@vgai/live 0.5.2 → 0.5.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/.tsbuildinfo +1 -0
- package/dist/editor.d.ts +78 -55
- package/dist/editor.js +129 -76
- package/dist/game-client/bridge-heartbeat.d.ts +49 -0
- package/dist/game-client/bridge-heartbeat.js +46 -0
- package/dist/game-client/bridge-transport.d.ts +75 -0
- package/dist/game-client/bridge-transport.js +19 -0
- package/dist/game-client/client.d.ts +293 -0
- package/dist/game-client/client.js +706 -0
- package/dist/game-client/errors.d.ts +57 -0
- package/dist/game-client/errors.js +76 -0
- package/dist/game-client/events-matcher.d.ts +41 -0
- package/dist/game-client/events-matcher.js +68 -0
- package/dist/game-client/failure-block.d.ts +93 -0
- package/dist/game-client/failure-block.js +97 -0
- package/dist/game-client/fast-forward.d.ts +125 -0
- package/dist/game-client/fast-forward.js +122 -0
- package/dist/game-client/hidden-recovery.d.ts +85 -0
- package/dist/game-client/hidden-recovery.js +105 -0
- package/dist/game-client/index.d.ts +40 -0
- package/dist/game-client/index.js +26 -0
- package/dist/game-client/perf-sampling.d.ts +56 -0
- package/dist/game-client/perf-sampling.js +85 -0
- package/dist/game-client/relay-transport.d.ts +100 -0
- package/dist/game-client/relay-transport.js +237 -0
- package/dist/game-client/screenshot-target.d.ts +60 -0
- package/dist/game-client/screenshot-target.js +68 -0
- package/dist/game-client/state-cap.d.ts +7 -0
- package/dist/game-client/state-cap.js +21 -0
- package/dist/game-client/types.d.ts +128 -0
- package/dist/game-client/types.js +15 -0
- package/dist/game-client/wait-for.d.ts +155 -0
- package/dist/game-client/wait-for.js +229 -0
- package/dist/game.d.ts +47 -18
- package/dist/game.js +59 -16
- package/dist/index.d.ts +46 -21
- package/dist/index.js +51 -20
- package/dist/session.d.ts +4 -4
- package/dist/session.js +7 -7
- package/dist/tools.d.ts +12 -3
- package/dist/tools.js +15 -6
- package/package.json +10 -5
- package/src/editor.ts +142 -96
- package/src/game-client/bridge-heartbeat.ts +61 -0
- package/src/game-client/bridge-transport.ts +73 -0
- package/src/game-client/client.ts +836 -0
- package/src/game-client/errors.ts +96 -0
- package/src/game-client/events-matcher.ts +106 -0
- package/src/game-client/failure-block.ts +199 -0
- package/src/game-client/fast-forward.ts +175 -0
- package/src/game-client/hidden-recovery.ts +149 -0
- package/src/game-client/index.ts +98 -0
- package/src/game-client/perf-sampling.ts +94 -0
- package/src/game-client/relay-transport.ts +311 -0
- package/src/game-client/screenshot-target.ts +91 -0
- package/src/game-client/state-cap.ts +29 -0
- package/src/game-client/types.ts +137 -0
- package/src/game-client/wait-for.ts +327 -0
- package/src/game.ts +96 -16
- package/src/index.ts +68 -31
- package/src/session.ts +8 -10
- package/src/tools.ts +19 -6
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/**
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* Pure `game.fastForward` batching/accounting math — no Playwright (same
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* "pure module, Playwright-free" split `wait-for.ts` established, so this
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* unit-tests headlessly). `client.ts`'s `GameClient.fastForward` is the
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* thin Playwright-bound wrapper around `runFastForward` below, exactly the
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* way `GameClient.waitFor` wraps `runWaitFor`.
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*
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* The shape: `game.fastForward({simSeconds}|{simTicks})` synchronously
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* drives the live `Game`'s `runTicks` (through the debug bridge, door (a))
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* instead of relying on real wall-clock time to pass. Doctrine:
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* fastForward is for SETUP/STAGING traversal —
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* reaching a known late-game state fast — not a replacement for real-input
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* proofs, which still run in real ticks; a scripted/scheduled input sequence
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* driven THROUGH a fastForward burst is still an honest proof of "what the sim
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* consumed" (the post-gate recording framing) — fastForward changes
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* how fast ticks are produced, never what a tick consumes.
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*
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* Two honesty decisions this module encodes, both because burst ticks are NOT
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* ordinary wall-clock-paced simulation and must never be reported as if they
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* were (the "never fabricate" rule threaded through `perf-sampling.ts`/
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* `failure-block.ts`):
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*
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* 1. **Batching, not one giant `runTicks` call.** A single call driving (say)
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* an hour of sim time would (a) block the page's JS thread for the ENTIRE
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* burst with zero observable progress, and (b) starve anything watching
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* this run's stdout for liveness for however long the burst takes — a
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* false "wedged" verdict on a run that was making fine (just silent)
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* progress. Batching into `DEFAULT_FAST_FORWARD_BATCH_TICKS`-sized chunks
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* with one heartbeat per chunk (`client.ts` prints it) keeps output flowing
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* without giving up the speedup — each batch is still driven synchronously
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* in-page; only the ROUND TRIP is chunked.
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* 2. **Burst ticks never feed the ordinary tps stats.** `perf-sampling.ts`'s
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* `TpsAccumulator` measures REAL wall-clock throughput between ordinary
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* `snapshot()` polls — its whole purpose is "is the game's frame loop
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* keeping up in real time." A burst of, say, 1800 ticks completed in
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* ~50ms would produce a `~36000 ticks/s` sample that means nothing about
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* the game's real per-frame cost, and would silently corrupt the p50/p95
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* a genuine stall would otherwise surface in. `client.ts`'s `fastForward`
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* therefore drives every batch through a RAW bridge call (bypassing
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* `GameClient.snapshot()`'s automatic `TpsAccumulator.record`) and resets
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* the accumulator's baseline once the burst completes, so the very next
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* ordinary poll starts a fresh "first observation" instead of diffing
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* across the burst discontinuity. The whole-TEST `simSpeedRatio` (fixture
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* teardown, `perf-sampling.ts`) is NOT protected this way, deliberately:
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* it is an honest end-to-end ratio (fence snapshot -> final snapshot),
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* not a sampled rate, and showing "this test ran at 400x" when it
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* genuinely did IS the correct, undistorted signal. `waitFor` budgets are
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* themselves unaffected by any of this — they are still sim-time
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* budgets; a `fastForward` immediately before one just leaves less real
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* ground for it to cover (sim-time got CHEAPER, not redefined).
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*/
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/** One fixed timestep, matching every real host's loop construction
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* (`createGameLoop`'s own `fixedTimestep ?? 1/60` default: "fixedDt = the
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* host loop's fixed timestep (1/60)"). Used ONLY as a fallback when a
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* `simSeconds` budget needs converting to a tick count before the game has
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* ticked even once (nothing observed yet to measure the real fixedDt from) —
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* see `ticksForBudget`. */
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export const DEFAULT_FIXED_DT = 1 / 60;
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/** 5 sim-seconds' worth of ticks at the default 60Hz rate — small enough that
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* even a complex game's batch finishes well inside a second of real time
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* (keeping heartbeats frequent), large enough that round-trip overhead stays
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* negligible next to the speedup (module doc, point 1). */
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export const DEFAULT_FAST_FORWARD_BATCH_TICKS = 300;
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/** Converts a `simSeconds` budget into an exact tick count using the game's
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* OWN observed `simSeconds`/`tick` ratio — not a hardcoded constant, since a
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* project may run a non-default fixed timestep (see `simulate-cinematic`'s
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* `vgai-simulate-fixed-dt` precedent); measuring beats assuming. Falls back
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* to `DEFAULT_FIXED_DT` only when `observed.tick` is still `0` (nothing to
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* measure from yet — a fresh page that hasn't ticked once). A `simTicks`
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* budget passes straight through, unaffected by any of this. */
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export function ticksForBudget(budget, observed) {
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if ('simTicks' in budget) {
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if (!Number.isInteger(budget.simTicks) || budget.simTicks < 0) {
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throw new RangeError(`game.fastForward: simTicks must be a non-negative integer, got ${budget.simTicks}`);
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}
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return budget.simTicks;
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}
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if (!Number.isFinite(budget.simSeconds) || budget.simSeconds < 0) {
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throw new RangeError(`game.fastForward: simSeconds must be >= 0, got ${budget.simSeconds}`);
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}
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const fixedDt = observed.tick > 0 ? observed.simSeconds / observed.tick : DEFAULT_FIXED_DT;
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return Math.ceil(budget.simSeconds / fixedDt);
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}
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/** Pure batch-size planner: splits `totalTicks` into chunks of at most
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* `batchTicks`, the LAST of which may be smaller (never any other position —
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* the driver marks exactly the last chunk "final" and applies the caller's
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* requested render mode only to it). Empty for `totalTicks <= 0`. */
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export function planFastForwardBatches(totalTicks, batchTicks) {
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if (totalTicks <= 0)
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return [];
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const batches = [];
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let remaining = totalTicks;
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while (remaining > 0) {
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const chunk = Math.min(batchTicks, remaining);
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batches.push(chunk);
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remaining -= chunk;
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}
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return batches;
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}
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/**
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* Drives a `fastForward` call against `clock`: converts `budget` to an exact
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* tick count (`ticksForBudget`), batches it (`planFastForwardBatches`), runs
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* each batch through `runTicksBatch` (forcing `render: 'none'` on every batch
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* but the last, which gets `opts.render ?? 'last'`), heartbeats once per
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* batch, and returns the final observed `{tick, simSeconds}`. See the module
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* doc for why batching and the render-mode split exist.
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*/
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export async function runFastForward(budget, opts, clock) {
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const observed = await clock.readTime();
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const totalTicks = ticksForBudget(budget, observed);
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const batches = planFastForwardBatches(totalTicks, opts.batchTicks ?? DEFAULT_FAST_FORWARD_BATCH_TICKS);
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const finalRender = opts.render ?? 'last';
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let ticksDone = 0;
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for (let i = 0; i < batches.length; i++) {
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const size = batches[i];
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const isFinalBatch = i === batches.length - 1;
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await clock.runTicksBatch(size, isFinalBatch ? finalRender : 'none');
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ticksDone += size;
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clock.heartbeat({ ticksDone, ticksTotal: totalTicks });
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}
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return clock.readTime();
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}
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/**
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* Hidden-tab recovery — pure decision logic, ported from hollowstone's field
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* lessons (the engine hard-stops its loop while `document.hidden`, and a
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* backgrounded tab therefore looks identical to a genuinely stalled
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* game). No Playwright import here: `client.ts`'s `GameClient.snapshot()` —
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* the one read every `waitFor`/`waitSimTime` poll already performs — feeds a
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* `HiddenRecoveryDriver` one tick observation per poll, and only the
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* caller-supplied hooks (wired up in `client.ts`, the one file allowed to
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* touch a live `Page`) perform the actual `page.evaluate('document.hidden')`
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* sample and `page.bringToFront()` call. Unit tests feed the same driver
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* scripted hooks/observations instead.
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*
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* Contract (deliberately narrow): after `HIDDEN_RECOVERY_STALL_POLLS`
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* consecutive polls with an unmoved sim tick, sample `document.hidden` once
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* per poll until it reads `true`, then call `bringToFront()` EXACTLY ONCE
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* (the `recovered` flag latches shut) and keep polling — no wall-clock
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* timeout is added here or anywhere downstream. If the clock stays frozen
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* after recovery, the normal `runWaitFor` sim-time budget exhausts and
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* throws `WaitForTimeoutError` as it always would; that failure block's
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* ~0x sim-speed ratio is what diagnoses a still-stalled loop, not this
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* module reacting a second time.
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*/
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export declare const HIDDEN_RECOVERY_STALL_POLLS = 10;
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export interface HiddenRecoveryState {
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/** Consecutive polls (so far) where the sim tick has not advanced. */
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stalledPolls: number;
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/** Latches true the moment `bringToFront` has fired once — never resets,
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* even if the tick later moves and then stalls again, per "once". */
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recovered: boolean;
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}
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export declare const initialHiddenRecoveryState: HiddenRecoveryState;
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export interface PollObservation {
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/** True when this poll's snapshot tick equals the previous poll's tick. */
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tickUnchanged: boolean;
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/** `document.hidden`, sampled by the caller — only meaningful (and only
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* ever sampled by real callers) once `shouldSampleHidden` says so;
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* `undefined` means "not sampled this poll". */
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hidden?: boolean | undefined;
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}
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export type HiddenRecoveryAction = 'none' | 'bring-to-front';
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/** Whether THIS poll's caller should bother sampling `document.hidden` at
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* all — an efficiency guard so a healthy, moving game never pays an extra
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* `page.evaluate()` per poll. True only once the stall threshold is about
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* to be (or has been) reached, the tick is (still) unchanged, and recovery
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* hasn't already fired. */
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export declare function shouldSampleHidden(state: HiddenRecoveryState, tickUnchanged: boolean): boolean;
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/** One pure transition. Called once per `runWaitFor` poll with the previous
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* state and this poll's observation; returns the next state plus the
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* action the caller should take. */
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export declare function stepHiddenRecovery(state: HiddenRecoveryState, obs: PollObservation): {
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state: HiddenRecoveryState;
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action: HiddenRecoveryAction;
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};
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/** The page-facing side effects the driver needs, injected so this module
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* never imports Playwright (`client.ts` supplies the real ones; tests
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* supply scripted fakes). */
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export interface HiddenRecoveryHooks {
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/** Real implementation: `page.evaluate(() => document.hidden)`. */
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sampleHidden(): Promise<boolean> | boolean;
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/** Real implementation: `page.bringToFront()`. */
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bringToFront(): Promise<void> | void;
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/** Real implementation: `console.log(line)` + push onto the client's
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* console-errors collection so the line also surfaces in an eventual
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* failure block's console-errors section. */
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log(line: string): void;
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}
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/** Renders the structured recovery line — one stable, greppable shape. */
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export declare function hiddenRecoveryLogLine(tick: number): string;
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/**
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* Stateful wrapper over the pure transition above, fed one tick observation
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* per poll (`GameClient.snapshot()` calls `observeTick` on every read). All
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* side effects go through the injected hooks; a hook failure (page already
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* closed, say) is swallowed — a recovery attempt must never be what fails a
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* test.
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*/
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export declare class HiddenRecoveryDriver {
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private readonly hooks;
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private state;
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private lastTick;
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private didTrigger;
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constructor(hooks: HiddenRecoveryHooks);
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/** True once `bringToFront()` has fired (at most once per driver/test). */
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wasTriggered(): boolean;
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observeTick(tick: number): Promise<void>;
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}
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/**
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* Hidden-tab recovery — pure decision logic, ported from hollowstone's field
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3
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+
* lessons (the engine hard-stops its loop while `document.hidden`, and a
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4
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+
* backgrounded tab therefore looks identical to a genuinely stalled
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5
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* game). No Playwright import here: `client.ts`'s `GameClient.snapshot()` —
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* the one read every `waitFor`/`waitSimTime` poll already performs — feeds a
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* `HiddenRecoveryDriver` one tick observation per poll, and only the
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* caller-supplied hooks (wired up in `client.ts`, the one file allowed to
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* touch a live `Page`) perform the actual `page.evaluate('document.hidden')`
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* sample and `page.bringToFront()` call. Unit tests feed the same driver
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* scripted hooks/observations instead.
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*
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* Contract (deliberately narrow): after `HIDDEN_RECOVERY_STALL_POLLS`
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* consecutive polls with an unmoved sim tick, sample `document.hidden` once
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* per poll until it reads `true`, then call `bringToFront()` EXACTLY ONCE
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* (the `recovered` flag latches shut) and keep polling — no wall-clock
|
|
17
|
+
* timeout is added here or anywhere downstream. If the clock stays frozen
|
|
18
|
+
* after recovery, the normal `runWaitFor` sim-time budget exhausts and
|
|
19
|
+
* throws `WaitForTimeoutError` as it always would; that failure block's
|
|
20
|
+
* ~0x sim-speed ratio is what diagnoses a still-stalled loop, not this
|
|
21
|
+
* module reacting a second time.
|
|
22
|
+
*/
|
|
23
|
+
export const HIDDEN_RECOVERY_STALL_POLLS = 10;
|
|
24
|
+
export const initialHiddenRecoveryState = {
|
|
25
|
+
stalledPolls: 0,
|
|
26
|
+
recovered: false,
|
|
27
|
+
};
|
|
28
|
+
/** Whether THIS poll's caller should bother sampling `document.hidden` at
|
|
29
|
+
* all — an efficiency guard so a healthy, moving game never pays an extra
|
|
30
|
+
* `page.evaluate()` per poll. True only once the stall threshold is about
|
|
31
|
+
* to be (or has been) reached, the tick is (still) unchanged, and recovery
|
|
32
|
+
* hasn't already fired. */
|
|
33
|
+
export function shouldSampleHidden(state, tickUnchanged) {
|
|
34
|
+
if (state.recovered || !tickUnchanged)
|
|
35
|
+
return false;
|
|
36
|
+
return state.stalledPolls + 1 >= HIDDEN_RECOVERY_STALL_POLLS;
|
|
37
|
+
}
|
|
38
|
+
/** One pure transition. Called once per `runWaitFor` poll with the previous
|
|
39
|
+
* state and this poll's observation; returns the next state plus the
|
|
40
|
+
* action the caller should take. */
|
|
41
|
+
export function stepHiddenRecovery(state, obs) {
|
|
42
|
+
if (!obs.tickUnchanged) {
|
|
43
|
+
return { state: { stalledPolls: 0, recovered: state.recovered }, action: 'none' };
|
|
44
|
+
}
|
|
45
|
+
const stalledPolls = state.stalledPolls + 1;
|
|
46
|
+
if (state.recovered || obs.hidden !== true) {
|
|
47
|
+
return { state: { stalledPolls, recovered: state.recovered }, action: 'none' };
|
|
48
|
+
}
|
|
49
|
+
if (stalledPolls >= HIDDEN_RECOVERY_STALL_POLLS) {
|
|
50
|
+
return { state: { stalledPolls, recovered: true }, action: 'bring-to-front' };
|
|
51
|
+
}
|
|
52
|
+
return { state: { stalledPolls, recovered: false }, action: 'none' };
|
|
53
|
+
}
|
|
54
|
+
/** Renders the structured recovery line — one stable, greppable shape. */
|
|
55
|
+
export function hiddenRecoveryLogLine(tick) {
|
|
56
|
+
return (`vgai: hidden-tab recovery — sim tick frozen at ${tick} for ` +
|
|
57
|
+
`${HIDDEN_RECOVERY_STALL_POLLS} consecutive polls while document.hidden=true; ` +
|
|
58
|
+
'calling page.bringToFront() once');
|
|
59
|
+
}
|
|
60
|
+
/**
|
|
61
|
+
* Stateful wrapper over the pure transition above, fed one tick observation
|
|
62
|
+
* per poll (`GameClient.snapshot()` calls `observeTick` on every read). All
|
|
63
|
+
* side effects go through the injected hooks; a hook failure (page already
|
|
64
|
+
* closed, say) is swallowed — a recovery attempt must never be what fails a
|
|
65
|
+
* test.
|
|
66
|
+
*/
|
|
67
|
+
export class HiddenRecoveryDriver {
|
|
68
|
+
hooks;
|
|
69
|
+
state = initialHiddenRecoveryState;
|
|
70
|
+
lastTick = null;
|
|
71
|
+
didTrigger = false;
|
|
72
|
+
constructor(hooks) {
|
|
73
|
+
this.hooks = hooks;
|
|
74
|
+
}
|
|
75
|
+
/** True once `bringToFront()` has fired (at most once per driver/test). */
|
|
76
|
+
wasTriggered() {
|
|
77
|
+
return this.didTrigger;
|
|
78
|
+
}
|
|
79
|
+
async observeTick(tick) {
|
|
80
|
+
const tickUnchanged = this.lastTick !== null && tick === this.lastTick;
|
|
81
|
+
this.lastTick = tick;
|
|
82
|
+
let hidden;
|
|
83
|
+
if (shouldSampleHidden(this.state, tickUnchanged)) {
|
|
84
|
+
try {
|
|
85
|
+
hidden = await this.hooks.sampleHidden();
|
|
86
|
+
}
|
|
87
|
+
catch {
|
|
88
|
+
hidden = undefined;
|
|
89
|
+
}
|
|
90
|
+
}
|
|
91
|
+
const { state, action } = stepHiddenRecovery(this.state, { tickUnchanged, hidden });
|
|
92
|
+
this.state = state;
|
|
93
|
+
if (action === 'bring-to-front') {
|
|
94
|
+
this.didTrigger = true;
|
|
95
|
+
this.hooks.log(hiddenRecoveryLogLine(tick));
|
|
96
|
+
try {
|
|
97
|
+
await this.hooks.bringToFront();
|
|
98
|
+
}
|
|
99
|
+
catch {
|
|
100
|
+
// Same rule as sampleHidden: never let the recovery attempt itself
|
|
101
|
+
// throw into a spec — the sim-time budget remains the only failure.
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
}
|
|
105
|
+
}
|
|
@@ -0,0 +1,40 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The game-control client `@vgai/live` binds as `game`: a `GameClient` over a
|
|
3
|
+
* `BridgeTransport`, plus the pure logic it is built from (wait budgets, event
|
|
4
|
+
* matching, failure blocks, fast-forward planning, hidden-tab recovery, perf
|
|
5
|
+
* sampling, screenshot-target resolution).
|
|
6
|
+
*
|
|
7
|
+
* Two transports answer the same seam (`bridge-transport.ts`): `RelayTransport`
|
|
8
|
+
* drives a live `vgai edit` session over the editor dev server's wire — the one
|
|
9
|
+
* `@vgai/live` itself uses — and `PageTransport` drives a Playwright `Page`
|
|
10
|
+
* directly, for a caller that owns its own browser. Every method body on
|
|
11
|
+
* `GameClient` is written against the seam, never against either transport.
|
|
12
|
+
*
|
|
13
|
+
* This barrel exists so `../index.ts` re-exports one coherent surface instead of
|
|
14
|
+
* a dozen sibling paths; nothing here imports anything from `../`.
|
|
15
|
+
*/
|
|
16
|
+
export type { BridgeHeartbeatState } from './bridge-heartbeat.js';
|
|
17
|
+
export { BRIDGE_HEARTBEAT_INTERVAL_MS, formatBridgeHeartbeatLine } from './bridge-heartbeat.js';
|
|
18
|
+
export type { BridgeCallOutcome, BridgeTransport } from './bridge-transport.js';
|
|
19
|
+
export type { GameClientOptions } from './client.js';
|
|
20
|
+
export { GameClient, GameEvents, GameInput, PageTransport } from './client.js';
|
|
21
|
+
export type { SessionErrorCode } from './errors.js';
|
|
22
|
+
export { SESSION_ERROR_CODES, SessionError, SessionFailure } from './errors.js';
|
|
23
|
+
export type { EventsMatchOptions, EventsMatchResult } from './events-matcher.js';
|
|
24
|
+
export { matchEventsSubsequence } from './events-matcher.js';
|
|
25
|
+
export type { AssembledFailureBlock, FailureBlockContext, SessionFailureData, } from './failure-block.js';
|
|
26
|
+
export type { FastForwardBudget, FastForwardClock, FastForwardOptions, FastForwardRenderMode, FastForwardTime, } from './fast-forward.js';
|
|
27
|
+
export { DEFAULT_FAST_FORWARD_BATCH_TICKS, DEFAULT_FIXED_DT, planFastForwardBatches, runFastForward, ticksForBudget, } from './fast-forward.js';
|
|
28
|
+
export type { HiddenRecoveryAction, HiddenRecoveryHooks, HiddenRecoveryState, PollObservation, } from './hidden-recovery.js';
|
|
29
|
+
export { HIDDEN_RECOVERY_STALL_POLLS, HiddenRecoveryDriver, hiddenRecoveryLogLine, initialHiddenRecoveryState, shouldSampleHidden, stepHiddenRecovery, } from './hidden-recovery.js';
|
|
30
|
+
export type { TpsStats } from './perf-sampling.js';
|
|
31
|
+
export { computeTicksPerSecond, percentile, simSpeedRatio, summarizeTpsSamples, TpsAccumulator, } from './perf-sampling.js';
|
|
32
|
+
export type { RelayTransportOptions } from './relay-transport.js';
|
|
33
|
+
export { RelayTransport } from './relay-transport.js';
|
|
34
|
+
export type { ScreenshotArgKind, ScreenshotTarget, ScreenshotTargetInput, } from './screenshot-target.js';
|
|
35
|
+
export { classifyScreenshotArg, resolveScreenshotTarget, sanitizeScreenshotLabel, } from './screenshot-target.js';
|
|
36
|
+
export type { CappedJson } from './state-cap.js';
|
|
37
|
+
export { capJson } from './state-cap.js';
|
|
38
|
+
export type { DebugBridgeInput, DebugCommandInfo, DebugSnapshot, ProviderInfo, RunTicksOptions, TickStampedEvent, ValueTier, VgaiBridgeHandle, VirtualActionResult, VirtualActionValue, } from './types.js';
|
|
39
|
+
export type { WaitForBudget } from './wait-for.js';
|
|
40
|
+
export { assertValidWaitForBudget, WAIT_FOR_STALL_POLL_LIMIT, WAIT_FOR_TIMEOUT_OPTION_MESSAGE, } from './wait-for.js';
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The game-control client `@vgai/live` binds as `game`: a `GameClient` over a
|
|
3
|
+
* `BridgeTransport`, plus the pure logic it is built from (wait budgets, event
|
|
4
|
+
* matching, failure blocks, fast-forward planning, hidden-tab recovery, perf
|
|
5
|
+
* sampling, screenshot-target resolution).
|
|
6
|
+
*
|
|
7
|
+
* Two transports answer the same seam (`bridge-transport.ts`): `RelayTransport`
|
|
8
|
+
* drives a live `vgai edit` session over the editor dev server's wire — the one
|
|
9
|
+
* `@vgai/live` itself uses — and `PageTransport` drives a Playwright `Page`
|
|
10
|
+
* directly, for a caller that owns its own browser. Every method body on
|
|
11
|
+
* `GameClient` is written against the seam, never against either transport.
|
|
12
|
+
*
|
|
13
|
+
* This barrel exists so `../index.ts` re-exports one coherent surface instead of
|
|
14
|
+
* a dozen sibling paths; nothing here imports anything from `../`.
|
|
15
|
+
*/
|
|
16
|
+
export { BRIDGE_HEARTBEAT_INTERVAL_MS, formatBridgeHeartbeatLine } from './bridge-heartbeat.js';
|
|
17
|
+
export { GameClient, GameEvents, GameInput, PageTransport } from './client.js';
|
|
18
|
+
export { SESSION_ERROR_CODES, SessionError, SessionFailure } from './errors.js';
|
|
19
|
+
export { matchEventsSubsequence } from './events-matcher.js';
|
|
20
|
+
export { DEFAULT_FAST_FORWARD_BATCH_TICKS, DEFAULT_FIXED_DT, planFastForwardBatches, runFastForward, ticksForBudget, } from './fast-forward.js';
|
|
21
|
+
export { HIDDEN_RECOVERY_STALL_POLLS, HiddenRecoveryDriver, hiddenRecoveryLogLine, initialHiddenRecoveryState, shouldSampleHidden, stepHiddenRecovery, } from './hidden-recovery.js';
|
|
22
|
+
export { computeTicksPerSecond, percentile, simSpeedRatio, summarizeTpsSamples, TpsAccumulator, } from './perf-sampling.js';
|
|
23
|
+
export { RelayTransport } from './relay-transport.js';
|
|
24
|
+
export { classifyScreenshotArg, resolveScreenshotTarget, sanitizeScreenshotLabel, } from './screenshot-target.js';
|
|
25
|
+
export { capJson } from './state-cap.js';
|
|
26
|
+
export { assertValidWaitForBudget, WAIT_FOR_STALL_POLL_LIMIT, WAIT_FOR_TIMEOUT_OPTION_MESSAGE, } from './wait-for.js';
|
|
@@ -0,0 +1,56 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Pure per-test perf math — no Playwright. Two independent measures:
|
|
3
|
+
* 1. Sim-speed ratio for the whole test (`simSpeedRatio`) — the same
|
|
4
|
+
* sim-seconds/wall-seconds ratio `failure-block.ts` renders on a
|
|
5
|
+
* timeout, computed instead between the fixture's fence snapshot and a
|
|
6
|
+
* final snapshot taken at teardown, regardless of whether the test
|
|
7
|
+
* passed or failed.
|
|
8
|
+
* 2. Effective ticks-per-second, sampled cheaply off polls `game.waitFor`
|
|
9
|
+
* was already doing (no extra `page.evaluate()` round trips): each poll
|
|
10
|
+
* contributes one `(tickDelta / wallDeltaMs)` sample, and this module
|
|
11
|
+
* summarizes the accumulated samples as p50/p95.
|
|
12
|
+
*/
|
|
13
|
+
/** One poll's instantaneous ticks-per-second, or `null` when `wallDeltaMs`
|
|
14
|
+
* is non-positive (first poll / a clock with sub-millisecond resolution) —
|
|
15
|
+
* callers should simply skip a `null` sample rather than recording it. */
|
|
16
|
+
export declare function computeTicksPerSecond(tickDelta: number, wallDeltaMs: number): number | null;
|
|
17
|
+
/** Nearest-rank percentile (1-indexed rank `ceil(p/100 * n)`, clamped into
|
|
18
|
+
* range) over an ALREADY-SORTED-ASCENDING array. `0` on an empty input. */
|
|
19
|
+
export declare function percentile(sortedAscending: readonly number[], p: number): number;
|
|
20
|
+
export interface TpsStats {
|
|
21
|
+
p50: number;
|
|
22
|
+
p95: number;
|
|
23
|
+
sampleCount: number;
|
|
24
|
+
}
|
|
25
|
+
/** Summarizes raw ticks-per-second samples (any order) into p50/p95 +
|
|
26
|
+
* count. `{ p50: 0, p95: 0, sampleCount: 0 }` when there are no samples
|
|
27
|
+
* (a test that never called `game.waitFor` — honestly reported as zero
|
|
28
|
+
* samples, never fabricated). */
|
|
29
|
+
export declare function summarizeTpsSamples(samples: readonly number[]): TpsStats;
|
|
30
|
+
/** Whole-test sim-speed ratio: sim-seconds elapsed over wall-seconds
|
|
31
|
+
* elapsed. `0` when `wallMs` is non-positive (mirrors `failure-block.ts`'s
|
|
32
|
+
* own `ratioLine` degrade-to-zero rule for a zero/negative denominator). */
|
|
33
|
+
export declare function simSpeedRatio(simSecondsDelta: number, wallMs: number): number;
|
|
34
|
+
/**
|
|
35
|
+
* Accumulates one tick-rate sample per snapshot read. `GameClient.snapshot()`
|
|
36
|
+
* calls `record(tick, wallNowMs)` on every read it was already doing (waitFor
|
|
37
|
+
* polls, waitSimTime polls, explicit snapshots) — no extra `page.evaluate()`
|
|
38
|
+
* round trips. The first observation only seeds the baseline; a NEGATIVE
|
|
39
|
+
* tick delta (a page reload reset the sim clock) reseeds rather than
|
|
40
|
+
* recording a nonsense sample; a zero tick delta IS recorded (0 ticks/s is
|
|
41
|
+
* the honest "loop frozen" signal the summary exists to surface).
|
|
42
|
+
*/
|
|
43
|
+
export declare class TpsAccumulator {
|
|
44
|
+
private last;
|
|
45
|
+
private readonly samples;
|
|
46
|
+
record(tick: number, wallMs: number): void;
|
|
47
|
+
/** D15: forgets the baseline (not the accumulated samples) — the NEXT
|
|
48
|
+
* `record()` call becomes a fresh "first observation" (seeds only, no
|
|
49
|
+
* sample), exactly like the very first `record()` this accumulator ever
|
|
50
|
+
* sees. `client.ts`'s `fastForward` calls this right after a burst of
|
|
51
|
+
* `runTicks`, so the burst's enormous tick delta over a near-zero wall
|
|
52
|
+
* delta is never diffed into a nonsense tps sample (`fast-forward.ts`'s
|
|
53
|
+
* module doc, point 2) — real per-poll sampling simply resumes from here. */
|
|
54
|
+
resetBaseline(): void;
|
|
55
|
+
stats(): TpsStats;
|
|
56
|
+
}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Pure per-test perf math — no Playwright. Two independent measures:
|
|
3
|
+
* 1. Sim-speed ratio for the whole test (`simSpeedRatio`) — the same
|
|
4
|
+
* sim-seconds/wall-seconds ratio `failure-block.ts` renders on a
|
|
5
|
+
* timeout, computed instead between the fixture's fence snapshot and a
|
|
6
|
+
* final snapshot taken at teardown, regardless of whether the test
|
|
7
|
+
* passed or failed.
|
|
8
|
+
* 2. Effective ticks-per-second, sampled cheaply off polls `game.waitFor`
|
|
9
|
+
* was already doing (no extra `page.evaluate()` round trips): each poll
|
|
10
|
+
* contributes one `(tickDelta / wallDeltaMs)` sample, and this module
|
|
11
|
+
* summarizes the accumulated samples as p50/p95.
|
|
12
|
+
*/
|
|
13
|
+
/** One poll's instantaneous ticks-per-second, or `null` when `wallDeltaMs`
|
|
14
|
+
* is non-positive (first poll / a clock with sub-millisecond resolution) —
|
|
15
|
+
* callers should simply skip a `null` sample rather than recording it. */
|
|
16
|
+
export function computeTicksPerSecond(tickDelta, wallDeltaMs) {
|
|
17
|
+
if (wallDeltaMs <= 0)
|
|
18
|
+
return null;
|
|
19
|
+
return (tickDelta / wallDeltaMs) * 1000;
|
|
20
|
+
}
|
|
21
|
+
/** Nearest-rank percentile (1-indexed rank `ceil(p/100 * n)`, clamped into
|
|
22
|
+
* range) over an ALREADY-SORTED-ASCENDING array. `0` on an empty input. */
|
|
23
|
+
export function percentile(sortedAscending, p) {
|
|
24
|
+
const n = sortedAscending.length;
|
|
25
|
+
if (n === 0)
|
|
26
|
+
return 0;
|
|
27
|
+
const rank = Math.min(n, Math.max(1, Math.ceil((p / 100) * n)));
|
|
28
|
+
return sortedAscending[rank - 1];
|
|
29
|
+
}
|
|
30
|
+
/** Summarizes raw ticks-per-second samples (any order) into p50/p95 +
|
|
31
|
+
* count. `{ p50: 0, p95: 0, sampleCount: 0 }` when there are no samples
|
|
32
|
+
* (a test that never called `game.waitFor` — honestly reported as zero
|
|
33
|
+
* samples, never fabricated). */
|
|
34
|
+
export function summarizeTpsSamples(samples) {
|
|
35
|
+
const sorted = [...samples].sort((a, b) => a - b);
|
|
36
|
+
return {
|
|
37
|
+
p50: percentile(sorted, 50),
|
|
38
|
+
p95: percentile(sorted, 95),
|
|
39
|
+
sampleCount: sorted.length,
|
|
40
|
+
};
|
|
41
|
+
}
|
|
42
|
+
/** Whole-test sim-speed ratio: sim-seconds elapsed over wall-seconds
|
|
43
|
+
* elapsed. `0` when `wallMs` is non-positive (mirrors `failure-block.ts`'s
|
|
44
|
+
* own `ratioLine` degrade-to-zero rule for a zero/negative denominator). */
|
|
45
|
+
export function simSpeedRatio(simSecondsDelta, wallMs) {
|
|
46
|
+
return wallMs > 0 ? simSecondsDelta / (wallMs / 1000) : 0;
|
|
47
|
+
}
|
|
48
|
+
/**
|
|
49
|
+
* Accumulates one tick-rate sample per snapshot read. `GameClient.snapshot()`
|
|
50
|
+
* calls `record(tick, wallNowMs)` on every read it was already doing (waitFor
|
|
51
|
+
* polls, waitSimTime polls, explicit snapshots) — no extra `page.evaluate()`
|
|
52
|
+
* round trips. The first observation only seeds the baseline; a NEGATIVE
|
|
53
|
+
* tick delta (a page reload reset the sim clock) reseeds rather than
|
|
54
|
+
* recording a nonsense sample; a zero tick delta IS recorded (0 ticks/s is
|
|
55
|
+
* the honest "loop frozen" signal the summary exists to surface).
|
|
56
|
+
*/
|
|
57
|
+
export class TpsAccumulator {
|
|
58
|
+
last = null;
|
|
59
|
+
samples = [];
|
|
60
|
+
record(tick, wallMs) {
|
|
61
|
+
const last = this.last;
|
|
62
|
+
this.last = { tick, wallMs };
|
|
63
|
+
if (last === null)
|
|
64
|
+
return;
|
|
65
|
+
const tickDelta = tick - last.tick;
|
|
66
|
+
if (tickDelta < 0)
|
|
67
|
+
return;
|
|
68
|
+
const tps = computeTicksPerSecond(tickDelta, wallMs - last.wallMs);
|
|
69
|
+
if (tps !== null)
|
|
70
|
+
this.samples.push(tps);
|
|
71
|
+
}
|
|
72
|
+
/** D15: forgets the baseline (not the accumulated samples) — the NEXT
|
|
73
|
+
* `record()` call becomes a fresh "first observation" (seeds only, no
|
|
74
|
+
* sample), exactly like the very first `record()` this accumulator ever
|
|
75
|
+
* sees. `client.ts`'s `fastForward` calls this right after a burst of
|
|
76
|
+
* `runTicks`, so the burst's enormous tick delta over a near-zero wall
|
|
77
|
+
* delta is never diffed into a nonsense tps sample (`fast-forward.ts`'s
|
|
78
|
+
* module doc, point 2) — real per-poll sampling simply resumes from here. */
|
|
79
|
+
resetBaseline() {
|
|
80
|
+
this.last = null;
|
|
81
|
+
}
|
|
82
|
+
stats() {
|
|
83
|
+
return summarizeTpsSamples(this.samples);
|
|
84
|
+
}
|
|
85
|
+
}
|
|
@@ -0,0 +1,100 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* #140 — drives `window.__vgai` through the editor dev-server's SESSION WIRE
|
|
3
|
+
* (`POST /__editor/command`, the same relay `vgai play`/`vgai select`/every
|
|
4
|
+
* other `EditorClient` method already uses — see `command-listener.ts`'s
|
|
5
|
+
* `bridge-call`/`bridge-screenshot` cases, the server-side half) instead of
|
|
6
|
+
* Playwright's `page.evaluate` (`client.ts`'s `PageTransport`). Used by
|
|
7
|
+
* `vgai eval`: the script drives the game INSIDE the already-open editor tab
|
|
8
|
+
* a human is watching, with zero new browser windows and zero extra vite
|
|
9
|
+
* instances.
|
|
10
|
+
*
|
|
11
|
+
* The `bridge-call` op is a session-generic primitive (see
|
|
12
|
+
* `command-listener.ts`'s `dispatchBridgeMethod` doc comment) — this
|
|
13
|
+
* transport issues one HTTP round trip per call and carries no state beyond
|
|
14
|
+
* the port, so it (or a sibling built the same way) is equally usable by a
|
|
15
|
+
* one-shot CLI/REPL call, not just a whole scripted run.
|
|
16
|
+
*
|
|
17
|
+
* Deliberately imports nothing from `@playwright/test` — see
|
|
18
|
+
* `bridge-transport.ts`'s module doc for why that matters (no browser launch
|
|
19
|
+
* anywhere in this path).
|
|
20
|
+
*/
|
|
21
|
+
import type { BridgeCallOutcome, BridgeTransport } from './bridge-transport.js';
|
|
22
|
+
export interface RelayTransportOptions {
|
|
23
|
+
/** The live editor session's dev-server port (e.g. from
|
|
24
|
+
* `findLiveEditorSession`/`vgai edit`). */
|
|
25
|
+
port: number;
|
|
26
|
+
/** Per-call fetch timeout, ms — default covers an ordinary sync-style
|
|
27
|
+
* bridge call; `callAsync` (debug `invoke`, which may run arbitrary game
|
|
28
|
+
* code) gets its own longer budget regardless of this override, see
|
|
29
|
+
* `INVOKE_TIMEOUT_MS`. */
|
|
30
|
+
timeoutMs?: number;
|
|
31
|
+
/**
|
|
32
|
+
* WHICH mounted game these calls address, when the editor has more than one.
|
|
33
|
+
*
|
|
34
|
+
* Omitted is the single-player case and stays the default: the browser
|
|
35
|
+
* resolves the sole live instance. With several mounted it REFUSES rather
|
|
36
|
+
* than guessing (`systemsForInstance`), because the dangerous failure there
|
|
37
|
+
* is not an error — it is success on the wrong game, with every log line
|
|
38
|
+
* reading fine.
|
|
39
|
+
*
|
|
40
|
+
* Rides on `bridge-call` only. A screenshot captures the page, not an
|
|
41
|
+
* instance, and `page-script` reaches the page itself.
|
|
42
|
+
*/
|
|
43
|
+
instance?: string;
|
|
44
|
+
}
|
|
45
|
+
export declare class RelayTransport implements BridgeTransport {
|
|
46
|
+
private readonly baseUrl;
|
|
47
|
+
private readonly timeoutMs;
|
|
48
|
+
private hiddenDriveLastWallMs;
|
|
49
|
+
private hiddenDriveAnnounced;
|
|
50
|
+
private forceHiddenDrive;
|
|
51
|
+
private hiddenCache;
|
|
52
|
+
private readonly instance;
|
|
53
|
+
constructor(opts: RelayTransportOptions);
|
|
54
|
+
private postCommand;
|
|
55
|
+
/** Maps the relay's wire body back onto the transport-neutral
|
|
56
|
+
* `BridgeCallOutcome` — `result` on success, `code`/`error`/the rest of
|
|
57
|
+
* `data` on failure. This is the exact property the round-trip unit test
|
|
58
|
+
* proves: `code`/`data` survive byte-equivalent to `PageTransport`'s own
|
|
59
|
+
* `unwrap()` path. */
|
|
60
|
+
private toBridgeOutcome;
|
|
61
|
+
private bridgeCall;
|
|
62
|
+
/**
|
|
63
|
+
* The PREFLIGHT every leg shares: sample the tab's visibility (through the
|
|
64
|
+
* short TTL cache above) and, the first time it reads hidden, say so ONCE on
|
|
65
|
+
* stdout in a stable, greppable line naming the cause and the fix.
|
|
66
|
+
*
|
|
67
|
+
* It runs on every leg, not just `call('snapshot')`, because that is where
|
|
68
|
+
* the measured gap was: a bot that drives the game with `hold`/`command` and
|
|
69
|
+
* reads through them — the shape `npm run playtest` actually has — could run
|
|
70
|
+
* its entire session against a backgrounded tab and never be told, so a
|
|
71
|
+
* later failure read as a generic relay timeout instead of "your tab is
|
|
72
|
+
* hidden". Returns whether the tab is hidden so `call` can decide whether to
|
|
73
|
+
* also drive ticks.
|
|
74
|
+
*/
|
|
75
|
+
private preflightHidden;
|
|
76
|
+
/** `isHidden()` is an HTTP round trip; the preflight now runs on every leg,
|
|
77
|
+
* so a short TTL keeps that from multiplying a bot's request count while
|
|
78
|
+
* still reacting to a tab the human foregrounds mid-run. */
|
|
79
|
+
private isHiddenCached;
|
|
80
|
+
call(method: string, callArgs: unknown[]): Promise<BridgeCallOutcome>;
|
|
81
|
+
callAsync(method: string, callArgs: unknown[]): Promise<BridgeCallOutcome>;
|
|
82
|
+
isHidden(): Promise<boolean>;
|
|
83
|
+
/**
|
|
84
|
+
* A relay cannot foreground a person's browser tab. If the generic hidden
|
|
85
|
+
* recovery driver reaches this hook, force the same deterministic stepping
|
|
86
|
+
* path `call('snapshot')` normally activates from `/__editor/state`.
|
|
87
|
+
*/
|
|
88
|
+
bringToFront(): Promise<void>;
|
|
89
|
+
screenshot(path: string): Promise<void>;
|
|
90
|
+
/**
|
|
91
|
+
* Wave-2: ships `src` (`step.toString()`) to the editor dev server's
|
|
92
|
+
* `page-script` op — a STANDALONE relay command (like `bridge-screenshot`
|
|
93
|
+
* above), not a `bridge-call` method (see `command-listener.ts`'s
|
|
94
|
+
* `handlePageScript` doc comment for why). `step` itself is unused on this
|
|
95
|
+
* leg — closures don't survive the wire, see `bridge-transport.ts`'s
|
|
96
|
+
* `runPageScript` doc comment — kept only to satisfy the shared interface
|
|
97
|
+
* `PageTransport` (which DOES call it directly) also implements.
|
|
98
|
+
*/
|
|
99
|
+
runPageScript(src: string, _step: (page: unknown) => unknown): Promise<BridgeCallOutcome>;
|
|
100
|
+
}
|