }[],\n );\n\n const durableObject = this.gameDurableObject(gameId);\n let meta: LocalGameMeta | null = null;\n let roster: LocalSeat[] = [];\n let transitions: LocalTransition[] = [];\n let commands: LocalGameView[\"commands\"] = [];\n let outbox: LocalGameView[\"outbox\"] = [];\n\n if (durableObject !== null) {\n const db = this.#handle(durableObject.file);\n if (tableExists(db, \"meta\")) {\n const row = db.prepare(\"select * from meta where id = 1\").get() as Record<string, unknown> | undefined;\n if (row !== undefined) meta = toMeta(row);\n }\n if (tableExists(db, \"roster\")) {\n roster = this.#seats(db.prepare(\"select player_index, user_id, bot_id, type from roster order by player_index\").all() as { player_index: number; user_id: string | null; bot_id: string | null; type: string }[]);\n }\n if (tableExists(db, \"transitions\")) {\n const frameSeats = new Map<number, number[]>();\n if (tableExists(db, \"frames\")) {\n for (const row of db.prepare(\"select version, player_index from frames order by version, player_index\").all() as { version: number; player_index: number }[]) {\n frameSeats.set(row.version, [...(frameSeats.get(row.version) ?? []), row.player_index]);\n }\n }\n transitions = (db.prepare(\"select * from transitions order by version\").all() as Record<string, unknown>[]).map((row) => toTransition(row, frameSeats));\n }\n if (tableExists(db, \"commands\")) {\n commands = (db.prepare(\"select command_id, response, created_at from commands order by created_at desc\").all() as { command_id: string; response: unknown; created_at: number }[]).map((row) => ({\n commandId: row.command_id,\n createdAt: row.created_at,\n result: json(row.response),\n }));\n }\n if (tableExists(db, \"outbox\")) {\n outbox = (db.prepare(\"select finish_id, outcomes, created_at from outbox order by created_at\").all() as { finish_id: string; outcomes: unknown; created_at: number }[]).map((row) => ({\n finishId: row.finish_id,\n createdAt: row.created_at,\n outcomes: json(row.outcomes),\n }));\n }\n }\n\n const alarm = durableObject === null ? null : this.alarm(durableObject);\n const view: Omit<LocalGameView, \"diagnosis\"> = { gameId, index, indexSeats, durableObject, meta, roster, transitions, commands, outbox, alarm };\n return { ...view, diagnosis: diagnose(view) };\n }\n\n /** Run a read-only statement against D1 or one game's Durable Object: the\n * escape hatch for a question this reader does not model. */\n query(sql: string, options: { game?: string; params?: LocalQueryParam[] } = {}): Record<string, unknown>[] {\n const db = options.game === undefined ? this.d1()?.db : this.#gameDb(options.game);\n if (db === undefined || db === null) {\n throw new Error(options.game === undefined ? \"no local D1 database found in this Worker's state\" : `no local Durable Object found for game ${options.game}`);\n }\n return db.prepare(sql).all(...(options.params ?? [])) as Record<string, unknown>[];\n }\n\n /** Table names and row counts, for D1 or one game's Durable Object. */\n tables(options: { game?: string } = {}): { name: string; rows: number }[] {\n const db = options.game === undefined ? this.d1()?.db : this.#gameDb(options.game);\n if (db === undefined || db === null) return [];\n const names = (db.prepare(\"select name from sqlite_master where type = 'table' order by name\").all() as { name: string }[]).map((r) => r.name);\n return names.map((name) => ({ name, rows: (db.prepare(`select count(*) as n from \"${name}\"`).get() as { n: number }).n }));\n }\n\n #gameDb(ref: string): DatabaseSync | null {\n const gameId = this.resolveGameId(ref);\n const target = gameId === null ? null : this.gameDurableObject(gameId);\n return target === null ? null : this.#handle(target.file);\n }\n\n /** Release every open handle. */\n close(): void {\n for (const db of this.#open.values()) db.close();\n this.#open.clear();\n this.#d1 = undefined;\n }\n}\n\nfunction toGameRow(row: Record<string, unknown>): LocalGameRow {\n return {\n id: row.id as string,\n createdBy: (row.created_by as string | null) ?? null,\n status: row.status as string,\n access: row.access as string,\n schemaVersion: row.schema_version as number,\n config: json(row.config),\n turnSeconds: (row.turn_seconds as number | null) ?? null,\n budgetSeconds: (row.budget_seconds as number | null) ?? null,\n incrementSeconds: (row.increment_seconds as number | null) ?? null,\n rated: bool(row.rated),\n ratingPool: (row.rating_pool as string | null) ?? null,\n minPlayers: row.min_players as number,\n maxPlayers: row.max_players as number,\n shortCode: row.short_code as string,\n pendingPlayers: row.pending_players === null || row.pending_players === undefined ? null : numbers(row.pending_players),\n turnDeadline: (row.turn_deadline as number | null) ?? null,\n outcomes: json(row.outcomes),\n finishId: (row.finish_id as string | null) ?? null,\n finishedAt: (row.finished_at as number | null) ?? null,\n archivedAt: (row.archived_at as number | null) ?? null,\n createdAt: row.created_at as number,\n updatedAt: row.updated_at as number,\n };\n}\n\nfunction toMeta(row: Record<string, unknown>): LocalGameMeta {\n return {\n gameId: row.game_id as string,\n status: row.status as string,\n access: row.access as string,\n schemaVersion: row.schema_version as number,\n config: json(row.config),\n turnSeconds: (row.turn_seconds as number | null) ?? null,\n budgetSeconds: (row.budget_seconds as number | null) ?? null,\n incrementSeconds: (row.increment_seconds as number | null) ?? null,\n rated: bool(row.rated),\n ratingPool: (row.rating_pool as string | null) ?? null,\n minPlayers: row.min_players as number,\n maxPlayers: row.max_players as number,\n createdBy: (row.created_by as string | null) ?? null,\n rngSeed: (row.rng_seed as string | null) ?? null,\n };\n}\n\nfunction toTransition(row: Record<string, unknown>, frameSeats: Map<number, number[]>): LocalTransition {\n const version = row.version as number;\n const action = json(row.action) as LocalTransition[\"action\"];\n return {\n version,\n state: json(row.state),\n action: action ?? null,\n pending: numbers(row.pending),\n deadline: (row.deadline as number | null) ?? null,\n playerTimes: row.player_times === null || row.player_times === undefined ? null : numbers(row.player_times),\n turnStartedAt: (row.turn_started_at as number | null) ?? null,\n frameSeats: frameSeats.get(version) ?? [],\n };\n}\n\n/**\n * Say what the game is waiting for, and whether the two stores agree.\n *\n * The engine's statuses each have exactly one thing that moves them, so this is\n * a total function over `status` rather than a heuristic. The cases developers\n * actually hit are the first two: a lobby that will not fill, and a full lobby\n * whose creator has not pressed start.\n */\nfunction diagnose(view: Omit<LocalGameView, \"diagnosis\">): LocalGameDiagnosis {\n const status = view.meta?.status ?? view.index?.status ?? \"unknown\";\n const seated = (view.meta === null ? view.indexSeats : view.roster).length;\n const min = view.meta?.minPlayers ?? view.index?.minPlayers ?? 0;\n const max = view.meta?.maxPlayers ?? view.index?.maxPlayers ?? 0;\n const latest = view.transitions.at(-1) ?? null;\n\n const mirrorDrift: string[] = [];\n if (view.index !== null && view.meta !== null) {\n if (view.index.status !== view.meta.status) {\n mirrorDrift.push(`D1 says status=${view.index.status}, the Durable Object says ${view.meta.status}. The DO is authoritative; a mirror write was lost.`);\n }\n if (view.indexSeats.length !== view.roster.length) {\n mirrorDrift.push(`D1 mirrors ${view.indexSeats.length} seat(s), the Durable Object holds ${view.roster.length}.`);\n }\n const mirroredPending = view.index.pendingPlayers ?? null;\n const actualPending = latest?.pending ?? null;\n if (status === \"active\" && JSON.stringify(mirroredPending) !== JSON.stringify(actualPending)) {\n mirrorDrift.push(`D1 mirrors pendingPlayers=${JSON.stringify(mirroredPending)}, the newest transition has ${JSON.stringify(actualPending)}.`);\n }\n }\n if (view.index === null && view.meta !== null) {\n mirrorDrift.push(\"no D1 index row for a game whose Durable Object exists; discovery and history lists cannot show it.\");\n }\n\n let summary: string;\n switch (status) {\n case \"waiting\":\n summary = `waiting for players: ${seated}/${min} needed to become ready (${max} max). The next event is a join, or add-bot from the creator.`;\n break;\n case \"ready\":\n summary = `ready and not started: ${seated}/${max} seats filled. Nothing happens until the CREATOR calls POST /api/engine/games/${view.gameId}/start. A start is explicit and creator-only; filling the lobby does not start a game.`;\n break;\n case \"active\":\n if (latest === null) {\n summary = \"status is active but no transition is committed, which should be impossible: a start commits v0 in the same transaction that sets the status.\";\n } else {\n const waitingOn = latest.pending.length === 0 ? \"nobody, which means the game should have finished at this version\" : `seat(s) ${latest.pending.join(\", \")}`;\n const timer = latest.deadline === null ? \"untimed, so no alarm is armed and only a move or a forfeit moves it\" : `deadline ${new Date(latest.deadline).toISOString()}`;\n summary = `at v${latest.version}, waiting on ${waitingOn}. ${timer}.`;\n }\n break;\n case \"finished\":\n summary = view.outbox.length > 0 ? `finished, but ${view.outbox.length} outbox row(s) survive: the D1 finish apply has not succeeded, so ratings and history are not published yet.` : `finished at v${latest?.version ?? \"?\"}; the outbox is clear, so D1 has the outcomes.`;\n break;\n case \"aborted\":\n summary = \"aborted: cancelled by its creator, reaped as abandoned, or torn down by an account purge. Nothing moves an aborted game.\";\n break;\n default:\n summary = view.durableObject === null ? \"created in D1 but its Durable Object does not exist yet. That is normal for a lobby nobody has touched: the DO is created lazily by the first command or socket.\" : `unrecognised status ${status}.`;\n }\n\n return { summary, mirrorDrift 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