Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
116 lines
3.9 KiB
JavaScript
116 lines
3.9 KiB
JavaScript
const WebSocket = require('ws')
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const DRAW_VEL = 2.38
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const base = (room) => `ws://127.0.0.1:3000/ws?room=${room}`
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function throwFor(ws, team, broom_x, broom_y, velocity = DRAW_VEL, curl = 0, friction = 1.0) {
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ws.send(JSON.stringify({ type: 'throw', team, broom_x, broom_y, velocity, curl, friction }))
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}
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function connect(name, room) {
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return new Promise((resolve, reject) => {
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const ws = new WebSocket(base(room))
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const messages = []
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ws.on('message', (data) => {
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const msg = JSON.parse(data.toString())
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messages.push(msg)
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if (msg.type === 'joined') resolve({ ws, messages })
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})
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ws.on('error', reject)
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})
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}
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function waitFor(messages, pred, timeout = 30000) {
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const start = Date.now()
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return new Promise((resolve, reject) => {
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const check = () => {
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if (pred()) return resolve(undefined)
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if (Date.now() - start > timeout) return reject(new Error('timeout'))
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setTimeout(check, 50)
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}
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check()
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})
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}
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function latestState(messages) {
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for (let i = messages.length - 1; i >= 0; i--) {
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if (messages[i].type === 'game_state') return messages[i]
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}
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return null
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}
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;(async () => {
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const room = 'ENDQA' + Math.floor(Math.random() * 1000)
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const p1 = await connect('p1', room)
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const p2 = await connect('p2', room)
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await waitFor(p1.messages, () => p1.messages.some(m => m.type === 'game_state'), 5000)
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const initial = latestState(p1.messages)
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const startEnd = initial.end
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const startScoreboardLen = (initial.scoreboard || []).length
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console.log('start end=', startEnd, 'scoreboard len=', startScoreboardLen)
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// 16 throws (8 per team) complete one end. NO end_scored message —
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// assert scoreboard length increase + end advance on game_state.
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for (let i = 0; i < 16; i++) {
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await waitFor(p1.messages, () => {
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const st = latestState(p1.messages)
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return st && st.phase === 'playing'
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}, 15000)
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const st = latestState(p1.messages)
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// If end already advanced mid-loop, stop early.
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if ((st.scoreboard || []).length > startScoreboardLen && st.end > startEnd) {
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console.log('end advanced early at throw', i)
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break
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}
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const turn = st.turn_team
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if (!turn) throw new Error('no turn')
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// Keep broom near house center so draws stay in play for scoring.
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const broomX = ((i % 8) - 3.5) * 0.08
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const prevStateCount = p1.messages.filter(m => m.type === 'game_state').length
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throwFor(p1.ws, turn, broomX, 38.5, DRAW_VEL, 0, 1.0)
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await waitFor(p1.messages, () => {
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const n = p1.messages.filter(m => m.type === 'game_state').length
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const err = p1.messages.filter(m => m.type === 'error').pop()
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if (err && n <= prevStateCount) throw new Error('throw error: ' + err.message)
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return n > prevStateCount
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}, 30000)
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}
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// Wait for scoreboard entry + end advance (no end_scored type).
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await waitFor(p1.messages, () => {
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const st = latestState(p1.messages)
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if (!st) return false
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const sb = st.scoreboard || []
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return sb.length > startScoreboardLen && st.end > startEnd
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}, 30000)
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// Ensure we never saw legacy end_scored
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if (p1.messages.some(m => m.type === 'end_scored')) {
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throw new Error('legacy end_scored message must not appear')
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}
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const final = latestState(p1.messages)
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console.log('Final game_state:', {
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end: final.end,
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scores: final.scores,
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scoreboard: final.scoreboard,
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phase: final.phase,
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})
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if (!final.scoreboard || final.scoreboard.length < 1) {
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throw new Error('expected scoreboard entry after end')
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}
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const entry = final.scoreboard[0]
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if (typeof entry.end !== 'number' || entry.end < 1) {
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throw new Error(`bad scoreboard entry: ${JSON.stringify(entry)}`)
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}
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if (final.end <= startEnd) throw new Error('end did not advance')
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console.log('Scoreboard entry received; end advanced to', final.end)
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p1.ws.close()
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p2.ws.close()
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process.exit(0)
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})().catch((e) => {
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console.error(e)
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process.exit(1)
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})
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