@vibemancer/core 1.0.10 → 1.0.11
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/{chunk-OLGKLCCB.js → chunk-EO7JO2RZ.js} +199 -24
- package/dist/chunk-EO7JO2RZ.js.map +1 -0
- package/dist/{index-browser-BLioGWvO.d.ts → index-browser-CM0uuzWp.d.ts} +142 -15
- package/dist/index-browser.d.ts +1 -1
- package/dist/index-browser.js +5 -1
- package/dist/index.d.ts +10 -4
- package/dist/index.js +51 -1
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/src/engine/bot-compute-budget.ts +10 -0
- package/src/engine/bot-error-capture.ts +179 -0
- package/src/engine/manual-match.ts +2 -0
- package/src/engine/physics.ts +76 -0
- package/src/engine/sandbox-harness.ts +46 -0
- package/src/engine/sandbox.ts +347 -341
- package/src/engine/simulation.ts +120 -10
- package/src/engine-version.ts +1 -1
- package/src/hooks/action-builders.ts +112 -5
- package/src/hooks/state-hooks.ts +409 -407
- package/src/hooks/threat-analysis.ts +57 -18
- package/src/hooks/types.ts +2 -1
- package/src/rules.ts +8 -0
- package/src/types.ts +10 -6
- package/src/utils/combat.ts +379 -371
- package/dist/chunk-OLGKLCCB.js.map +0 -1
package/dist/index.js.map
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{"version":3,"sources":["../src/engine/sandbox.ts","../src/engine/sandbox-compile.ts","../src/engine/sandbox-harness.ts","../src/engine/bundle-fight.ts"],"sourcesContent":["/**\r\n * VIBEMANCER — SANDBOX\r\n *\r\n * Provides isolated-vm sandboxing for bot code execution. Both bots + the\r\n * entire simulation engine run inside a single V8 isolate, so there is ZERO\r\n * per-tick boundary crossing overhead. The only data crossing the boundary\r\n * is fight/simulate options going in and results coming out.\r\n *\r\n * Architecture:\r\n * - Host: creates isolate, loads compiled bundle, calls __fight/__simulate\r\n * - Isolate: contains both bots + full simulation engine, runs fight/simulate\r\n *\r\n * Safety:\r\n * - Memory limit (default 512 MB) catches memory bombs\r\n * - Timeout (default 30s) catches infinite loops\r\n * - Prototype freeze prevents cross-bot sabotage\r\n * - platform: 'neutral' strips Node.js APIs (no fs/net/process)\r\n */\r\n\r\nimport ivm from 'isolated-vm';\r\nimport type {FightResult, SimulateResult} from './simulation.js';\r\nimport {BotBundle, compileMatchBundle} from './sandbox-compile.js';\r\nimport {DEFAULT_FIGHT_BACKSTOP_MS} from './bot-compute-budget.js';\r\nimport type {CompileOptions} from './sandbox-compile.js';\r\n\r\n// Re-export BotBundle so existing imports from sandbox.ts keep working\r\nexport {BotBundle} from './sandbox-compile.js';\r\nexport {compileMatchBundle, compileManualMatchBundle} from './sandbox-compile.js';\r\nexport type {CompileOptions} from './sandbox-compile.js';\r\n\r\n/**\r\n * Options for sandbox creation.\r\n */\r\nexport interface SandboxOptions\r\n{\r\n\t/** Memory limit in MB for the isolate (default: 512). */\r\n\tmemoryLimitMB?: number;\r\n\t/** Timeout in ms for fight/simulate calls (default: 60000). */\r\n\ttimeoutMs?: number;\r\n\t/** Options passed to esbuild compilation (aliases, externals). */\r\n\tcompileOptions?: CompileOptions;\r\n}\r\n\r\n/**\r\n * A sandboxed match runner. Both bots + the entire simulation engine run\r\n * inside a single isolated-vm isolate.\r\n *\r\n * Usage:\r\n * ```ts\r\n * const sandbox = await MatchSandbox.create(botA, botB);\r\n * const result = sandbox.fight({ seed: 42 });\r\n * sandbox.dispose();\r\n * ```\r\n */\r\nexport class MatchSandbox\r\n{\r\n\tprivate isolate: ivm.Isolate;\r\n\tprivate context: ivm.Context;\r\n\tprivate fightFn: ivm.Reference;\r\n\tprivate simulateFn: ivm.Reference;\r\n\tprivate timeout: number;\r\n\tprivate disposed = false;\r\n\r\n\tprivate constructor(\r\n\t\tisolate: ivm.Isolate,\r\n\t\tcontext: ivm.Context,\r\n\t\tfightFn: ivm.Reference,\r\n\t\tsimulateFn: ivm.Reference,\r\n\t\ttimeout: number,\r\n\t)\r\n\t{\r\n\t\tthis.isolate = isolate;\r\n\t\tthis.context = context;\r\n\t\tthis.fightFn = fightFn;\r\n\t\tthis.simulateFn = simulateFn;\r\n\t\tthis.timeout = timeout;\r\n\t}\r\n\r\n\t/**\r\n\t * Create a sandbox with both bots loaded. Compiles the match bundle\r\n\t * automatically using esbuild.\r\n\t */\r\n\tstatic async create(\r\n\t\tbot1: BotBundle,\r\n\t\tbot2: BotBundle,\r\n\t\toptions?: SandboxOptions,\r\n\t): Promise<MatchSandbox>\r\n\t{\r\n\t\tconst memoryLimitMB = options?.memoryLimitMB ?? 512;\r\n\t\t// Was a bare 60000, which the per-bot compute budget made wrong: a budgeted fight can\r\n\t\t// legitimately let one runaway bot spend 45s before it stops being called, and 60s\r\n\t\t// here would kill the whole fight first — putting the wall clock back in charge of\r\n\t\t// outcomes. Shared constant so this cannot drift from the other copies again.\r\n\t\tconst timeoutMs = options?.timeoutMs ?? DEFAULT_FIGHT_BACKSTOP_MS;\r\n\r\n\t\t// 1. Compile the match bundle\r\n\t\tconst bundle = await compileMatchBundle(bot1, bot2, options?.compileOptions);\r\n\r\n\t\t// 2. Create isolate with memory limit\r\n\t\tconst isolate = new ivm.Isolate({memoryLimit: memoryLimitMB});\r\n\r\n\t\ttry\r\n\t\t{\r\n\t\t\t// 3. Create context and load the bundle\r\n\t\t\tconst context = await isolate.createContext();\r\n\t\t\tconst script = await isolate.compileScript(bundle, {filename: 'match-bundle.js'});\r\n\t\t\tawait script.run(context, {timeout: timeoutMs});\r\n\r\n\t\t\t// 4. Get references to the exposed functions\r\n\t\t\tconst global = context.global;\r\n\t\t\tconst fightFn = await global.get('__fight', {reference: true});\r\n\t\t\tconst simulateFn = await global.get('__simulate', {reference: true});\r\n\r\n\t\t\treturn new MatchSandbox(isolate, context, fightFn, simulateFn, timeoutMs);\r\n\t\t}\r\n\t\tcatch(error)\r\n\t\t{\r\n\t\t\t// OOM or timeout can auto-dispose the isolate, so guard the cleanup dispose.\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tisolate.dispose();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// already disposed\r\n\t\t\t}\r\n\t\t\tthrow error;\r\n\t\t}\r\n\t}\r\n\r\n\t/**\r\n\t * Create a sandbox from a pre-compiled bundle string.\r\n\t * Useful for caching compiled bundles across multiple MatchSandbox instances.\r\n\t */\r\n\tstatic async fromBundle(\r\n\t\tbundle: string,\r\n\t\toptions?: SandboxOptions,\r\n\t): Promise<MatchSandbox>\r\n\t{\r\n\t\tconst memoryLimitMB = options?.memoryLimitMB ?? 512;\r\n\t\t// Was a bare 60000, which the per-bot compute budget made wrong: a budgeted fight can\r\n\t\t// legitimately let one runaway bot spend 45s before it stops being called, and 60s\r\n\t\t// here would kill the whole fight first — putting the wall clock back in charge of\r\n\t\t// outcomes. Shared constant so this cannot drift from the other copies again.\r\n\t\tconst timeoutMs = options?.timeoutMs ?? DEFAULT_FIGHT_BACKSTOP_MS;\r\n\r\n\t\tconst isolate = new ivm.Isolate({memoryLimit: memoryLimitMB});\r\n\r\n\t\ttry\r\n\t\t{\r\n\t\t\tconst context = await isolate.createContext();\r\n\t\t\tconst script = await isolate.compileScript(bundle, {filename: 'match-bundle.js'});\r\n\t\t\tawait script.run(context, {timeout: timeoutMs});\r\n\r\n\t\t\tconst global = context.global;\r\n\t\t\tconst fightFn = await global.get('__fight', {reference: true});\r\n\t\t\tconst simulateFn = await global.get('__simulate', {reference: true});\r\n\r\n\t\t\treturn new MatchSandbox(isolate, context, fightFn, simulateFn, timeoutMs);\r\n\t\t}\r\n\t\tcatch(error)\r\n\t\t{\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tisolate.dispose();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// already disposed\r\n\t\t\t}\r\n\t\t\tthrow error;\r\n\t\t}\r\n\t}\r\n\r\n\t/**\r\n\t * Compile a match bundle without creating an isolate.\r\n\t * Returns the compiled JS string for caching/reuse.\r\n\t */\r\n\tstatic async compile(bot1: BotBundle, bot2: BotBundle, compileOptions?: CompileOptions): Promise<string>\r\n\t{\r\n\t\treturn compileMatchBundle(bot1, bot2, compileOptions);\r\n\t}\r\n\r\n\t/**\r\n\t * Run a full fight (10 matches: 5 spawn distances x 2 sides).\r\n\t * Synchronous after isolate creation — runs entirely inside the isolate.\r\n\t */\r\n\tfight(options?: {seed?: number; maxTicks?: number}): FightResult\r\n\t{\r\n\t\tthis.ensureNotDisposed();\r\n\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\r\n\t\treturn this.fightFn.applySync(undefined, [options ?? {}], {\r\n\t\t\targuments: {copy: true},\r\n\t\t\tresult: {copy: true},\r\n\t\t\ttimeout: this.timeout,\r\n\t\t}) as FightResult;\r\n\t}\r\n\r\n\t/**\r\n\t * Run a single simulation.\r\n\t * Synchronous after isolate creation.\r\n\t *\r\n\t * @param options.params1 - useParam overrides for bot 1 (wizard-1)\r\n\t * @param options.params2 - useParam overrides for bot 2 (wizard-2)\r\n\t */\r\n\tsimulate(options?: {\r\n\t\tseed?: number;\r\n\t\tmaxTicks?: number;\r\n\t\tspawnDistance?: number;\r\n\t\tskipHistory?: boolean;\r\n\t\tparams1?: Record<string, number>;\r\n\t\tparams2?: Record<string, number>;\r\n\t}): SimulateResult\r\n\t{\r\n\t\tthis.ensureNotDisposed();\r\n\r\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\r\n\t\treturn this.simulateFn.applySync(undefined, [options ?? {}], {\r\n\t\t\targuments: {copy: true},\r\n\t\t\tresult: {copy: true},\r\n\t\t\ttimeout: this.timeout,\r\n\t\t}) as SimulateResult;\r\n\t}\r\n\r\n\t/**\r\n\t * Dispose the isolate and free all memory.\r\n\t * The sandbox cannot be used after disposal.\r\n\t */\r\n\tdispose(): void\r\n\t{\r\n\t\tif (!this.disposed)\r\n\t\t{\r\n\t\t\tthis.disposed = true;\r\n\t\t\t// OOM can auto-dispose the isolate, so guard all cleanup\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tthis.fightFn.release();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// isolate already disposed\r\n\t\t\t}\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tthis.simulateFn.release();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// isolate already disposed\r\n\t\t\t}\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tthis.context.release();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// isolate already disposed\r\n\t\t\t}\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tthis.isolate.dispose();\r\n\t\t\t}\r\n\t\t\tcatch\r\n\t\t\t{\r\n\t\t\t\t// isolate already disposed\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t/**\r\n\t * Whether this sandbox has been disposed.\r\n\t */\r\n\tget isDisposed(): boolean\r\n\t{\r\n\t\treturn this.disposed;\r\n\t}\r\n\r\n\tprivate ensureNotDisposed(): void\r\n\t{\r\n\t\tif (this.disposed)\r\n\t\t{\r\n\t\t\tthrow new Error('MatchSandbox has been disposed');\r\n\t\t}\r\n\t}\r\n}\r\n\r\n/**\r\n * One-shot sandboxed fight. Creates isolate, runs fight, disposes.\r\n * Convenience wrapper for single-use scenarios.\r\n */\r\nexport async function sandboxFight(\r\n\tbot1: BotBundle,\r\n\tbot2: BotBundle,\r\n\toptions?: {seed?: number; maxTicks?: number} & SandboxOptions,\r\n): Promise<FightResult>\r\n{\r\n\tconst sandbox = await MatchSandbox.create(bot1, bot2, options);\r\n\ttry\r\n\t{\r\n\t\treturn sandbox.fight({seed: options?.seed, maxTicks: options?.maxTicks});\r\n\t}\r\n\tfinally\r\n\t{\r\n\t\tsandbox.dispose();\r\n\t}\r\n}\r\n\r\n/**\r\n * One-shot sandboxed simulate. Creates isolate, runs simulate, disposes.\r\n */\r\nexport async function sandboxSimulate(\r\n\tbot1: BotBundle,\r\n\tbot2: BotBundle,\r\n\toptions?: {\r\n\t\tseed?: number;\r\n\t\tmaxTicks?: number;\r\n\t\tspawnDistance?: number;\r\n\t\tskipHistory?: boolean;\r\n\t\tparams1?: Record<string, number>;\r\n\t\tparams2?: Record<string, number>;\r\n\t} & SandboxOptions,\r\n): Promise<SimulateResult>\r\n{\r\n\tconst sandbox = await MatchSandbox.create(bot1, bot2, options);\r\n\ttry\r\n\t{\r\n\t\treturn sandbox.simulate({\r\n\t\t\tseed: options?.seed,\r\n\t\t\tmaxTicks: options?.maxTicks,\r\n\t\t\tspawnDistance: options?.spawnDistance,\r\n\t\t\tskipHistory: options?.skipHistory,\r\n\t\t\tparams1: options?.params1,\r\n\t\t\tparams2: options?.params2,\r\n\t\t});\r\n\t}\r\n\tfinally\r\n\t{\r\n\t\tsandbox.dispose();\r\n\t}\r\n}\r\n","/**\r\n * VIBEMANCER — SANDBOX COMPILATION\r\n *\r\n * Compiles match bundles using esbuild. Extracted from sandbox.ts so that\r\n * compilation can be used independently of isolated-vm (e.g., in the CLI\r\n * dev server or for browser Web Worker sandboxes).\r\n *\r\n * This file has NO isolated-vm dependency — only esbuild + Node.js builtins.\r\n */\r\n\r\nimport {build} from 'esbuild';\r\nimport path from 'node:path';\r\nimport fs from 'node:fs';\r\nimport {fileURLToPath} from 'node:url';\r\nimport {PROTOTYPE_FREEZE_BANNER, generateManualMatchEntryPoint, generateMatchEntryPoint} from './sandbox-harness.js';\r\n\r\nconst currentFilename = fileURLToPath(import.meta.url);\r\nconst currentDirname = path.dirname(currentFilename);\r\n\r\n/**\r\n * Find the src/engine/ directory. Works from src/, dist/engine/, or dist/ (tsup bundle).\r\n * esbuild needs TypeScript source files, so we look for the src/ tree.\r\n */\r\nexport function getEngineDir(): string\r\n{\r\n\t// When running from src/engine/ (dev/test), currentDirname is already src/engine/\r\n\tconst directPath = path.resolve(currentDirname);\r\n\tif (fs.existsSync(path.join(directPath, 'simulation.ts')))\r\n\t{\r\n\t\treturn directPath;\r\n\t}\r\n\r\n\t// When running from dist/engine/ (individual files), package root is 2 levels up\r\n\tconst packageRoot2 = path.resolve(currentDirname, '..', '..');\r\n\tconst srcEngine2 = path.join(packageRoot2, 'src', 'engine');\r\n\tif (fs.existsSync(path.join(srcEngine2, 'simulation.ts')))\r\n\t{\r\n\t\treturn srcEngine2;\r\n\t}\r\n\r\n\t// When running from dist/ (tsup bundle), package root is 1 level up\r\n\tconst packageRoot1 = path.resolve(currentDirname, '..');\r\n\tconst srcEngine1 = path.join(packageRoot1, 'src', 'engine');\r\n\tif (fs.existsSync(path.join(srcEngine1, 'simulation.ts')))\r\n\t{\r\n\t\treturn srcEngine1;\r\n\t}\r\n\r\n\tthrow new Error('Could not find engine source directory (src/engine/simulation.ts)');\r\n}\r\n\r\n/**\r\n * A compiled bot ready for sandboxed execution.\r\n * Stores the source path and export name — actual compilation\r\n * happens when creating a MatchSandbox or calling compileMatchBundle.\r\n */\r\nexport class BotBundle\r\n{\r\n\treadonly sourcePath: string;\r\n\treadonly exportName: string;\r\n\r\n\tconstructor(sourcePath: string, exportName: string)\r\n\t{\r\n\t\tif (!sourcePath || typeof sourcePath !== 'string')\r\n\t\t{\r\n\t\t\tthrow new Error('sourcePath must be a non-empty string');\r\n\t\t}\r\n\t\tif (!exportName || typeof exportName !== 'string')\r\n\t\t{\r\n\t\t\tthrow new Error('exportName must be a non-empty string');\r\n\t\t}\r\n\t\tthis.sourcePath = path.resolve(sourcePath);\r\n\t\tthis.exportName = exportName;\r\n\t}\r\n}\r\n\r\n/**\r\n * Options for esbuild compilation. Allows the caller to add esbuild\r\n * aliases (e.g., resolving @vibemancer/core to the TypeScript source).\r\n */\r\nexport interface CompileOptions\r\n{\r\n\t/** Additional esbuild alias entries (e.g., {'@vibemancer/core': '/path/to/src/index.ts'}). */\r\n\talias?: Record<string, string>;\r\n\t/** Additional modules to treat as external (not bundled). */\r\n\texternal?: string[];\r\n}\r\n\r\n/**\r\n * Compile a match bundle using esbuild. Bundles both bots + simulation engine\r\n * into a single self-contained IIFE with prototype freezing banner.\r\n *\r\n * No isolated-vm dependency — returns a plain JS string.\r\n */\r\nexport async function compileMatchBundle(\r\n\tbot1: BotBundle,\r\n\tbot2: BotBundle,\r\n\toptions?: CompileOptions,\r\n): Promise<string>\r\n{\r\n\tconst engineDir = getEngineDir();\r\n\tconst entryPoint = generateMatchEntryPoint(\r\n\t\tbot1.sourcePath,\r\n\t\tbot1.exportName,\r\n\t\tbot2.sourcePath,\r\n\t\tbot2.exportName,\r\n\t\tengineDir,\r\n\t);\r\n\r\n\tconst result = await build({\r\n\t\tstdin: {\r\n\t\t\tcontents: entryPoint,\r\n\t\t\tresolveDir: engineDir,\r\n\t\t\tloader: 'ts',\r\n\t\t},\r\n\t\tbundle: true,\r\n\t\twrite: false,\r\n\t\tformat: 'iife',\r\n\t\tplatform: 'neutral',\r\n\t\ttarget: 'es2022',\r\n\t\tbanner: {\r\n\t\t\tjs: PROTOTYPE_FREEZE_BANNER,\r\n\t\t},\r\n\t\t// Suppress warnings about top-level this in ESM\r\n\t\tlogLevel: 'error',\r\n\t\t// Match bundles run in sandboxed environments (Web Workers / isolated-vm)\r\n\t\t// and should never include Node.js native modules\r\n\t\texternal: [\r\n\t\t\t'isolated-vm', 'esbuild', 'node:path', 'node:fs', 'node:url',\r\n\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\r\n\t\t\t...(options?.external ?? []),\r\n\t\t],\r\n\t\t...(options?.alias ? {alias: options.alias} : {}),\r\n\t});\r\n\r\n\tif (!result.outputFiles?.[0])\r\n\t{\r\n\t\tthrow new Error('esbuild produced no output');\r\n\t}\r\n\r\n\treturn result.outputFiles[0].text;\r\n}\r\n\r\n/**\r\n * Compile a manual-play sandbox bundle. Bundles ONE opponent bot + ManualMatch\r\n * + simulation engine into a self-contained IIFE. The \"player\" wizard is a\r\n * worker-local stub that reads from `__latestHumanActions` (set per-step by\r\n * the host).\r\n *\r\n * Returns a plain JS string that, when loaded into a Web Worker, exposes the\r\n * `__manualMatchInit`, `__manualMatchStep`, `__manualMatchGuide`,\r\n * `__manualMatchRelease`, `__manualMatchSetInvincible`,\r\n * `__manualMatchGetState`, `__manualMatchGetResult`, and `__manualMatchDispose`\r\n * globals on the worker's globalThis.\r\n */\r\nexport async function compileManualMatchBundle(\r\n\topponent: BotBundle,\r\n\toptions?: CompileOptions,\r\n): Promise<string>\r\n{\r\n\tconst engineDir = getEngineDir();\r\n\tconst entryPoint = generateManualMatchEntryPoint(\r\n\t\topponent.sourcePath,\r\n\t\topponent.exportName,\r\n\t\tengineDir,\r\n\t);\r\n\r\n\tconst result = await build({\r\n\t\tstdin: {\r\n\t\t\tcontents: entryPoint,\r\n\t\t\tresolveDir: engineDir,\r\n\t\t\tloader: 'ts',\r\n\t\t},\r\n\t\tbundle: true,\r\n\t\twrite: false,\r\n\t\tformat: 'iife',\r\n\t\tplatform: 'neutral',\r\n\t\ttarget: 'es2022',\r\n\t\tbanner: {\r\n\t\t\tjs: PROTOTYPE_FREEZE_BANNER,\r\n\t\t},\r\n\t\tlogLevel: 'error',\r\n\t\texternal: [\r\n\t\t\t'isolated-vm', 'esbuild', 'node:path', 'node:fs', 'node:url',\r\n\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\r\n\t\t\t...(options?.external ?? []),\r\n\t\t],\r\n\t\t...(options?.alias ? {alias: options.alias} : {}),\r\n\t});\r\n\r\n\tif (!result.outputFiles?.[0])\r\n\t{\r\n\t\tthrow new Error('esbuild produced no output');\r\n\t}\r\n\r\n\treturn result.outputFiles[0].text;\r\n}\r\n","/**\n * VIBEMANCER — SANDBOX HARNESS\n *\n * Generates the entry point code that runs inside an isolated-vm isolate.\n * The harness bundles both bots + the simulation engine into a single IIFE\n * via esbuild, then exposes __fight and __simulate on globalThis.\n *\n * The prototype freeze banner runs before any module code, preventing\n * prototype pollution attacks between bots sharing the same isolate.\n */\n\n/**\n * JavaScript code injected as esbuild banner — runs before the IIFE bundle.\n *\n * 1. Freezes all built-in prototypes to prevent cross-bot sabotage via prototype\n * pollution. This does NOT prevent calling existing methods (e.g. Array.push\n * still works), it only prevents reassigning them.\n *\n * 2. Blocks all IO/network capabilities. Web Workers have fetch, XMLHttpRequest,\n * WebSocket, importScripts, etc. Bot code must not be able to make network\n * calls or load external scripts. Uses Object.defineProperty to make the block\n * irrecoverable (non-writable, non-configurable). In isolated-vm, these globals\n * don't exist — the try-catch makes the deletes a harmless no-op.\n */\nexport const PROTOTYPE_FREEZE_BANNER = `\nObject.freeze(Object.prototype);\nObject.freeze(Array.prototype);\nObject.freeze(Function.prototype);\nObject.freeze(String.prototype);\nObject.freeze(Number.prototype);\nObject.freeze(Boolean.prototype);\nObject.freeze(RegExp.prototype);\nObject.freeze(Date.prototype);\nObject.freeze(Error.prototype);\nObject.freeze(Map.prototype);\nObject.freeze(Set.prototype);\nObject.freeze(Math);\nObject.freeze(JSON);\n(function() {\n\tvar g = typeof globalThis !== 'undefined' ? globalThis : typeof self !== 'undefined' ? self : {};\n\tvar blocked = [\n\t\t'fetch', 'XMLHttpRequest', 'WebSocket', 'EventSource',\n\t\t'importScripts', 'Worker', 'SharedWorker',\n\t\t'Request', 'Response', 'Headers',\n\t\t'navigator', 'BroadcastChannel',\n\t\t'indexedDB', 'caches'\n\t];\n\tfor (var i = 0; i < blocked.length; i++) {\n\t\ttry { Object.defineProperty(g, blocked[i], {value: undefined, writable: false, configurable: false}); }\n\t\tcatch(e) {}\n\t}\n})();\n`;\n\n/**\n * Generate the TypeScript entry point for a match sandbox.\n *\n * This entry point imports both bots and the simulation engine, then\n * exposes __fight and __simulate on globalThis. esbuild bundles this\n * + all transitive imports into a single self-contained IIFE.\n *\n * @param bot1SourcePath - Absolute path to bot 1's TypeScript source file\n * @param bot1ExportName - Named export of bot 1's WizardFunction\n * @param bot2SourcePath - Absolute path to bot 2's TypeScript source file\n * @param bot2ExportName - Named export of bot 2's WizardFunction\n * @param engineDir - Absolute path to the engine directory (src/engine/)\n */\nexport function generateMatchEntryPoint(\n\tbot1SourcePath: string,\n\tbot1ExportName: string,\n\tbot2SourcePath: string,\n\tbot2ExportName: string,\n\tengineDir: string,\n): string\n{\n\t// Use forward slashes for esbuild compatibility (works on all platforms)\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst bot1Path = bot1SourcePath.replace(/\\\\/g, '/');\n\tconst bot2Path = bot2SourcePath.replace(/\\\\/g, '/');\n\n\t// All imports use the engineDir's parent (= packages/core/src/) as root.\n\t// When user bots alias @vibemancer/core → src/index-browser.ts, esbuild\n\t// deduplicates these with the bot's imports since they resolve to the same files.\n\t// This ensures the hooks runtime global state is shared between harness and bot.\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\nimport {${bot1ExportName} as __Bot1} from '${bot1Path}';\nimport {${bot2ExportName} as __Bot2} from '${bot2Path}';\nimport {fight, simulate} from '${srcPath}/engine/simulation.ts';\nimport {wrapWithParams} from '${srcPath}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${srcPath}/engine/bot-compute-budget.ts';\n\nglobalThis.__fight = function __fight(options) {\n\t// Budgeted like every other fight path. This one matters MORE than it looks: it is what\n\t// sandboxFight uses, so it is the MCP fight tools and the CLI — the place a user's\n\t// runaway bot most directly burns server time. Leaving it unbudgeted while the backstop\n\t// moved from 60s to 110s would have made this path strictly worse than before.\n\tconst result = fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n\treturn result;\n};\n\nglobalThis.__simulate = function __simulate(options) {\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted like __fight. This path is trace and the optimizer — a single match rather\n\t// than ten — and leaving it out would have made it strictly worse than before, since the\n\t// same change raised its backstop from 60s to 110s.\n\tconst result = simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n\treturn result;\n};\n`;\n}\n\n/**\n * Generate the entry point for a Manual Play sandbox bundle.\n *\n * Unlike the fight/simulate entry point (which exposes one-shot batch APIs),\n * the manual-match entry point holds a single long-lived ManualMatch instance\n * inside the worker and exposes per-tick step/rewind/guide APIs.\n *\n * The \"player\" wizard is a worker-local stub that returns whatever\n * `__latestHumanActions` is set to — this avoids the can't-postMessage-functions\n * problem (the function lives entirely worker-side, only data crosses the\n * boundary). Guided missiles use a similar pattern via\n * `__latestHumanMissileTargets[projectileId]`.\n *\n * @param opponentSourcePath - Absolute path to opponent bot's TypeScript source\n * @param opponentExportName - Named export of the opponent's WizardFunction\n * @param engineDir - Absolute path to src/engine/\n */\nexport function generateManualMatchEntryPoint(\n\topponentSourcePath: string,\n\topponentExportName: string,\n\tengineDir: string,\n): string\n{\n\tconst opponentPath = opponentSourcePath.replace(/\\\\/g, '/');\n\treturn generateManualMatchEntryPointInner(\n\t\t`import {${opponentExportName} as __RawOpponent} from '${opponentPath}';`,\n\t\tengineDir,\n\t);\n}\n\n/**\n * Browser-friendly variant — the opponent is injected at runtime via\n * globalThis.__injectedBot1 (set by prepending the player's bot bundle to\n * the compiled output of this template). Used by the web client for manual\n * play against uploaded wizards.\n */\nexport function generateBrowserManualMatchEntryPoint(engineDir: string): string\n{\n\tconst opponentImport = 'var __RawOpponent = globalThis.__injectedBot1;\\n'\n\t\t+ 'if (!__RawOpponent) throw new Error(\"Opponent not injected (set globalThis.__injectedBot1)\");';\n\treturn generateManualMatchEntryPointInner(opponentImport, engineDir);\n}\n\nfunction generateManualMatchEntryPointInner(opponentImport: string, engineDir: string): string\n{\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\n${opponentImport}\nimport {ManualMatch} from '${srcPath}/engine/manual-match.ts';\nimport {idle, turnToward, flyStraight} from '${srcPath}/hooks/action-builders.ts';\nimport {getMissileContext} from '${srcPath}/engine/hooks-runtime.ts';\n\n// Worker-local state — the player AI and guided-missile AIs read from these.\nvar __latestHumanActions = null;\nvar __latestHumanMissileTargets = {};\nvar __manualMatch = null;\n\nfunction __playerStub() {\n\tif (__latestHumanActions) {\n\t\treturn {_toAction: function() { return __latestHumanActions; }};\n\t}\n\treturn idle();\n}\n\nfunction __makeGuideStub(projectileId) {\n\treturn function() {\n\t\tvar target = __latestHumanMissileTargets[projectileId];\n\t\tif (!target) return flyStraight();\n\t\treturn turnToward(target.x, target.y);\n\t};\n}\n\nfunction __ensureMatch() {\n\tif (!__manualMatch) throw new Error('ManualMatch not initialized — call manualMatchInit first');\n\treturn __manualMatch;\n}\n\nglobalThis.__manualMatchInit = function(options) {\n\tif (__manualMatch) {\n\t\t__manualMatch.dispose();\n\t\t__manualMatch = null;\n\t}\n\t__latestHumanActions = (options && options.initialHumanActions) || null;\n\t__latestHumanMissileTargets = {};\n\t__manualMatch = new ManualMatch(__playerStub, __RawOpponent, options || {});\n\treturn __manualMatch.getGameState();\n};\n\nglobalThis.__manualMatchStep = function(options) {\n\tvar match = __ensureMatch();\n\tif (options) {\n\t\tif (options.humanActions) __latestHumanActions = options.humanActions;\n\t\tif (options.humanMissileTargets) {\n\t\t\t// Merge — the host may only update specific projectiles per call\n\t\t\tfor (var k in options.humanMissileTargets) {\n\t\t\t\t__latestHumanMissileTargets[k] = options.humanMissileTargets[k];\n\t\t\t}\n\t\t}\n\t}\n\tvar count = (options && options.count) || 1;\n\treturn match.step(count);\n};\n\nglobalThis.__manualMatchGuide = function(options) {\n\tvar match = __ensureMatch();\n\tvar id = options && options.projectileId;\n\tif (!id) return {ok: false, reason: 'missing projectileId'};\n\tmatch.replaceMissileAI(id, __makeGuideStub(id));\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchRelease = function(options) {\n\tvar match = __ensureMatch();\n\tvar id = options && options.projectileId;\n\tif (!id) return {ok: false, reason: 'missing projectileId'};\n\tmatch.restoreMissileAI(id);\n\tdelete __latestHumanMissileTargets[id];\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchSetInvincible = function(options) {\n\tvar match = __ensureMatch();\n\tvar idx = (options && options.wizardIndex) || 0;\n\tvar on = !!(options && options.on);\n\tmatch.setInvincible(idx, on);\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchGetState = function() {\n\tvar match = __ensureMatch();\n\treturn match.getGameState();\n};\n\nglobalThis.__manualMatchGetResult = function() {\n\tvar match = __ensureMatch();\n\treturn match.getResult();\n};\n\nglobalThis.__manualMatchDispose = function() {\n\tif (__manualMatch) {\n\t\t__manualMatch.dispose();\n\t\t__manualMatch = null;\n\t}\n\t__latestHumanActions = {move: {x: 0, y: 0}};\n\t__latestHumanMissileTargets = {};\n\treturn {ok: true};\n};\n`;\n}\n\n/**\n * Generate an alternate entry point where __fight/__simulate accept and return\n * JSON strings instead of structured objects. Used by the benchmark to compare\n * JSON serialization vs V8 structured clone performance.\n */\nexport function generateMatchEntryPointJSON(\n\tbot1SourcePath: string,\n\tbot1ExportName: string,\n\tbot2SourcePath: string,\n\tbot2ExportName: string,\n\tengineDir: string,\n): string\n{\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst bot1Path = bot1SourcePath.replace(/\\\\/g, '/');\n\tconst bot2Path = bot2SourcePath.replace(/\\\\/g, '/');\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\nimport {${bot1ExportName} as __Bot1} from '${bot1Path}';\nimport {${bot2ExportName} as __Bot2} from '${bot2Path}';\nimport {fight, simulate} from '${srcPath}/engine/simulation.ts';\nimport {wrapWithParams} from '${srcPath}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${srcPath}/engine/bot-compute-budget.ts';\n\nglobalThis.__fightJSON = function __fightJSON(optionsJSON) {\n\tconst options = JSON.parse(optionsJSON);\n\t// Budgeted, same as the non-JSON variant — two generators, one contract.\n\tconst result = fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n\treturn JSON.stringify(result);\n};\n\nglobalThis.__simulateJSON = function __simulateJSON(optionsJSON) {\n\tconst options = JSON.parse(optionsJSON);\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted, same as the non-JSON variant — two generators, one contract.\n\tconst result = simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n\treturn JSON.stringify(result);\n};\n`;\n}\n","/**\n * Run a fight between two PRECOMPILED bot bundles — the canonical uploaded-wizard\n * format where each IIFE sets `globalThis.__injectedBot1` (see compileSingleBotBundle).\n *\n * Shared by the Cloud Functions matchmaker and the devkit CLI so that a\n * `handle/botname` fight runs through the exact same engine as the live ladder.\n *\n * Both bundles run inside an isolated-vm isolate alongside a \"match template\" —\n * the engine + a `__fight` harness that reads the injected bots. The template is\n * built lazily from the engine source on first use and cached; callers that\n * already have one (the Cloud Functions committed MATCH_TEMPLATE) pass it in to\n * skip the esbuild step.\n *\n * Execution order inside the isolate: bot1 bundle → bot2 bundle → match template.\n */\n\nimport path from 'node:path';\nimport ivm from 'isolated-vm';\nimport {build} from 'esbuild';\nimport {getEngineDir} from './sandbox-compile.js';\nimport type {FightResult, SimulateResult} from './simulation.js';\nimport {DEFAULT_FIGHT_BACKSTOP_MS} from './bot-compute-budget.js';\n\n/** Memory limit per sandbox isolate (MB). */\nconst MEMORY_LIMIT_MB = 256;\n/**\n * Default timeout per fight (ms).\n *\n * This is a real safety limit: it stops a malicious or looping bot burning server time in\n * the matchmaker, so the DEFAULT must not move. It was previously hardcoded and unreachable\n * from any option, which made the suite unusable on a busy machine — one e2e fight exceeded\n * it and blocked seven consecutive commits, while a comparable fight run to the tick cap\n * finished in 1.3s on the same machine at the same moment. The limit was not catching a\n * runaway bot; it was catching load.\n */\nexport const DEFAULT_FIGHT_TIMEOUT_MS = DEFAULT_FIGHT_BACKSTOP_MS;\n\n/**\n * Resolve the effective fight timeout.\n *\n * Only ever EXTENDS the default. A caller who knows the work is legitimate (a test on a\n * slow machine) can ask for more; nobody can quietly ask for less, because weakening a\n * safety limit by accident is the direction that turns it into a flaky one.\n */\nexport function resolveFightTimeout(requested: number | undefined): number\n{\n\tif (typeof requested !== 'number' || !Number.isFinite(requested)) return DEFAULT_FIGHT_TIMEOUT_MS;\n\treturn Math.max(DEFAULT_FIGHT_TIMEOUT_MS, requested);\n}\n\nconst FREEZE_BANNER = `\nObject.freeze(Object.prototype);\nObject.freeze(Array.prototype);\nObject.freeze(Function.prototype);\nObject.freeze(String.prototype);\nObject.freeze(Number.prototype);\nObject.freeze(Boolean.prototype);\nObject.freeze(RegExp.prototype);\nObject.freeze(Date.prototype);\nObject.freeze(Error.prototype);\nObject.freeze(Map.prototype);\nObject.freeze(Set.prototype);\nObject.freeze(Math);\nObject.freeze(JSON);\n(function() {\n\tvar g = typeof globalThis !== 'undefined' ? globalThis : typeof self !== 'undefined' ? self : {};\n\tvar blocked = [\n\t\t'fetch', 'XMLHttpRequest', 'WebSocket', 'EventSource',\n\t\t'importScripts', 'Worker', 'SharedWorker',\n\t\t'Request', 'Response', 'Headers',\n\t\t'navigator', 'BroadcastChannel',\n\t\t'indexedDB', 'caches'\n\t];\n\tfor (var i = 0; i < blocked.length; i++) {\n\t\ttry { Object.defineProperty(g, blocked[i], {value: undefined, writable: false, configurable: false}); }\n\t\tcatch(e) {}\n\t}\n})();\n`;\n\nlet cachedTemplate: Promise<string> | null = null;\n\n/**\n * Build (and cache) the match template: the engine + `__fight`/`__simulate`\n * harness bundled into a single IIFE string, ready to run after two bot bundles\n * have set `globalThis.__injectedBot1`/`__injectedBot2`.\n */\nexport function buildMatchTemplate(): Promise<string>\n{\n\tif (!cachedTemplate)\n\t{\n\t\tcachedTemplate = (async(): Promise<string> =>\n\t\t{\n\t\t\tconst engineDir = getEngineDir();\n\t\t\tconst coreSrc = path.dirname(engineDir).replace(/\\\\/g, '/');\n\n\t\t\tconst entryPoint = `\nimport {fight, simulate} from '${coreSrc}/engine/simulation.ts';\nimport {wrapWithParams} from '${coreSrc}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${coreSrc}/engine/bot-compute-budget.ts';\n\nconst __Bot1 = (globalThis as any).__injectedBot1;\nconst __Bot2 = (globalThis as any).__injectedBot2;\n\nif (!__Bot1) throw new Error('Bot 1 not injected (set globalThis.__injectedBot1)');\nif (!__Bot2) throw new Error('Bot 2 not injected (set globalThis.__injectedBot2)');\n\n(globalThis as any).__fight = function __fight(options: any) {\n\t// Same per-bot compute budget the server uses, so a runaway bot fails the same way in\n\t// the CLI as it will on the ladder — and so it cannot hang someone's terminal.\n\treturn fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n};\n\n(globalThis as any).__simulate = function __simulate(options: any) {\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted like __fight — this is the CLI's trace/optimize path, and its backstop went\n\t// up to 110s with everything else, so leaving it out would make it worse than before.\n\treturn simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n};\n`;\n\n\t\t\tconst result = await build({\n\t\t\t\tstdin: {contents: entryPoint, resolveDir: engineDir, loader: 'ts'},\n\t\t\t\tbundle: true,\n\t\t\t\twrite: false,\n\t\t\t\tformat: 'iife',\n\t\t\t\tplatform: 'neutral',\n\t\t\t\ttarget: 'es2022',\n\t\t\t\tbanner: {js: FREEZE_BANNER},\n\t\t\t\tlogLevel: 'error',\n\t\t\t\texternal: [\n\t\t\t\t\t'isolated-vm', 'esbuild',\n\t\t\t\t\t'node:path', 'node:fs', 'node:url',\n\t\t\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\n\t\t\t\t],\n\t\t\t});\n\n\t\t\tif (!result.outputFiles?.[0]) throw new Error('esbuild produced no match-template output');\n\t\t\treturn result.outputFiles[0].text;\n\t\t})();\n\t}\n\treturn cachedTemplate;\n}\n\nexport interface RunBundleFightOptions\n{\n\tseed: number;\n\t/** Prebuilt match template (e.g. the committed Cloud Functions one). Built lazily if omitted. */\n\tmatchTemplate?: string;\n\t/** Extend the per-fight isolate timeout. Can only raise it above the default. */\n\tfightTimeoutMs?: number;\n\t/** Skip per-tick history in the result (smaller copy out of the isolate). Default true. */\n\tskipHistory?: boolean;\n}\n\n/**\n * Run a fight between two compiled `__injectedBot1`-format bundles.\n *\n * bundle1 is saved and its global cleared before bundle2 runs, so bot code can\n * never read the opponent's function off globalThis. Both globals are deleted\n * after wiring so runtime bot code can't reach them either.\n */\nexport async function runBundleFight(\n\tbundle1: string,\n\tbundle2: string,\n\toptions: RunBundleFightOptions,\n): Promise<FightResult>\n{\n\tconst template = options.matchTemplate ?? await buildMatchTemplate();\n\tconst fightTimeoutMs = resolveFightTimeout(options.fightTimeoutMs);\n\tconst skipHistory = options.skipHistory ?? true;\n\n\t// Freeze prototypes/globals BEFORE the untrusted bot bundles run. The bundles\n\t// execute at module-eval (ahead of the template, whose banner used to be the\n\t// only freeze) — so without this a bot could pollute Object/Array/Math/etc. at\n\t// load time and corrupt the engine or its opponent. Mirrors the source path\n\t// (sandbox-harness), which already freezes before importing the bots.\n\tconst code = FREEZE_BANNER + '\\n' + bundle1\n\t\t+ '\\nvar __savedBot1 = globalThis.__injectedBot1;\\n'\n\t\t+ 'globalThis.__injectedBot1 = undefined;\\n'\n\t\t+ bundle2\n\t\t+ '\\nglobalThis.__injectedBot2 = globalThis.__injectedBot1;\\n'\n\t\t+ '\\nglobalThis.__injectedBot1 = __savedBot1;\\n'\n\t\t+ '__savedBot1 = undefined;\\n'\n\t\t+ template\n\t\t+ '\\ndelete globalThis.__injectedBot1;\\ndelete globalThis.__injectedBot2;\\n';\n\n\tconst isolate = new ivm.Isolate({memoryLimit: MEMORY_LIMIT_MB});\n\n\ttry\n\t{\n\t\tconst context = await isolate.createContext();\n\t\tconst jail = context.global;\n\t\tawait jail.set('global', jail.derefInto());\n\n\t\tconst script = await isolate.compileScript(code);\n\t\tawait script.run(context, {timeout: fightTimeoutMs});\n\n\t\tconst fightFn = await jail.get('__fight');\n\t\tconst result = await fightFn.apply(\n\t\t\tundefined,\n\t\t\t[new ivm.ExternalCopy({seed: options.seed, skipHistory}).copyInto()],\n\t\t\t{timeout: fightTimeoutMs, result: {copy: true}},\n\t\t);\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn result as FightResult;\n\t}\n\tfinally\n\t{\n\t\tif (!isolate.isDisposed) isolate.dispose();\n\t}\n}\n\nexport interface RunBundleSimulateOptions\n{\n\tseed?: number;\n\tspawnDistance?: number;\n\tmaxTicks?: number;\n\tmatchTemplate?: string;\n\t/** Extend the per-fight isolate timeout. Can only raise it above the default. */\n\tfightTimeoutMs?: number;\n}\n\n/**\n * Run a SINGLE match between two compiled bundles, returning the full per-tick\n * history (for tracing/debugging). Same isolate wiring as runBundleFight, but\n * calls the template's `__simulate` so the caller gets a SimulateResult.\n */\nexport async function runBundleSimulate(\n\tbundle1: string,\n\tbundle2: string,\n\toptions: RunBundleSimulateOptions = {},\n): Promise<SimulateResult>\n{\n\tconst template = options.matchTemplate ?? await buildMatchTemplate();\n\tconst fightTimeoutMs = resolveFightTimeout(options.fightTimeoutMs);\n\n\t// Freeze before the untrusted bundles run (see runBundleFight).\n\tconst code = FREEZE_BANNER + '\\n' + bundle1\n\t\t+ '\\nvar __savedBot1 = globalThis.__injectedBot1;\\n'\n\t\t+ 'globalThis.__injectedBot1 = undefined;\\n'\n\t\t+ bundle2\n\t\t+ '\\nglobalThis.__injectedBot2 = globalThis.__injectedBot1;\\n'\n\t\t+ '\\nglobalThis.__injectedBot1 = __savedBot1;\\n'\n\t\t+ '__savedBot1 = undefined;\\n'\n\t\t+ template\n\t\t+ '\\ndelete globalThis.__injectedBot1;\\ndelete globalThis.__injectedBot2;\\n';\n\n\tconst isolate = new ivm.Isolate({memoryLimit: MEMORY_LIMIT_MB});\n\n\ttry\n\t{\n\t\tconst context = await isolate.createContext();\n\t\tconst jail = context.global;\n\t\tawait jail.set('global', jail.derefInto());\n\n\t\tconst script = await isolate.compileScript(code);\n\t\tawait script.run(context, {timeout: fightTimeoutMs});\n\n\t\tconst simulateFn = await jail.get('__simulate');\n\t\tconst simOptions = {\n\t\t\tseed: options.seed ?? 1,\n\t\t\tspawnDistance: options.spawnDistance,\n\t\t\tmaxTicks: options.maxTicks,\n\t\t};\n\t\tconst result = await simulateFn.apply(\n\t\t\tundefined,\n\t\t\t[new ivm.ExternalCopy(simOptions).copyInto()],\n\t\t\t{timeout: fightTimeoutMs, result: {copy: true}},\n\t\t);\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn result as SimulateResult;\n\t}\n\tfinally\n\t{\n\t\tif (!isolate.isDisposed) 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{"version":3,"sources":["../src/engine/sandbox.ts","../src/engine/sandbox-compile.ts","../src/engine/sandbox-harness.ts","../src/engine/bundle-fight.ts"],"sourcesContent":["/**\n * VIBEMANCER — SANDBOX\n *\n * Provides isolated-vm sandboxing for bot code execution. Both bots + the\n * entire simulation engine run inside a single V8 isolate, so there is ZERO\n * per-tick boundary crossing overhead. The only data crossing the boundary\n * is fight/simulate options going in and results coming out.\n *\n * Architecture:\n * - Host: creates isolate, loads compiled bundle, calls __fight/__simulate\n * - Isolate: contains both bots + full simulation engine, runs fight/simulate\n *\n * Safety:\n * - Memory limit (default 512 MB) catches memory bombs\n * - Timeout (default DEFAULT_FIGHT_BACKSTOP_MS) catches infinite loops\n * - Prototype freeze prevents cross-bot sabotage\n * - platform: 'neutral' strips Node.js APIs (no fs/net/process)\n */\n\nimport ivm from 'isolated-vm';\nimport type {FightResult, SimulateResult} from './simulation.js';\nimport {BotBundle, compileMatchBundle} from './sandbox-compile.js';\nimport {DEFAULT_FIGHT_BACKSTOP_MS} from './bot-compute-budget.js';\nimport type {CompileOptions} from './sandbox-compile.js';\n\n// Re-export BotBundle so existing imports from sandbox.ts keep working\nexport {BotBundle} from './sandbox-compile.js';\nexport {compileMatchBundle, compileManualMatchBundle} from './sandbox-compile.js';\nexport type {CompileOptions} from './sandbox-compile.js';\n\n/**\n * Options for sandbox creation.\n */\nexport interface SandboxOptions\n{\n\t/** Memory limit in MB for the isolate (default: 512). */\n\tmemoryLimitMB?: number;\n\t/**\n\t * Timeout in ms for fight/simulate calls. Defaults to DEFAULT_FIGHT_BACKSTOP_MS.\n\t *\n\t * Named rather than written out, because this file previously gave THREE different\n\t * numbers for one default — \"30s\" in the header, \"60000\" here, and the actual value used\n\t * below — and a reader had no way to tell which was true.\n\t */\n\ttimeoutMs?: number;\n\t/** Options passed to esbuild compilation (aliases, externals). */\n\tcompileOptions?: CompileOptions;\n}\n\n/**\n * A sandboxed match runner. Both bots + the entire simulation engine run\n * inside a single isolated-vm isolate.\n *\n * Usage:\n * ```ts\n * const sandbox = await MatchSandbox.create(botA, botB);\n * const result = sandbox.fight({ seed: 42 });\n * sandbox.dispose();\n * ```\n */\nexport class MatchSandbox\n{\n\tprivate isolate: ivm.Isolate;\n\tprivate context: ivm.Context;\n\tprivate fightFn: ivm.Reference;\n\tprivate simulateFn: ivm.Reference;\n\tprivate timeout: number;\n\tprivate disposed = false;\n\n\tprivate constructor(\n\t\tisolate: ivm.Isolate,\n\t\tcontext: ivm.Context,\n\t\tfightFn: ivm.Reference,\n\t\tsimulateFn: ivm.Reference,\n\t\ttimeout: number,\n\t)\n\t{\n\t\tthis.isolate = isolate;\n\t\tthis.context = context;\n\t\tthis.fightFn = fightFn;\n\t\tthis.simulateFn = simulateFn;\n\t\tthis.timeout = timeout;\n\t}\n\n\t/**\n\t * Create a sandbox with both bots loaded. Compiles the match bundle\n\t * automatically using esbuild.\n\t */\n\tstatic async create(\n\t\tbot1: BotBundle,\n\t\tbot2: BotBundle,\n\t\toptions?: SandboxOptions,\n\t): Promise<MatchSandbox>\n\t{\n\t\tconst memoryLimitMB = options?.memoryLimitMB ?? 512;\n\t\t// Was a bare 60000, which the per-bot compute budget made wrong: a budgeted fight can\n\t\t// legitimately let one runaway bot spend 45s before it stops being called, and 60s\n\t\t// here would kill the whole fight first — putting the wall clock back in charge of\n\t\t// outcomes. Shared constant so this cannot drift from the other copies again.\n\t\tconst timeoutMs = options?.timeoutMs ?? DEFAULT_FIGHT_BACKSTOP_MS;\n\n\t\t// 1. Compile the match bundle\n\t\tconst bundle = await compileMatchBundle(bot1, bot2, options?.compileOptions);\n\n\t\t// 2. Create isolate with memory limit\n\t\tconst isolate = new ivm.Isolate({memoryLimit: memoryLimitMB});\n\n\t\ttry\n\t\t{\n\t\t\t// 3. Create context and load the bundle\n\t\t\tconst context = await isolate.createContext();\n\t\t\tconst script = await isolate.compileScript(bundle, {filename: 'match-bundle.js'});\n\t\t\tawait script.run(context, {timeout: timeoutMs});\n\n\t\t\t// 4. Get references to the exposed functions\n\t\t\tconst global = context.global;\n\t\t\tconst fightFn = await global.get('__fight', {reference: true});\n\t\t\tconst simulateFn = await global.get('__simulate', {reference: true});\n\n\t\t\treturn new MatchSandbox(isolate, context, fightFn, simulateFn, timeoutMs);\n\t\t}\n\t\tcatch(error)\n\t\t{\n\t\t\t// OOM or timeout can auto-dispose the isolate, so guard the cleanup dispose.\n\t\t\ttry\n\t\t\t{\n\t\t\t\tisolate.dispose();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// already disposed\n\t\t\t}\n\t\t\tthrow error;\n\t\t}\n\t}\n\n\t/**\n\t * Create a sandbox from a pre-compiled bundle string.\n\t * Useful for caching compiled bundles across multiple MatchSandbox instances.\n\t */\n\tstatic async fromBundle(\n\t\tbundle: string,\n\t\toptions?: SandboxOptions,\n\t): Promise<MatchSandbox>\n\t{\n\t\tconst memoryLimitMB = options?.memoryLimitMB ?? 512;\n\t\t// Was a bare 60000, which the per-bot compute budget made wrong: a budgeted fight can\n\t\t// legitimately let one runaway bot spend 45s before it stops being called, and 60s\n\t\t// here would kill the whole fight first — putting the wall clock back in charge of\n\t\t// outcomes. Shared constant so this cannot drift from the other copies again.\n\t\tconst timeoutMs = options?.timeoutMs ?? DEFAULT_FIGHT_BACKSTOP_MS;\n\n\t\tconst isolate = new ivm.Isolate({memoryLimit: memoryLimitMB});\n\n\t\ttry\n\t\t{\n\t\t\tconst context = await isolate.createContext();\n\t\t\tconst script = await isolate.compileScript(bundle, {filename: 'match-bundle.js'});\n\t\t\tawait script.run(context, {timeout: timeoutMs});\n\n\t\t\tconst global = context.global;\n\t\t\tconst fightFn = await global.get('__fight', {reference: true});\n\t\t\tconst simulateFn = await global.get('__simulate', {reference: true});\n\n\t\t\treturn new MatchSandbox(isolate, context, fightFn, simulateFn, timeoutMs);\n\t\t}\n\t\tcatch(error)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tisolate.dispose();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// already disposed\n\t\t\t}\n\t\t\tthrow error;\n\t\t}\n\t}\n\n\t/**\n\t * Compile a match bundle without creating an isolate.\n\t * Returns the compiled JS string for caching/reuse.\n\t */\n\tstatic async compile(bot1: BotBundle, bot2: BotBundle, compileOptions?: CompileOptions): Promise<string>\n\t{\n\t\treturn compileMatchBundle(bot1, bot2, compileOptions);\n\t}\n\n\t/**\n\t * Run a full fight (10 matches: 5 spawn distances x 2 sides).\n\t * Synchronous after isolate creation — runs entirely inside the isolate.\n\t */\n\tfight(options?: {seed?: number; maxTicks?: number}): FightResult\n\t{\n\t\tthis.ensureNotDisposed();\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn this.fightFn.applySync(undefined, [options ?? {}], {\n\t\t\targuments: {copy: true},\n\t\t\tresult: {copy: true},\n\t\t\ttimeout: this.timeout,\n\t\t}) as FightResult;\n\t}\n\n\t/**\n\t * Run a single simulation.\n\t * Synchronous after isolate creation.\n\t *\n\t * @param options.params1 - useParam overrides for bot 1 (wizard-1)\n\t * @param options.params2 - useParam overrides for bot 2 (wizard-2)\n\t */\n\tsimulate(options?: {\n\t\tseed?: number;\n\t\tmaxTicks?: number;\n\t\tspawnDistance?: number;\n\t\tskipHistory?: boolean;\n\t\tparams1?: Record<string, number>;\n\t\tparams2?: Record<string, number>;\n\t}): SimulateResult\n\t{\n\t\tthis.ensureNotDisposed();\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn this.simulateFn.applySync(undefined, [options ?? {}], {\n\t\t\targuments: {copy: true},\n\t\t\tresult: {copy: true},\n\t\t\ttimeout: this.timeout,\n\t\t}) as SimulateResult;\n\t}\n\n\t/**\n\t * Dispose the isolate and free all memory.\n\t * The sandbox cannot be used after disposal.\n\t */\n\tdispose(): void\n\t{\n\t\tif (!this.disposed)\n\t\t{\n\t\t\tthis.disposed = true;\n\t\t\t// OOM can auto-dispose the isolate, so guard all cleanup\n\t\t\ttry\n\t\t\t{\n\t\t\t\tthis.fightFn.release();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// isolate already disposed\n\t\t\t}\n\t\t\ttry\n\t\t\t{\n\t\t\t\tthis.simulateFn.release();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// isolate already disposed\n\t\t\t}\n\t\t\ttry\n\t\t\t{\n\t\t\t\tthis.context.release();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// isolate already disposed\n\t\t\t}\n\t\t\ttry\n\t\t\t{\n\t\t\t\tthis.isolate.dispose();\n\t\t\t}\n\t\t\tcatch\n\t\t\t{\n\t\t\t\t// isolate already disposed\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Whether this sandbox has been disposed.\n\t */\n\tget isDisposed(): boolean\n\t{\n\t\treturn this.disposed;\n\t}\n\n\tprivate ensureNotDisposed(): void\n\t{\n\t\tif (this.disposed)\n\t\t{\n\t\t\tthrow new Error('MatchSandbox has been disposed');\n\t\t}\n\t}\n}\n\n/**\n * One-shot sandboxed fight. Creates isolate, runs fight, disposes.\n * Convenience wrapper for single-use scenarios.\n */\nexport async function sandboxFight(\n\tbot1: BotBundle,\n\tbot2: BotBundle,\n\toptions?: {seed?: number; maxTicks?: number} & SandboxOptions,\n): Promise<FightResult>\n{\n\tconst sandbox = await MatchSandbox.create(bot1, bot2, options);\n\ttry\n\t{\n\t\treturn sandbox.fight({seed: options?.seed, maxTicks: options?.maxTicks});\n\t}\n\tfinally\n\t{\n\t\tsandbox.dispose();\n\t}\n}\n\n/**\n * One-shot sandboxed simulate. Creates isolate, runs simulate, disposes.\n */\nexport async function sandboxSimulate(\n\tbot1: BotBundle,\n\tbot2: BotBundle,\n\toptions?: {\n\t\tseed?: number;\n\t\tmaxTicks?: number;\n\t\tspawnDistance?: number;\n\t\tskipHistory?: boolean;\n\t\tparams1?: Record<string, number>;\n\t\tparams2?: Record<string, number>;\n\t} & SandboxOptions,\n): Promise<SimulateResult>\n{\n\tconst sandbox = await MatchSandbox.create(bot1, bot2, options);\n\ttry\n\t{\n\t\treturn sandbox.simulate({\n\t\t\tseed: options?.seed,\n\t\t\tmaxTicks: options?.maxTicks,\n\t\t\tspawnDistance: options?.spawnDistance,\n\t\t\tskipHistory: options?.skipHistory,\n\t\t\tparams1: options?.params1,\n\t\t\tparams2: options?.params2,\n\t\t});\n\t}\n\tfinally\n\t{\n\t\tsandbox.dispose();\n\t}\n}\n","/**\r\n * VIBEMANCER — SANDBOX COMPILATION\r\n *\r\n * Compiles match bundles using esbuild. Extracted from sandbox.ts so that\r\n * compilation can be used independently of isolated-vm (e.g., in the CLI\r\n * dev server or for browser Web Worker sandboxes).\r\n *\r\n * This file has NO isolated-vm dependency — only esbuild + Node.js builtins.\r\n */\r\n\r\nimport {build} from 'esbuild';\r\nimport path from 'node:path';\r\nimport fs from 'node:fs';\r\nimport {fileURLToPath} from 'node:url';\r\nimport {PROTOTYPE_FREEZE_BANNER, generateManualMatchEntryPoint, generateMatchEntryPoint} from './sandbox-harness.js';\r\n\r\nconst currentFilename = fileURLToPath(import.meta.url);\r\nconst currentDirname = path.dirname(currentFilename);\r\n\r\n/**\r\n * Find the src/engine/ directory. Works from src/, dist/engine/, or dist/ (tsup bundle).\r\n * esbuild needs TypeScript source files, so we look for the src/ tree.\r\n */\r\nexport function getEngineDir(): string\r\n{\r\n\t// When running from src/engine/ (dev/test), currentDirname is already src/engine/\r\n\tconst directPath = path.resolve(currentDirname);\r\n\tif (fs.existsSync(path.join(directPath, 'simulation.ts')))\r\n\t{\r\n\t\treturn directPath;\r\n\t}\r\n\r\n\t// When running from dist/engine/ (individual files), package root is 2 levels up\r\n\tconst packageRoot2 = path.resolve(currentDirname, '..', '..');\r\n\tconst srcEngine2 = path.join(packageRoot2, 'src', 'engine');\r\n\tif (fs.existsSync(path.join(srcEngine2, 'simulation.ts')))\r\n\t{\r\n\t\treturn srcEngine2;\r\n\t}\r\n\r\n\t// When running from dist/ (tsup bundle), package root is 1 level up\r\n\tconst packageRoot1 = path.resolve(currentDirname, '..');\r\n\tconst srcEngine1 = path.join(packageRoot1, 'src', 'engine');\r\n\tif (fs.existsSync(path.join(srcEngine1, 'simulation.ts')))\r\n\t{\r\n\t\treturn srcEngine1;\r\n\t}\r\n\r\n\tthrow new Error('Could not find engine source directory (src/engine/simulation.ts)');\r\n}\r\n\r\n/**\r\n * A compiled bot ready for sandboxed execution.\r\n * Stores the source path and export name — actual compilation\r\n * happens when creating a MatchSandbox or calling compileMatchBundle.\r\n */\r\nexport class BotBundle\r\n{\r\n\treadonly sourcePath: string;\r\n\treadonly exportName: string;\r\n\r\n\tconstructor(sourcePath: string, exportName: string)\r\n\t{\r\n\t\tif (!sourcePath || typeof sourcePath !== 'string')\r\n\t\t{\r\n\t\t\tthrow new Error('sourcePath must be a non-empty string');\r\n\t\t}\r\n\t\tif (!exportName || typeof exportName !== 'string')\r\n\t\t{\r\n\t\t\tthrow new Error('exportName must be a non-empty string');\r\n\t\t}\r\n\t\tthis.sourcePath = path.resolve(sourcePath);\r\n\t\tthis.exportName = exportName;\r\n\t}\r\n}\r\n\r\n/**\r\n * Options for esbuild compilation. Allows the caller to add esbuild\r\n * aliases (e.g., resolving @vibemancer/core to the TypeScript source).\r\n */\r\nexport interface CompileOptions\r\n{\r\n\t/** Additional esbuild alias entries (e.g., {'@vibemancer/core': '/path/to/src/index.ts'}). */\r\n\talias?: Record<string, string>;\r\n\t/** Additional modules to treat as external (not bundled). */\r\n\texternal?: string[];\r\n}\r\n\r\n/**\r\n * Compile a match bundle using esbuild. Bundles both bots + simulation engine\r\n * into a single self-contained IIFE with prototype freezing banner.\r\n *\r\n * No isolated-vm dependency — returns a plain JS string.\r\n */\r\nexport async function compileMatchBundle(\r\n\tbot1: BotBundle,\r\n\tbot2: BotBundle,\r\n\toptions?: CompileOptions,\r\n): Promise<string>\r\n{\r\n\tconst engineDir = getEngineDir();\r\n\tconst entryPoint = generateMatchEntryPoint(\r\n\t\tbot1.sourcePath,\r\n\t\tbot1.exportName,\r\n\t\tbot2.sourcePath,\r\n\t\tbot2.exportName,\r\n\t\tengineDir,\r\n\t);\r\n\r\n\tconst result = await build({\r\n\t\tstdin: {\r\n\t\t\tcontents: entryPoint,\r\n\t\t\tresolveDir: engineDir,\r\n\t\t\tloader: 'ts',\r\n\t\t},\r\n\t\tbundle: true,\r\n\t\twrite: false,\r\n\t\tformat: 'iife',\r\n\t\tplatform: 'neutral',\r\n\t\ttarget: 'es2022',\r\n\t\tbanner: {\r\n\t\t\tjs: PROTOTYPE_FREEZE_BANNER,\r\n\t\t},\r\n\t\t// Suppress warnings about top-level this in ESM\r\n\t\tlogLevel: 'error',\r\n\t\t// Match bundles run in sandboxed environments (Web Workers / isolated-vm)\r\n\t\t// and should never include Node.js native modules\r\n\t\texternal: [\r\n\t\t\t'isolated-vm', 'esbuild', 'node:path', 'node:fs', 'node:url',\r\n\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\r\n\t\t\t...(options?.external ?? []),\r\n\t\t],\r\n\t\t...(options?.alias ? {alias: options.alias} : {}),\r\n\t});\r\n\r\n\tif (!result.outputFiles?.[0])\r\n\t{\r\n\t\tthrow new Error('esbuild produced no output');\r\n\t}\r\n\r\n\treturn result.outputFiles[0].text;\r\n}\r\n\r\n/**\r\n * Compile a manual-play sandbox bundle. Bundles ONE opponent bot + ManualMatch\r\n * + simulation engine into a self-contained IIFE. The \"player\" wizard is a\r\n * worker-local stub that reads from `__latestHumanActions` (set per-step by\r\n * the host).\r\n *\r\n * Returns a plain JS string that, when loaded into a Web Worker, exposes the\r\n * `__manualMatchInit`, `__manualMatchStep`, `__manualMatchGuide`,\r\n * `__manualMatchRelease`, `__manualMatchSetInvincible`,\r\n * `__manualMatchGetState`, `__manualMatchGetResult`, and `__manualMatchDispose`\r\n * globals on the worker's globalThis.\r\n */\r\nexport async function compileManualMatchBundle(\r\n\topponent: BotBundle,\r\n\toptions?: CompileOptions,\r\n): Promise<string>\r\n{\r\n\tconst engineDir = getEngineDir();\r\n\tconst entryPoint = generateManualMatchEntryPoint(\r\n\t\topponent.sourcePath,\r\n\t\topponent.exportName,\r\n\t\tengineDir,\r\n\t);\r\n\r\n\tconst result = await build({\r\n\t\tstdin: {\r\n\t\t\tcontents: entryPoint,\r\n\t\t\tresolveDir: engineDir,\r\n\t\t\tloader: 'ts',\r\n\t\t},\r\n\t\tbundle: true,\r\n\t\twrite: false,\r\n\t\tformat: 'iife',\r\n\t\tplatform: 'neutral',\r\n\t\ttarget: 'es2022',\r\n\t\tbanner: {\r\n\t\t\tjs: PROTOTYPE_FREEZE_BANNER,\r\n\t\t},\r\n\t\tlogLevel: 'error',\r\n\t\texternal: [\r\n\t\t\t'isolated-vm', 'esbuild', 'node:path', 'node:fs', 'node:url',\r\n\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\r\n\t\t\t...(options?.external ?? []),\r\n\t\t],\r\n\t\t...(options?.alias ? {alias: options.alias} : {}),\r\n\t});\r\n\r\n\tif (!result.outputFiles?.[0])\r\n\t{\r\n\t\tthrow new Error('esbuild produced no output');\r\n\t}\r\n\r\n\treturn result.outputFiles[0].text;\r\n}\r\n","/**\n * VIBEMANCER — SANDBOX HARNESS\n *\n * Generates the entry point code that runs inside an isolated-vm isolate.\n * The harness bundles both bots + the simulation engine into a single IIFE\n * via esbuild, then exposes __fight and __simulate on globalThis.\n *\n * The prototype freeze banner runs before any module code, preventing\n * prototype pollution attacks between bots sharing the same isolate.\n */\n\n/**\n * JavaScript code injected as esbuild banner — runs before the IIFE bundle.\n *\n * 1. Freezes all built-in prototypes to prevent cross-bot sabotage via prototype\n * pollution. This does NOT prevent calling existing methods (e.g. Array.push\n * still works), it only prevents reassigning them.\n *\n * 2. Blocks all IO/network capabilities. Web Workers have fetch, XMLHttpRequest,\n * WebSocket, importScripts, etc. Bot code must not be able to make network\n * calls or load external scripts. Uses Object.defineProperty to make the block\n * irrecoverable (non-writable, non-configurable). In isolated-vm, these globals\n * don't exist — the try-catch makes the deletes a harmless no-op.\n */\nexport const PROTOTYPE_FREEZE_BANNER = `\nObject.freeze(Object.prototype);\nObject.freeze(Array.prototype);\nObject.freeze(Function.prototype);\nObject.freeze(String.prototype);\nObject.freeze(Number.prototype);\nObject.freeze(Boolean.prototype);\nObject.freeze(RegExp.prototype);\nObject.freeze(Date.prototype);\nObject.freeze(Error.prototype);\nObject.freeze(Map.prototype);\nObject.freeze(Set.prototype);\n// Math.random is made DETERMINISTIC before Math is frozen.\n//\n// It was live and unseeded, and calling it is a completely natural thing for a bot to write.\n// Rated matches persist only (seed, engineVersion) and spectate RE-SIMULATES, so any bot\n// touching Math.random made the spectator watch a different fight from the one that moved the\n// ratings — with nothing to fall back on and no warning anywhere. The replay feature only\n// means something if the replay is the same fight.\n//\n// Seeded from a fixed constant rather than the match seed, because this banner runs before\n// any bot code and therefore before the seed exists. That is sufficient: re-simulating the\n// same bundle reproduces the same sequence, which is exactly what replay needs. Bots wanting\n// randomness that VARIES per match still have useRandom(), which is seeded per entity and\n// per tick.\n//\n// Installed with defineProperty and then frozen, so a bot cannot swap it back out — the same\n// lesson as Date.now, which was writable and let a bot charge its opponent 50 seconds.\n(function() {\n\tvar state = 0x2F6E2B1 >>> 0;\n\tObject.defineProperty(Math, 'random', {\n\t\tvalue: function() {\n\t\t\t// xorshift32: small, fast, and good enough for gameplay jitter.\n\t\t\tstate ^= state << 13; state >>>= 0;\n\t\t\tstate ^= state >>> 17;\n\t\t\tstate ^= state << 5; state >>>= 0;\n\t\t\treturn state / 4294967296;\n\t\t},\n\t\twritable: false,\n\t\tconfigurable: false,\n\t});\n})();\nObject.freeze(Math);\nObject.freeze(JSON);\n// The CONSTRUCTORS, not just their prototypes.\n//\n// Freezing Date.prototype left Date.now writable, and an agent used that to charge its\n// OPPONENT 50,000ms of compute: the engine reads Date.now() around each bot call, so a bot\n// that returns 0 for its own pair and a huge number for its victim's drains a budget that is\n// not its own. The victim froze for the rest of the fight and the report stated as fact that\n// it had burned the time.\n//\n// Freezing Number.prototype left Number.isFinite writable, which defeats every input guard in\n// the engine in one line — move, blink, aim and validateMissileConfig all rely on it.\nObject.freeze(Date);\nObject.freeze(Number);\nObject.freeze(Boolean);\nObject.freeze(String);\nObject.freeze(Array);\nObject.freeze(Object);\n(function() {\n\tvar g = typeof globalThis !== 'undefined' ? globalThis : typeof self !== 'undefined' ? self : {};\n\tvar blocked = [\n\t\t'fetch', 'XMLHttpRequest', 'WebSocket', 'EventSource',\n\t\t'importScripts', 'Worker', 'SharedWorker',\n\t\t'Request', 'Response', 'Headers',\n\t\t'navigator', 'BroadcastChannel',\n\t\t'indexedDB', 'caches'\n\t];\n\tfor (var i = 0; i < blocked.length; i++) {\n\t\ttry { Object.defineProperty(g, blocked[i], {value: undefined, writable: false, configurable: false}); }\n\t\tcatch(e) {}\n\t}\n})();\n`;\n\n/**\n * Generate the TypeScript entry point for a match sandbox.\n *\n * This entry point imports both bots and the simulation engine, then\n * exposes __fight and __simulate on globalThis. esbuild bundles this\n * + all transitive imports into a single self-contained IIFE.\n *\n * @param bot1SourcePath - Absolute path to bot 1's TypeScript source file\n * @param bot1ExportName - Named export of bot 1's WizardFunction\n * @param bot2SourcePath - Absolute path to bot 2's TypeScript source file\n * @param bot2ExportName - Named export of bot 2's WizardFunction\n * @param engineDir - Absolute path to the engine directory (src/engine/)\n */\nexport function generateMatchEntryPoint(\n\tbot1SourcePath: string,\n\tbot1ExportName: string,\n\tbot2SourcePath: string,\n\tbot2ExportName: string,\n\tengineDir: string,\n): string\n{\n\t// Use forward slashes for esbuild compatibility (works on all platforms)\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst bot1Path = bot1SourcePath.replace(/\\\\/g, '/');\n\tconst bot2Path = bot2SourcePath.replace(/\\\\/g, '/');\n\n\t// All imports use the engineDir's parent (= packages/core/src/) as root.\n\t// When user bots alias @vibemancer/core → src/index-browser.ts, esbuild\n\t// deduplicates these with the bot's imports since they resolve to the same files.\n\t// This ensures the hooks runtime global state is shared between harness and bot.\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\nimport {${bot1ExportName} as __Bot1} from '${bot1Path}';\nimport {${bot2ExportName} as __Bot2} from '${bot2Path}';\nimport {fight, simulate} from '${srcPath}/engine/simulation.ts';\nimport {wrapWithParams} from '${srcPath}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${srcPath}/engine/bot-compute-budget.ts';\n\nglobalThis.__fight = function __fight(options) {\n\t// Budgeted like every other fight path. This one matters MORE than it looks: it is what\n\t// sandboxFight uses, so it is the MCP fight tools and the CLI — the place a user's\n\t// runaway bot most directly burns server time. Leaving it unbudgeted while the backstop\n\t// moved from 60s to 110s would have made this path strictly worse than before.\n\tconst result = fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n\treturn result;\n};\n\nglobalThis.__simulate = function __simulate(options) {\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted like __fight. This path is trace and the optimizer — a single match rather\n\t// than ten — and leaving it out would have made it strictly worse than before, since the\n\t// same change raised its backstop from 60s to 110s.\n\tconst result = simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n\treturn result;\n};\n`;\n}\n\n/**\n * Generate the entry point for a Manual Play sandbox bundle.\n *\n * Unlike the fight/simulate entry point (which exposes one-shot batch APIs),\n * the manual-match entry point holds a single long-lived ManualMatch instance\n * inside the worker and exposes per-tick step/rewind/guide APIs.\n *\n * The \"player\" wizard is a worker-local stub that returns whatever\n * `__latestHumanActions` is set to — this avoids the can't-postMessage-functions\n * problem (the function lives entirely worker-side, only data crosses the\n * boundary). Guided missiles use a similar pattern via\n * `__latestHumanMissileTargets[projectileId]`.\n *\n * @param opponentSourcePath - Absolute path to opponent bot's TypeScript source\n * @param opponentExportName - Named export of the opponent's WizardFunction\n * @param engineDir - Absolute path to src/engine/\n */\nexport function generateManualMatchEntryPoint(\n\topponentSourcePath: string,\n\topponentExportName: string,\n\tengineDir: string,\n): string\n{\n\tconst opponentPath = opponentSourcePath.replace(/\\\\/g, '/');\n\treturn generateManualMatchEntryPointInner(\n\t\t`import {${opponentExportName} as __RawOpponent} from '${opponentPath}';`,\n\t\tengineDir,\n\t);\n}\n\n/**\n * Browser-friendly variant — the opponent is injected at runtime via\n * globalThis.__injectedBot1 (set by prepending the player's bot bundle to\n * the compiled output of this template). Used by the web client for manual\n * play against uploaded wizards.\n */\nexport function generateBrowserManualMatchEntryPoint(engineDir: string): string\n{\n\tconst opponentImport = 'var __RawOpponent = globalThis.__injectedBot1;\\n'\n\t\t+ 'if (!__RawOpponent) throw new Error(\"Opponent not injected (set globalThis.__injectedBot1)\");';\n\treturn generateManualMatchEntryPointInner(opponentImport, engineDir);\n}\n\nfunction generateManualMatchEntryPointInner(opponentImport: string, engineDir: string): string\n{\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\n${opponentImport}\nimport {ManualMatch} from '${srcPath}/engine/manual-match.ts';\nimport {idle, turnToward, flyStraight} from '${srcPath}/hooks/action-builders.ts';\nimport {getMissileContext} from '${srcPath}/engine/hooks-runtime.ts';\n\n// Worker-local state — the player AI and guided-missile AIs read from these.\nvar __latestHumanActions = null;\nvar __latestHumanMissileTargets = {};\nvar __manualMatch = null;\n\nfunction __playerStub() {\n\tif (__latestHumanActions) {\n\t\treturn {_toAction: function() { return __latestHumanActions; }};\n\t}\n\treturn idle();\n}\n\nfunction __makeGuideStub(projectileId) {\n\treturn function() {\n\t\tvar target = __latestHumanMissileTargets[projectileId];\n\t\tif (!target) return flyStraight();\n\t\treturn turnToward(target.x, target.y);\n\t};\n}\n\nfunction __ensureMatch() {\n\tif (!__manualMatch) throw new Error('ManualMatch not initialized — call manualMatchInit first');\n\treturn __manualMatch;\n}\n\nglobalThis.__manualMatchInit = function(options) {\n\tif (__manualMatch) {\n\t\t__manualMatch.dispose();\n\t\t__manualMatch = null;\n\t}\n\t__latestHumanActions = (options && options.initialHumanActions) || null;\n\t__latestHumanMissileTargets = {};\n\t__manualMatch = new ManualMatch(__playerStub, __RawOpponent, options || {});\n\treturn __manualMatch.getGameState();\n};\n\nglobalThis.__manualMatchStep = function(options) {\n\tvar match = __ensureMatch();\n\tif (options) {\n\t\tif (options.humanActions) __latestHumanActions = options.humanActions;\n\t\tif (options.humanMissileTargets) {\n\t\t\t// Merge — the host may only update specific projectiles per call\n\t\t\tfor (var k in options.humanMissileTargets) {\n\t\t\t\t__latestHumanMissileTargets[k] = options.humanMissileTargets[k];\n\t\t\t}\n\t\t}\n\t}\n\tvar count = (options && options.count) || 1;\n\treturn match.step(count);\n};\n\nglobalThis.__manualMatchGuide = function(options) {\n\tvar match = __ensureMatch();\n\tvar id = options && options.projectileId;\n\tif (!id) return {ok: false, reason: 'missing projectileId'};\n\tmatch.replaceMissileAI(id, __makeGuideStub(id));\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchRelease = function(options) {\n\tvar match = __ensureMatch();\n\tvar id = options && options.projectileId;\n\tif (!id) return {ok: false, reason: 'missing projectileId'};\n\tmatch.restoreMissileAI(id);\n\tdelete __latestHumanMissileTargets[id];\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchSetInvincible = function(options) {\n\tvar match = __ensureMatch();\n\tvar idx = (options && options.wizardIndex) || 0;\n\tvar on = !!(options && options.on);\n\tmatch.setInvincible(idx, on);\n\treturn {ok: true};\n};\n\nglobalThis.__manualMatchGetState = function() {\n\tvar match = __ensureMatch();\n\treturn match.getGameState();\n};\n\nglobalThis.__manualMatchGetResult = function() {\n\tvar match = __ensureMatch();\n\treturn match.getResult();\n};\n\nglobalThis.__manualMatchDispose = function() {\n\tif (__manualMatch) {\n\t\t__manualMatch.dispose();\n\t\t__manualMatch = null;\n\t}\n\t__latestHumanActions = {move: {x: 0, y: 0}};\n\t__latestHumanMissileTargets = {};\n\treturn {ok: true};\n};\n`;\n}\n\n/**\n * Generate an alternate entry point where __fight/__simulate accept and return\n * JSON strings instead of structured objects. Used by the benchmark to compare\n * JSON serialization vs V8 structured clone performance.\n */\nexport function generateMatchEntryPointJSON(\n\tbot1SourcePath: string,\n\tbot1ExportName: string,\n\tbot2SourcePath: string,\n\tbot2ExportName: string,\n\tengineDir: string,\n): string\n{\n\tconst enginePath = engineDir.replace(/\\\\/g, '/');\n\tconst bot1Path = bot1SourcePath.replace(/\\\\/g, '/');\n\tconst bot2Path = bot2SourcePath.replace(/\\\\/g, '/');\n\tconst srcPath = enginePath.replace(/\\/engine\\/?$/, '');\n\n\treturn `\nimport {${bot1ExportName} as __Bot1} from '${bot1Path}';\nimport {${bot2ExportName} as __Bot2} from '${bot2Path}';\nimport {fight, simulate} from '${srcPath}/engine/simulation.ts';\nimport {wrapWithParams} from '${srcPath}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${srcPath}/engine/bot-compute-budget.ts';\n\nglobalThis.__fightJSON = function __fightJSON(optionsJSON) {\n\tconst options = JSON.parse(optionsJSON);\n\t// Budgeted, same as the non-JSON variant — two generators, one contract.\n\tconst result = fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n\treturn JSON.stringify(result);\n};\n\nglobalThis.__simulateJSON = function __simulateJSON(optionsJSON) {\n\tconst options = JSON.parse(optionsJSON);\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted, same as the non-JSON variant — two generators, one contract.\n\tconst result = simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n\treturn JSON.stringify(result);\n};\n`;\n}\n","/**\n * Run a fight between two PRECOMPILED bot bundles — the canonical uploaded-wizard\n * format where each IIFE sets `globalThis.__injectedBot1` (see compileSingleBotBundle).\n *\n * Shared by the Cloud Functions matchmaker and the devkit CLI so that a\n * `handle/botname` fight runs through the exact same engine as the live ladder.\n *\n * Both bundles run inside an isolated-vm isolate alongside a \"match template\" —\n * the engine + a `__fight` harness that reads the injected bots. The template is\n * built lazily from the engine source on first use and cached; callers that\n * already have one (the Cloud Functions committed MATCH_TEMPLATE) pass it in to\n * skip the esbuild step.\n *\n * Execution order inside the isolate: bot1 bundle → bot2 bundle → match template.\n */\n\nimport path from 'node:path';\nimport ivm from 'isolated-vm';\nimport {build} from 'esbuild';\nimport {getEngineDir} from './sandbox-compile.js';\nimport type {FightResult, SimulateResult} from './simulation.js';\nimport {DEFAULT_FIGHT_BACKSTOP_MS} from './bot-compute-budget.js';\n\n/** Memory limit per sandbox isolate (MB). */\nconst MEMORY_LIMIT_MB = 256;\n/**\n * Default timeout per fight (ms).\n *\n * This is a real safety limit: it stops a malicious or looping bot burning server time in\n * the matchmaker, so the DEFAULT must not move. It was previously hardcoded and unreachable\n * from any option, which made the suite unusable on a busy machine — one e2e fight exceeded\n * it and blocked seven consecutive commits, while a comparable fight run to the tick cap\n * finished in 1.3s on the same machine at the same moment. The limit was not catching a\n * runaway bot; it was catching load.\n */\nexport const DEFAULT_FIGHT_TIMEOUT_MS = DEFAULT_FIGHT_BACKSTOP_MS;\n\n/**\n * Resolve the effective fight timeout.\n *\n * Only ever EXTENDS the default. A caller who knows the work is legitimate (a test on a\n * slow machine) can ask for more; nobody can quietly ask for less, because weakening a\n * safety limit by accident is the direction that turns it into a flaky one.\n */\nexport function resolveFightTimeout(requested: number | undefined): number\n{\n\tif (typeof requested !== 'number' || !Number.isFinite(requested)) return DEFAULT_FIGHT_TIMEOUT_MS;\n\treturn Math.max(DEFAULT_FIGHT_TIMEOUT_MS, requested);\n}\n\nconst FREEZE_BANNER = `\nObject.freeze(Object.prototype);\nObject.freeze(Array.prototype);\nObject.freeze(Function.prototype);\nObject.freeze(String.prototype);\nObject.freeze(Number.prototype);\nObject.freeze(Boolean.prototype);\nObject.freeze(RegExp.prototype);\nObject.freeze(Date.prototype);\nObject.freeze(Error.prototype);\nObject.freeze(Map.prototype);\nObject.freeze(Set.prototype);\nObject.freeze(Math);\nObject.freeze(JSON);\n(function() {\n\tvar g = typeof globalThis !== 'undefined' ? globalThis : typeof self !== 'undefined' ? self : {};\n\tvar blocked = [\n\t\t'fetch', 'XMLHttpRequest', 'WebSocket', 'EventSource',\n\t\t'importScripts', 'Worker', 'SharedWorker',\n\t\t'Request', 'Response', 'Headers',\n\t\t'navigator', 'BroadcastChannel',\n\t\t'indexedDB', 'caches'\n\t];\n\tfor (var i = 0; i < blocked.length; i++) {\n\t\ttry { Object.defineProperty(g, blocked[i], {value: undefined, writable: false, configurable: false}); }\n\t\tcatch(e) {}\n\t}\n})();\n`;\n\nlet cachedTemplate: Promise<string> | null = null;\n\n/**\n * Build (and cache) the match template: the engine + `__fight`/`__simulate`\n * harness bundled into a single IIFE string, ready to run after two bot bundles\n * have set `globalThis.__injectedBot1`/`__injectedBot2`.\n */\nexport function buildMatchTemplate(): Promise<string>\n{\n\tif (!cachedTemplate)\n\t{\n\t\tcachedTemplate = (async(): Promise<string> =>\n\t\t{\n\t\t\tconst engineDir = getEngineDir();\n\t\t\tconst coreSrc = path.dirname(engineDir).replace(/\\\\/g, '/');\n\n\t\t\tconst entryPoint = `\nimport {fight, simulate} from '${coreSrc}/engine/simulation.ts';\nimport {wrapWithParams} from '${coreSrc}/engine/params-runtime.ts';\nimport {DEFAULT_BUDGET} from '${coreSrc}/engine/bot-compute-budget.ts';\n\nconst __Bot1 = (globalThis as any).__injectedBot1;\nconst __Bot2 = (globalThis as any).__injectedBot2;\n\nif (!__Bot1) throw new Error('Bot 1 not injected (set globalThis.__injectedBot1)');\nif (!__Bot2) throw new Error('Bot 2 not injected (set globalThis.__injectedBot2)');\n\n(globalThis as any).__fight = function __fight(options: any) {\n\t// Same per-bot compute budget the server uses, so a runaway bot fails the same way in\n\t// the CLI as it will on the ladder — and so it cannot hang someone's terminal.\n\treturn fight(__Bot1, __Bot2, {budgetLimits: DEFAULT_BUDGET, ...options});\n};\n\n(globalThis as any).__simulate = function __simulate(options: any) {\n\tconst {params1, params2, ...simOptions} = options;\n\tconst bot1 = params1 ? wrapWithParams(__Bot1, params1) : __Bot1;\n\tconst bot2 = params2 ? wrapWithParams(__Bot2, params2) : __Bot2;\n\t// Budgeted like __fight — this is the CLI's trace/optimize path, and its backstop went\n\t// up to 110s with everything else, so leaving it out would make it worse than before.\n\treturn simulate(bot1, bot2, {budgetLimits: DEFAULT_BUDGET, ...simOptions});\n};\n`;\n\n\t\t\tconst result = await build({\n\t\t\t\tstdin: {contents: entryPoint, resolveDir: engineDir, loader: 'ts'},\n\t\t\t\tbundle: true,\n\t\t\t\twrite: false,\n\t\t\t\tformat: 'iife',\n\t\t\t\tplatform: 'neutral',\n\t\t\t\ttarget: 'es2022',\n\t\t\t\tbanner: {js: FREEZE_BANNER},\n\t\t\t\tlogLevel: 'error',\n\t\t\t\texternal: [\n\t\t\t\t\t'isolated-vm', 'esbuild',\n\t\t\t\t\t'node:path', 'node:fs', 'node:url',\n\t\t\t\t\t'node:worker_threads', 'node:crypto', 'node:os', 'node:child_process',\n\t\t\t\t],\n\t\t\t});\n\n\t\t\tif (!result.outputFiles?.[0]) throw new Error('esbuild produced no match-template output');\n\t\t\treturn result.outputFiles[0].text;\n\t\t})();\n\t}\n\treturn cachedTemplate;\n}\n\nexport interface RunBundleFightOptions\n{\n\tseed: number;\n\t/** Prebuilt match template (e.g. the committed Cloud Functions one). Built lazily if omitted. */\n\tmatchTemplate?: string;\n\t/** Extend the per-fight isolate timeout. Can only raise it above the default. */\n\tfightTimeoutMs?: number;\n\t/** Skip per-tick history in the result (smaller copy out of the isolate). Default true. */\n\tskipHistory?: boolean;\n}\n\n/**\n * Run a fight between two compiled `__injectedBot1`-format bundles.\n *\n * bundle1 is saved and its global cleared before bundle2 runs, so bot code can\n * never read the opponent's function off globalThis. Both globals are deleted\n * after wiring so runtime bot code can't reach them either.\n */\nexport async function runBundleFight(\n\tbundle1: string,\n\tbundle2: string,\n\toptions: RunBundleFightOptions,\n): Promise<FightResult>\n{\n\tconst template = options.matchTemplate ?? await buildMatchTemplate();\n\tconst fightTimeoutMs = resolveFightTimeout(options.fightTimeoutMs);\n\tconst skipHistory = options.skipHistory ?? true;\n\n\t// Freeze prototypes/globals BEFORE the untrusted bot bundles run. The bundles\n\t// execute at module-eval (ahead of the template, whose banner used to be the\n\t// only freeze) — so without this a bot could pollute Object/Array/Math/etc. at\n\t// load time and corrupt the engine or its opponent. Mirrors the source path\n\t// (sandbox-harness), which already freezes before importing the bots.\n\tconst code = FREEZE_BANNER + '\\n' + bundle1\n\t\t+ '\\nvar __savedBot1 = globalThis.__injectedBot1;\\n'\n\t\t+ 'globalThis.__injectedBot1 = undefined;\\n'\n\t\t+ bundle2\n\t\t+ '\\nglobalThis.__injectedBot2 = globalThis.__injectedBot1;\\n'\n\t\t+ '\\nglobalThis.__injectedBot1 = __savedBot1;\\n'\n\t\t+ '__savedBot1 = undefined;\\n'\n\t\t+ template\n\t\t+ '\\ndelete globalThis.__injectedBot1;\\ndelete globalThis.__injectedBot2;\\n';\n\n\tconst isolate = new ivm.Isolate({memoryLimit: MEMORY_LIMIT_MB});\n\n\ttry\n\t{\n\t\tconst context = await isolate.createContext();\n\t\tconst jail = context.global;\n\t\tawait jail.set('global', jail.derefInto());\n\n\t\tconst script = await isolate.compileScript(code);\n\t\tawait script.run(context, {timeout: fightTimeoutMs});\n\n\t\tconst fightFn = await jail.get('__fight');\n\t\tconst result = await fightFn.apply(\n\t\t\tundefined,\n\t\t\t[new ivm.ExternalCopy({seed: options.seed, skipHistory}).copyInto()],\n\t\t\t{timeout: fightTimeoutMs, result: {copy: true}},\n\t\t);\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn result as FightResult;\n\t}\n\tfinally\n\t{\n\t\tif (!isolate.isDisposed) isolate.dispose();\n\t}\n}\n\nexport interface RunBundleSimulateOptions\n{\n\tseed?: number;\n\tspawnDistance?: number;\n\tmaxTicks?: number;\n\tmatchTemplate?: string;\n\t/** Extend the per-fight isolate timeout. Can only raise it above the default. */\n\tfightTimeoutMs?: number;\n}\n\n/**\n * Run a SINGLE match between two compiled bundles, returning the full per-tick\n * history (for tracing/debugging). Same isolate wiring as runBundleFight, but\n * calls the template's `__simulate` so the caller gets a SimulateResult.\n */\nexport async function runBundleSimulate(\n\tbundle1: string,\n\tbundle2: string,\n\toptions: RunBundleSimulateOptions = {},\n): Promise<SimulateResult>\n{\n\tconst template = options.matchTemplate ?? await buildMatchTemplate();\n\tconst fightTimeoutMs = resolveFightTimeout(options.fightTimeoutMs);\n\n\t// Freeze before the untrusted bundles run (see runBundleFight).\n\tconst code = FREEZE_BANNER + '\\n' + bundle1\n\t\t+ '\\nvar __savedBot1 = globalThis.__injectedBot1;\\n'\n\t\t+ 'globalThis.__injectedBot1 = undefined;\\n'\n\t\t+ bundle2\n\t\t+ '\\nglobalThis.__injectedBot2 = globalThis.__injectedBot1;\\n'\n\t\t+ '\\nglobalThis.__injectedBot1 = __savedBot1;\\n'\n\t\t+ '__savedBot1 = undefined;\\n'\n\t\t+ template\n\t\t+ '\\ndelete globalThis.__injectedBot1;\\ndelete globalThis.__injectedBot2;\\n';\n\n\tconst isolate = new ivm.Isolate({memoryLimit: MEMORY_LIMIT_MB});\n\n\ttry\n\t{\n\t\tconst context = await isolate.createContext();\n\t\tconst jail = context.global;\n\t\tawait jail.set('global', jail.derefInto());\n\n\t\tconst script = await isolate.compileScript(code);\n\t\tawait script.run(context, {timeout: fightTimeoutMs});\n\n\t\tconst simulateFn = await jail.get('__simulate');\n\t\tconst simOptions = {\n\t\t\tseed: options.seed ?? 1,\n\t\t\tspawnDistance: options.spawnDistance,\n\t\t\tmaxTicks: options.maxTicks,\n\t\t};\n\t\tconst result = await simulateFn.apply(\n\t\t\tundefined,\n\t\t\t[new ivm.ExternalCopy(simOptions).copyInto()],\n\t\t\t{timeout: fightTimeoutMs, result: {copy: true}},\n\t\t);\n\n\t\t// eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion -- isolated-vm returns unknown\n\t\treturn result as SimulateResult;\n\t}\n\tfinally\n\t{\n\t\tif (!isolate.isDisposed) isolate.dispose();\n\t}\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmBA,OAAO,SAAS;;;ACThB,SAAQ,aAAY;AACpB,OAAO,UAAU;AACjB,OAAO,QAAQ;AACf,SAAQ,qBAAoB;;;ACWrB,IAAM,0BAA0B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyFhC,SAAS,wBACf,gBACA,gBACA,gBACA,gBACA,WAED;AAEC,QAAM,aAAa,UAAU,QAAQ,OAAO,GAAG;AAC/C,QAAM,WAAW,eAAe,QAAQ,OAAO,GAAG;AAClD,QAAM,WAAW,eAAe,QAAQ,OAAO,GAAG;AAMlD,QAAM,UAAU,WAAW,QAAQ,gBAAgB,EAAE;AAErD,SAAO;AAAA,UACE,cAAc,qBAAqB,QAAQ;AAAA,UAC3C,cAAc,qBAAqB,QAAQ;AAAA,iCACpB,OAAO;AAAA,gCACR,OAAO;AAAA,gCACP,OAAO;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsBvC;;;AD/IA,IAAM,kBAAkB,cAAc,YAAY,GAAG;AACrD,IAAM,iBAAiB,KAAK,QAAQ,eAAe;AAM5C,SAAS,eAChB;AAEC,QAAM,aAAa,KAAK,QAAQ,cAAc;AAC9C,MAAI,GAAG,WAAW,KAAK,KAAK,YAAY,eAAe,CAAC,GACxD;AACC,WAAO;AAAA,EACR;AAGA,QAAM,eAAe,KAAK,QAAQ,gBAAgB,MAAM,IAAI;AAC5D,QAAM,aAAa,KAAK,KAAK,cAAc,OAAO,QAAQ;AAC1D,MAAI,GAAG,WAAW,KAAK,KAAK,YAAY,eAAe,CAAC,GACxD;AACC,WAAO;AAAA,EACR;AAGA,QAAM,eAAe,KAAK,QAAQ,gBAAgB,IAAI;AACtD,QAAM,aAAa,KAAK,KAAK,cAAc,OAAO,QAAQ;AAC1D,MAAI,GAAG,WAAW,KAAK,KAAK,YAAY,eAAe,CAAC,GACxD;AACC,WAAO;AAAA,EACR;AAEA,QAAM,IAAI,MAAM,mEAAmE;AACpF;AAOO,IAAM,YAAN,MACP;AAAA,EACU;AAAA,EACA;AAAA,EAET,YAAY,YAAoB,YAChC;AACC,QAAI,CAAC,cAAc,OAAO,eAAe,UACzC;AACC,YAAM,IAAI,MAAM,uCAAuC;AAAA,IACxD;AACA,QAAI,CAAC,cAAc,OAAO,eAAe,UACzC;AACC,YAAM,IAAI,MAAM,uCAAuC;AAAA,IACxD;AACA,SAAK,aAAa,KAAK,QAAQ,UAAU;AACzC,SAAK,aAAa;AAAA,EACnB;AACD;AAoBA,eAAsB,mBACrB,MACA,MACA,SAED;AACC,QAAM,YAAY,aAAa;AAC/B,QAAM,aAAa;AAAA,IAClB,KAAK;AAAA,IACL,KAAK;AAAA,IACL,KAAK;AAAA,IACL,KAAK;AAAA,IACL;AAAA,EACD;AAEA,QAAM,SAAS,MAAM,MAAM;AAAA,IAC1B,OAAO;AAAA,MACN,UAAU;AAAA,MACV,YAAY;AAAA,MACZ,QAAQ;AAAA,IACT;AAAA,IACA,QAAQ;AAAA,IACR,OAAO;AAAA,IACP,QAAQ;AAAA,IACR,UAAU;AAAA,IACV,QAAQ;AAAA,IACR,QAAQ;AAAA,MACP,IAAI;AAAA,IACL;AAAA;AAAA,IAEA,UAAU;AAAA;AAAA;AAAA,IAGV,UAAU;AAAA,MACT;AAAA,MAAe;AAAA,MAAW;AAAA,MAAa;AAAA,MAAW;AAAA,MAClD;AAAA,MAAuB;AAAA,MAAe;AAAA,MAAW;AAAA,MACjD,GAAI,SAAS,YAAY,CAAC;AAAA,IAC3B;AAAA,IACA,GAAI,SAAS,QAAQ,EAAC,OAAO,QAAQ,MAAK,IAAI,CAAC;AAAA,EAChD,CAAC;AAED,MAAI,CAAC,OAAO,cAAc,CAAC,GAC3B;AACC,UAAM,IAAI,MAAM,4BAA4B;AAAA,EAC7C;AAEA,SAAO,OAAO,YAAY,CAAC,EAAE;AAC9B;;;ADjFO,IAAM,eAAN,MAAM,cACb;AAAA,EACS;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA,WAAW;AAAA,EAEX,YACP,SACA,SACA,SACA,YACA,SAED;AACC,SAAK,UAAU;AACf,SAAK,UAAU;AACf,SAAK,UAAU;AACf,SAAK,aAAa;AAClB,SAAK,UAAU;AAAA,EAChB;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,aAAa,OACZ,MACA,MACA,SAED;AACC,UAAM,gBAAgB,SAAS,iBAAiB;AAKhD,UAAM,YAAY,SAAS,aAAa;AAGxC,UAAM,SAAS,MAAM,mBAAmB,MAAM,MAAM,SAAS,cAAc;AAG3E,UAAM,UAAU,IAAI,IAAI,QAAQ,EAAC,aAAa,cAAa,CAAC;AAE5D,QACA;AAEC,YAAM,UAAU,MAAM,QAAQ,cAAc;AAC5C,YAAM,SAAS,MAAM,QAAQ,cAAc,QAAQ,EAAC,UAAU,kBAAiB,CAAC;AAChF,YAAM,OAAO,IAAI,SAAS,EAAC,SAAS,UAAS,CAAC;AAG9C,YAAM,SAAS,QAAQ;AACvB,YAAM,UAAU,MAAM,OAAO,IAAI,WAAW,EAAC,WAAW,KAAI,CAAC;AAC7D,YAAM,aAAa,MAAM,OAAO,IAAI,cAAc,EAAC,WAAW,KAAI,CAAC;AAEnE,aAAO,IAAI,cAAa,SAAS,SAAS,SAAS,YAAY,SAAS;AAAA,IACzE,SACM,OACN;AAEC,UACA;AACC,gBAAQ,QAAQ;AAAA,MACjB,QAEA;AAAA,MAEA;AACA,YAAM;AAAA,IACP;AAAA,EACD;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,aAAa,WACZ,QACA,SAED;AACC,UAAM,gBAAgB,SAAS,iBAAiB;AAKhD,UAAM,YAAY,SAAS,aAAa;AAExC,UAAM,UAAU,IAAI,IAAI,QAAQ,EAAC,aAAa,cAAa,CAAC;AAE5D,QACA;AACC,YAAM,UAAU,MAAM,QAAQ,cAAc;AAC5C,YAAM,SAAS,MAAM,QAAQ,cAAc,QAAQ,EAAC,UAAU,kBAAiB,CAAC;AAChF,YAAM,OAAO,IAAI,SAAS,EAAC,SAAS,UAAS,CAAC;AAE9C,YAAM,SAAS,QAAQ;AACvB,YAAM,UAAU,MAAM,OAAO,IAAI,WAAW,EAAC,WAAW,KAAI,CAAC;AAC7D,YAAM,aAAa,MAAM,OAAO,IAAI,cAAc,EAAC,WAAW,KAAI,CAAC;AAEnE,aAAO,IAAI,cAAa,SAAS,SAAS,SAAS,YAAY,SAAS;AAAA,IACzE,SACM,OACN;AACC,UACA;AACC,gBAAQ,QAAQ;AAAA,MACjB,QAEA;AAAA,MAEA;AACA,YAAM;AAAA,IACP;AAAA,EACD;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,aAAa,QAAQ,MAAiB,MAAiB,gBACvD;AACC,WAAO,mBAAmB,MAAM,MAAM,cAAc;AAAA,EACrD;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,MAAM,SACN;AACC,SAAK,kBAAkB;AAGvB,WAAO,KAAK,QAAQ,UAAU,QAAW,CAAC,WAAW,CAAC,CAAC,GAAG;AAAA,MACzD,WAAW,EAAC,MAAM,KAAI;AAAA,MACtB,QAAQ,EAAC,MAAM,KAAI;AAAA,MACnB,SAAS,KAAK;AAAA,IACf,CAAC;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASA,SAAS,SAQT;AACC,SAAK,kBAAkB;AAGvB,WAAO,KAAK,WAAW,UAAU,QAAW,CAAC,WAAW,CAAC,CAAC,GAAG;AAAA,MAC5D,WAAW,EAAC,MAAM,KAAI;AAAA,MACtB,QAAQ,EAAC,MAAM,KAAI;AAAA,MACnB,SAAS,KAAK;AAAA,IACf,CAAC;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,UACA;AACC,QAAI,CAAC,KAAK,UACV;AACC,WAAK,WAAW;AAEhB,UACA;AACC,aAAK,QAAQ,QAAQ;AAAA,MACtB,QAEA;AAAA,MAEA;AACA,UACA;AACC,aAAK,WAAW,QAAQ;AAAA,MACzB,QAEA;AAAA,MAEA;AACA,UACA;AACC,aAAK,QAAQ,QAAQ;AAAA,MACtB,QAEA;AAAA,MAEA;AACA,UACA;AACC,aAAK,QAAQ,QAAQ;AAAA,MACtB,QAEA;AAAA,MAEA;AAAA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|
package/package.json
CHANGED
|
@@ -71,6 +71,16 @@ export interface BotBudgetState
|
|
|
71
71
|
{
|
|
72
72
|
spentMs: number;
|
|
73
73
|
exhausted: boolean;
|
|
74
|
+
/**
|
|
75
|
+
* Whether the engine has already reported this bot being cut off.
|
|
76
|
+
*
|
|
77
|
+
* An exhausted bot is refused on every remaining tick — thousands of them — and one record
|
|
78
|
+
* is a report while thousands is a denial of service against the reader. Lives on the
|
|
79
|
+
* state rather than in the caller because the state object is what survives the early
|
|
80
|
+
* return: once exhausted, `recordSpend` is never reached again, so this same object
|
|
81
|
+
* persists for the rest of the match.
|
|
82
|
+
*/
|
|
83
|
+
reported?: boolean;
|
|
74
84
|
}
|
|
75
85
|
|
|
76
86
|
/**
|
|
@@ -0,0 +1,179 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Turning whatever a bot threw into a message a player can act on — safely.
|
|
3
|
+
*
|
|
4
|
+
* The engine used to do this inline:
|
|
5
|
+
*
|
|
6
|
+
* message: e instanceof Error ? e.message : String(e)
|
|
7
|
+
*
|
|
8
|
+
* which loses or corrupts more than it looks. `String(e)` on a thrown object is
|
|
9
|
+
* "[object Object]", so `throw {code: 42, detail: '...'}` arrives as nothing. An Error with
|
|
10
|
+
* no message arrives as "". `e.stack` is discarded, so no error ever has a LOCATION — a
|
|
11
|
+
* beginner's "Cannot read properties of undefined" names none of the property reads in their
|
|
12
|
+
* file. And nothing bounded the size.
|
|
13
|
+
*
|
|
14
|
+
* The bound is the part that matters beyond convenience. The error array lives inside the
|
|
15
|
+
* isolate for 30,000 ticks across 10 matches, so its size is chosen by the bot. An agent
|
|
16
|
+
* found on 2026-09-09 that a ~2KB message thrown every tick exhausts the isolate's memory:
|
|
17
|
+
* the player is then told "Isolate was disposed during execution due to memory limit" with no
|
|
18
|
+
* bot named, and on the rated ladder that string is classified as INFRASTRUCTURE, so the
|
|
19
|
+
* match is SKIPPED — a bot could make every match it plays evaporate. At a larger size it
|
|
20
|
+
* instead produces "Data cannot be cloned, out of memory", which matches no marker and blames
|
|
21
|
+
* the INNOCENT opponent, feeding their crash count toward deactivation.
|
|
22
|
+
*
|
|
23
|
+
* So: a bot may not decide how much memory the engine allocates.
|
|
24
|
+
*/
|
|
25
|
+
|
|
26
|
+
/** Longest message kept. Generous for a real stack, far below anything that strains memory. */
|
|
27
|
+
export const MAX_MESSAGE_LENGTH = 1000;
|
|
28
|
+
|
|
29
|
+
/** Most error records one match will keep before it stops counting. */
|
|
30
|
+
export const MAX_ERRORS_PER_MATCH = 500;
|
|
31
|
+
|
|
32
|
+
/**
|
|
33
|
+
* Describe a thrown value without losing it and without trusting its size.
|
|
34
|
+
*
|
|
35
|
+
* Order matters: an Error's `stack` already contains its message and a location, so it is
|
|
36
|
+
* preferred; a non-Error is serialised rather than stringified; and everything is truncated
|
|
37
|
+
* with a visible marker, because a silently shortened message is a lie about what was thrown.
|
|
38
|
+
*/
|
|
39
|
+
export function describeThrown(thrown: unknown): string
|
|
40
|
+
{
|
|
41
|
+
return truncate(rawDescription(thrown));
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
function rawDescription(thrown: unknown): string
|
|
45
|
+
{
|
|
46
|
+
if (thrown instanceof Error)
|
|
47
|
+
{
|
|
48
|
+
// The MESSAGE is cut before the stack is touched.
|
|
49
|
+
//
|
|
50
|
+
// `thrown.stack` is a getter that builds a fresh flat string containing the whole
|
|
51
|
+
// message, so reading it on a 2MB message costs 2MB — and truncating afterwards does
|
|
52
|
+
// not refund that. An agent proved the error path was the cause rather than the
|
|
53
|
+
// allocation: a bot that BUILT the same 2MB per tick and never threw completed all ten
|
|
54
|
+
// matches, while the throwing one killed the isolate in 0.8 seconds. The earlier claim
|
|
55
|
+
// that a bot "cannot exhaust memory" was therefore not true as stated; the threshold
|
|
56
|
+
// had merely moved from ~2KB to ~2MB.
|
|
57
|
+
//
|
|
58
|
+
// The harm is worse than a crash: "isolate was disposed" is an INFRASTRUCTURE marker,
|
|
59
|
+
// so the ladder SKIPS the match — no rating change, no crash strike.
|
|
60
|
+
const message = typeof thrown.message === 'string' ? thrown.message : '';
|
|
61
|
+
if (message.length > MAX_MESSAGE_LENGTH)
|
|
62
|
+
{
|
|
63
|
+
// Deliberately NOT reading .stack here. The location is worth having, but not at
|
|
64
|
+
// the cost of letting a bot decide how much the engine allocates.
|
|
65
|
+
return truncate(message) + ' [stack omitted: message too large]';
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
// The stack's first line is "Error: message", so it carries both the message and the
|
|
69
|
+
// location — which is the whole point, since nothing else gives a player a line number.
|
|
70
|
+
const stack = typeof thrown.stack === 'string' ? stripBundleCoordinates(thrown.stack.trim()) : '';
|
|
71
|
+
if (stack) return stack;
|
|
72
|
+
return message || `${thrown.name || 'Error'} (thrown with no message)`;
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
if (typeof thrown === 'string') return thrown || '(empty string thrown)';
|
|
76
|
+
if (thrown === null) return 'null was thrown';
|
|
77
|
+
if (thrown === undefined) return 'undefined was thrown';
|
|
78
|
+
|
|
79
|
+
// A thrown object is a deliberate choice by the author — a custom error type, usually —
|
|
80
|
+
// so its fields are exactly what they wanted to see. String() would discard all of them.
|
|
81
|
+
try
|
|
82
|
+
{
|
|
83
|
+
const json = JSON.stringify(thrown);
|
|
84
|
+
if (typeof json === 'string' && json !== '{}') return json;
|
|
85
|
+
}
|
|
86
|
+
catch
|
|
87
|
+
{
|
|
88
|
+
// Circular, or a getter that throws. Fall through: failing to describe an error must
|
|
89
|
+
// never itself throw, or one bad bot takes the whole fight down.
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
try
|
|
93
|
+
{
|
|
94
|
+
const text = String(thrown);
|
|
95
|
+
// "[object Object]" is precisely the message this module exists to stop producing, so
|
|
96
|
+
// returning it is a silent failure to describe. It happens when JSON.stringify refuses
|
|
97
|
+
// — a circular reference, or a getter that throws — and a player who sees it learns
|
|
98
|
+
// nothing at all. Say what we DO know instead: the constructor name and the keys.
|
|
99
|
+
if (text === '[object Object]') return describeOpaqueObject(thrown);
|
|
100
|
+
return text;
|
|
101
|
+
}
|
|
102
|
+
catch
|
|
103
|
+
{
|
|
104
|
+
return '(a value was thrown that could not be described)';
|
|
105
|
+
}
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
/**
|
|
109
|
+
* Describe an object that refuses to serialise.
|
|
110
|
+
*
|
|
111
|
+
* Reached for circular structures and objects whose getters throw. Anything here may itself
|
|
112
|
+
* throw, so every step is guarded: failing to describe an error must never become an error.
|
|
113
|
+
*/
|
|
114
|
+
function describeOpaqueObject(thrown: object): string
|
|
115
|
+
{
|
|
116
|
+
let name = 'object';
|
|
117
|
+
try
|
|
118
|
+
{
|
|
119
|
+
const ctor = (thrown as {constructor?: {name?: string}}).constructor;
|
|
120
|
+
if (ctor && typeof ctor.name === 'string' && ctor.name) name = ctor.name;
|
|
121
|
+
}
|
|
122
|
+
catch
|
|
123
|
+
{
|
|
124
|
+
// A throwing constructor getter; the default stands.
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
let keys: string[] = [];
|
|
128
|
+
try
|
|
129
|
+
{
|
|
130
|
+
keys = Object.keys(thrown).slice(0, 12);
|
|
131
|
+
}
|
|
132
|
+
catch
|
|
133
|
+
{
|
|
134
|
+
// A Proxy that refuses ownKeys.
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
const shape = keys.length > 0 ? ` with keys: ${keys.join(', ')}` : ' with no enumerable keys';
|
|
138
|
+
return `a non-serialisable ${name} was thrown${shape} `
|
|
139
|
+
+ '(it could not be converted to text — usually a circular reference, or a getter that throws)';
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
/**
|
|
143
|
+
* Drop the line:column coordinates from a bundled stack frame, keeping the names.
|
|
144
|
+
*
|
|
145
|
+
* The names in a stack are the player's own functions and are genuinely useful. The numbers
|
|
146
|
+
* are offsets into the concatenated `match-bundle.js`, so a ten-line bot reports
|
|
147
|
+
* `at helper (match-bundle.js:9108:16)` — a number that looks authoritative, refers to
|
|
148
|
+
* nothing, and sends a reader looking for line 9108 of a file they do not have.
|
|
149
|
+
*
|
|
150
|
+
* Emitting a source map was the alternative and was rejected: upload bundles are capped at
|
|
151
|
+
* 500KB and an inline map would put that at risk for a cosmetic gain.
|
|
152
|
+
*/
|
|
153
|
+
function stripBundleCoordinates(stack: string): string
|
|
154
|
+
{
|
|
155
|
+
return stack.replace(/\s*\((?:[^()\s]*match-bundle\.js|<isolated-vm>)[^()]*\)/g, '');
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
function truncate(message: string): string
|
|
159
|
+
{
|
|
160
|
+
if (message.length <= MAX_MESSAGE_LENGTH) return message;
|
|
161
|
+
const dropped = message.length - MAX_MESSAGE_LENGTH;
|
|
162
|
+
return `${message.slice(0, MAX_MESSAGE_LENGTH)}… [truncated, ${dropped} more characters]`;
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
/**
|
|
166
|
+
* The record added when a match stops keeping errors.
|
|
167
|
+
*
|
|
168
|
+
* Capping must not become a new silent failure — the whole point of surfacing bot errors was
|
|
169
|
+
* that a broken bot looked like a passive one. So the cap announces itself.
|
|
170
|
+
*/
|
|
171
|
+
export function cappedNotice(entityId: string, tick: number): {tick: number; entityId: string; message: string}
|
|
172
|
+
{
|
|
173
|
+
return {
|
|
174
|
+
tick,
|
|
175
|
+
entityId,
|
|
176
|
+
message: `… stopped recording errors after ${MAX_ERRORS_PER_MATCH} in this match. `
|
|
177
|
+
+ 'The bot is still being called and still failing; only the recording stopped.',
|
|
178
|
+
};
|
|
179
|
+
}
|
package/src/engine/physics.ts
CHANGED
|
@@ -65,6 +65,82 @@ export function moveProjectile(projectile: ProjectileState, deltaTicks: number):
|
|
|
65
65
|
* Clamp a position to the full arena bounds (0-860).
|
|
66
66
|
* No playfield clamping — wizards CAN walk/blink into lava.
|
|
67
67
|
*/
|
|
68
|
+
/**
|
|
69
|
+
* Clamp a position into the band where a wizard SURVIVES.
|
|
70
|
+
*
|
|
71
|
+
* `clampToArena` clamps to the full 0-860 arena, lava border included, which is what its own
|
|
72
|
+
* JSDoc says and is almost never what a bot wants. The MCP guide nonetheless named it as the
|
|
73
|
+
* remedy for lava, and an agent following that advice verbatim blinked into the lava at tick
|
|
74
|
+
* 11 and lost 0-10 to a bot that does nothing. There was no exported helper that did the
|
|
75
|
+
* survivable thing, so the guide reached for the closest-sounding name.
|
|
76
|
+
*
|
|
77
|
+
* The band is inset by the wizard's RADIUS, not merely to the playfield edge, because death
|
|
78
|
+
* is decided by whether the wizard's EDGE touches lava: the safe range for a centre is
|
|
79
|
+
* [ARENA_MIN + radius, ARENA_MAX - radius].
|
|
80
|
+
*
|
|
81
|
+
* A non-finite input returns the arena centre rather than propagating NaN — a helper whose
|
|
82
|
+
* entire job is safety must not be the thing that poisons the simulation.
|
|
83
|
+
*/
|
|
84
|
+
export function clampToSafeZone(position: Position, radius: number): Position
|
|
85
|
+
{
|
|
86
|
+
const min = ARENA_MIN + radius;
|
|
87
|
+
const max = ARENA_MAX - radius;
|
|
88
|
+
const centre = ARENA_SIZE / 2;
|
|
89
|
+
const axis = (value: number): number =>
|
|
90
|
+
{
|
|
91
|
+
if (!Number.isFinite(value)) return centre;
|
|
92
|
+
return Math.max(min, Math.min(max, value));
|
|
93
|
+
};
|
|
94
|
+
return {x: axis(position?.x), y: axis(position?.y)};
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
/**
|
|
98
|
+
* A move vector that walks TOWARD a target without overshooting it.
|
|
99
|
+
*
|
|
100
|
+
* `move()` takes a DIRECTION, and `moveWizard` normalises only when the vector's magnitude
|
|
101
|
+
* exceeds 1 — so a shorter vector is a fraction of full speed, not a distance. That makes the
|
|
102
|
+
* obvious composition of the two things the guide recommends quietly fatal:
|
|
103
|
+
*
|
|
104
|
+
* const goal = clampToSafeZone({x: pos.x + dx, y: pos.y + dy}, WIZARD_RADIUS);
|
|
105
|
+
* return move(goal.x - pos.x, goal.y - pos.y); // overshoots the clamp
|
|
106
|
+
*
|
|
107
|
+
* Asking to move 0.09 units moves you 0.14, which at the boundary is 0.03 units into the
|
|
108
|
+
* lava, at full health. An agent died to exactly this at T1040 on 60/60 HP. It is the same
|
|
109
|
+
* shape as the clampToArena defect: the helper was right and the composition was deadly.
|
|
110
|
+
*
|
|
111
|
+
* This scales the step so that ARRIVING is the worst case. It prevents OVERSHOOT, not bad
|
|
112
|
+
* aim — clamp the target first, then walk to it:
|
|
113
|
+
*
|
|
114
|
+
* const goal = clampToSafeZone({x: pos.x + dx, y: pos.y + dy}, WIZARD_RADIUS);
|
|
115
|
+
* return move(...moveTowardSafely(pos, goal)); // safe
|
|
116
|
+
*
|
|
117
|
+
* Aim it at an unclamped point 90 units away and it will take a full-speed step straight into
|
|
118
|
+
* the lava, correctly. I made that exact mistake writing the test for this function, which is
|
|
119
|
+
* the same composition confusion the helper exists to fix — hence spelling it out here.
|
|
120
|
+
*/
|
|
121
|
+
export function moveTowardSafely(from: Position, target: Position): Position
|
|
122
|
+
{
|
|
123
|
+
const dx = target?.x - from?.x;
|
|
124
|
+
const dy = target?.y - from?.y;
|
|
125
|
+
if (!Number.isFinite(dx) || !Number.isFinite(dy)) return {x: 0, y: 0};
|
|
126
|
+
|
|
127
|
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
|
128
|
+
if (distance === 0) return {x: 0, y: 0};
|
|
129
|
+
|
|
130
|
+
// Beyond one step, full speed in that direction.
|
|
131
|
+
if (distance >= RULES.MOVEMENT_SPEED) return {x: dx / distance, y: dy / distance};
|
|
132
|
+
|
|
133
|
+
// Within one step, scale down so the move lands on the target rather than past it — and
|
|
134
|
+
// stop a hair SHORT of it. `isInLava` is exclusive (`x - radius < ARENA_MIN`), so arriving
|
|
135
|
+
// exactly on the boundary is safe in exact arithmetic and not in floating point: the
|
|
136
|
+
// normalise-then-multiply round trip can leave you a few ulps over, which at the boundary
|
|
137
|
+
// is the difference between standing and dying. A micro-unit is invisible in a game where
|
|
138
|
+
// a step is 1.5 units and the arena is 860 wide.
|
|
139
|
+
const travel = Math.max(0, distance - 1e-6);
|
|
140
|
+
const fraction = travel / RULES.MOVEMENT_SPEED;
|
|
141
|
+
return {x: (dx / distance) * fraction, y: (dy / distance) * fraction};
|
|
142
|
+
}
|
|
143
|
+
|
|
68
144
|
export function clampToArena(position: Position, radius: number): Position
|
|
69
145
|
{
|
|
70
146
|
return {
|
|
@@ -34,8 +34,54 @@ Object.freeze(Date.prototype);
|
|
|
34
34
|
Object.freeze(Error.prototype);
|
|
35
35
|
Object.freeze(Map.prototype);
|
|
36
36
|
Object.freeze(Set.prototype);
|
|
37
|
+
// Math.random is made DETERMINISTIC before Math is frozen.
|
|
38
|
+
//
|
|
39
|
+
// It was live and unseeded, and calling it is a completely natural thing for a bot to write.
|
|
40
|
+
// Rated matches persist only (seed, engineVersion) and spectate RE-SIMULATES, so any bot
|
|
41
|
+
// touching Math.random made the spectator watch a different fight from the one that moved the
|
|
42
|
+
// ratings — with nothing to fall back on and no warning anywhere. The replay feature only
|
|
43
|
+
// means something if the replay is the same fight.
|
|
44
|
+
//
|
|
45
|
+
// Seeded from a fixed constant rather than the match seed, because this banner runs before
|
|
46
|
+
// any bot code and therefore before the seed exists. That is sufficient: re-simulating the
|
|
47
|
+
// same bundle reproduces the same sequence, which is exactly what replay needs. Bots wanting
|
|
48
|
+
// randomness that VARIES per match still have useRandom(), which is seeded per entity and
|
|
49
|
+
// per tick.
|
|
50
|
+
//
|
|
51
|
+
// Installed with defineProperty and then frozen, so a bot cannot swap it back out — the same
|
|
52
|
+
// lesson as Date.now, which was writable and let a bot charge its opponent 50 seconds.
|
|
53
|
+
(function() {
|
|
54
|
+
var state = 0x2F6E2B1 >>> 0;
|
|
55
|
+
Object.defineProperty(Math, 'random', {
|
|
56
|
+
value: function() {
|
|
57
|
+
// xorshift32: small, fast, and good enough for gameplay jitter.
|
|
58
|
+
state ^= state << 13; state >>>= 0;
|
|
59
|
+
state ^= state >>> 17;
|
|
60
|
+
state ^= state << 5; state >>>= 0;
|
|
61
|
+
return state / 4294967296;
|
|
62
|
+
},
|
|
63
|
+
writable: false,
|
|
64
|
+
configurable: false,
|
|
65
|
+
});
|
|
66
|
+
})();
|
|
37
67
|
Object.freeze(Math);
|
|
38
68
|
Object.freeze(JSON);
|
|
69
|
+
// The CONSTRUCTORS, not just their prototypes.
|
|
70
|
+
//
|
|
71
|
+
// Freezing Date.prototype left Date.now writable, and an agent used that to charge its
|
|
72
|
+
// OPPONENT 50,000ms of compute: the engine reads Date.now() around each bot call, so a bot
|
|
73
|
+
// that returns 0 for its own pair and a huge number for its victim's drains a budget that is
|
|
74
|
+
// not its own. The victim froze for the rest of the fight and the report stated as fact that
|
|
75
|
+
// it had burned the time.
|
|
76
|
+
//
|
|
77
|
+
// Freezing Number.prototype left Number.isFinite writable, which defeats every input guard in
|
|
78
|
+
// the engine in one line — move, blink, aim and validateMissileConfig all rely on it.
|
|
79
|
+
Object.freeze(Date);
|
|
80
|
+
Object.freeze(Number);
|
|
81
|
+
Object.freeze(Boolean);
|
|
82
|
+
Object.freeze(String);
|
|
83
|
+
Object.freeze(Array);
|
|
84
|
+
Object.freeze(Object);
|
|
39
85
|
(function() {
|
|
40
86
|
var g = typeof globalThis !== 'undefined' ? globalThis : typeof self !== 'undefined' ? self : {};
|
|
41
87
|
var blocked = [
|