Reject blueprint codes with unknown pieces, machines or molds (t78)
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@@ -4,6 +4,17 @@ What agents have done, newest first. Add an entry for every piece of work: the d
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-29: t78 damaged blueprint code validation (Codex)
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- bpValid checks block codes, non-fixed machine types and mold kinds against their
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tables before import; damaged codes show the existing message and paste nothing.
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Blueprint format and simulation/worldgen behaviour are unchanged.
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- Files: src/ui/saves.js, new test/t_blueprint_valid.js, tasks/t78_damaged_blueprint_code.md
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and this log. Regression failed first; all 32 focused checks, build.py and all 36
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headless suites passed (python3 test/run_all.py; /tmp/t78-headless.log).
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- Browser/GPU tests and screenshots skipped at the owner's request; owner game
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playtesting remains open. No commit.
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## 2026-10-29: t82 dev console material table lookup (Codex)
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+10
-1
@@ -211,7 +211,16 @@ async function importWorldFile(file) {
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function libLoad() { try { return JSON.parse(localStorage.getItem('deepgrain.blueprints') || '[]'); } catch (e) { return []; } }
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function libSave(list) { try { localStorage.setItem('deepgrain.blueprints', JSON.stringify(list)); return true; } catch (e) { toast('Blueprints cannot be stored in this view. Copy the blueprint code instead.'); return false; } }
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function bpEncode(bp) { return 'DGBP2:' + btoa(unescape(encodeURIComponent(JSON.stringify(bp)))); }
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function bpValid(bp) { return !!(bp && bp.v === 2 && Array.isArray(bp.blocks) && bp.bw > 0 && bp.bh > 0); }
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function bpValid(bp) {
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return !!(bp && bp.v === 2 && Array.isArray(bp.blocks) && bp.bw > 0 && bp.bh > 0
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&& bp.blocks.every(b => Array.isArray(b) && Number.isInteger(b[2]) && Object.hasOwn(PIECE_BY_CODE, b[2]))
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&& Array.isArray(bp.machines || []) && (bp.machines || []).every(m => {
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if (!Array.isArray(m) || !Object.hasOwn(PIECE_BY_ID, m[0])) return false;
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const p = PIECE_BY_ID[m[0]];
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return p.kind === 'machine' && !p.fixed;
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})
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&& Array.isArray(bp.molds || []) && (bp.molds || []).every(m => Array.isArray(m) && Object.hasOwn(MOLDS, m[0])));
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}
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function bpDecode(code) {
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const s = code.trim();
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if (s.startsWith('DGBP1:')) throw new Error('That blueprint is from an older version of the game, before the block grid. It cannot be used.');
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@@ -0,0 +1,61 @@
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// Shared blueprint codes must be safe before entering the clipboard or ghost queues.
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const fs = require('fs');
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const path = require('path');
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const { load, suite, flatWorld } = require('./harness');
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const { run } = load(), { check, done } = suite();
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for (const file of ['saves.js', 'notebook-blueprints.js']) {
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run(fs.readFileSync(path.join(__dirname, '../src/ui', file), 'utf8'));
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}
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flatWorld(run, 128, 128, 112);
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run(`
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globalThis.goodBlueprint = {
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v: 2, bw: 8, bh: 8,
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blocks: [[0, 0, BP_WALL, RSTONE]],
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machines: [['fan', 1, 0, 0]],
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molds: [['ingot', 0, 2, RSTONE]]
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};
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globalThis.GAME = { clip: null, paste: false };
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globalThis.hudDirty = false;
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globalThis.elements = { 'bp-import': {}, 'bp-paste': { value: '' } };
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globalThis.$ = id => elements[id] || null;
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globalThis.localStorage = { getItem: () => null };
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globalThis.esc = s => s;
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globalThis.toast = message => { globalThis.lastToast = message; };
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globalThis.closeAllModals = () => {};
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globalThis.dialog = (title, html, buttons) => { globalThis.importBlueprint = buttons[1].fn; };
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renderBlueprintTab({ innerHTML: '', querySelectorAll: () => [] });
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elements['bp-import'].onclick();
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`);
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check('a good blueprint code round-trips unchanged', run('JSON.stringify(bpDecode(bpEncode(goodBlueprint))) === JSON.stringify(goodBlueprint)'));
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check('a good decoded blueprint has a build cost', run('bpCost(bpDecode(bpEncode(goodBlueprint))).length > 0'));
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check('block-only codes still allow omitted machine and mold lists', run(`
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(() => { const bp = bpDecode(bpEncode({ v: 2, bw: 1, bh: 1, blocks: [[0, 0, BP_WALL, RSTONE]] }));
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return bp.machines.length === 0 && bp.molds.length === 0; })()
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`));
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for (const [name, damage] of [
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['unknown piece 250', 'bp.blocks[0][2] = 250'],
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['array property used as a piece code', "bp.blocks[0][2] = 'length'"],
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['unknown machine', "bp.machines[0][0] = 'unknown-machine'"],
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['block used as a machine', "bp.machines[0][0] = 'wall'"],
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['fixed trade dock', "bp.machines[0][0] = 'dock'"],
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['unknown mold', "bp.molds[0][0] = 'unknown-mold'"],
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['inherited mold name', "bp.molds[0][0] = 'toString'"],
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]) {
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run(`{
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clearAllGhosts(); GAME.clip = null; GAME.paste = false;
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const bp = JSON.parse(JSON.stringify(goodBlueprint)); ${damage};
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globalThis.damagedBlueprint = bp;
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elements['bp-paste'].value = bpEncode(bp);
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importBlueprint();
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if (GAME.paste && GAME.clip) pasteGhost(GAME.clip, 2, 2);
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}`);
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check(`${name} fails validation`, run('!bpValid(damagedBlueprint)'));
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check(`${name} shows the damaged message`, run("lastToast === 'That code is damaged.'"));
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check(`${name} leaves the clipboard and paste mode empty`, run('GAME.clip === null && !GAME.paste'));
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check(`${name} pastes nothing`, run('ghostBlocks.size === 0 && ghostMachines.length === 0 && ghostMolds.length === 0'));
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}
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run(`clearAllGhosts(); elements['bp-paste'].value = bpEncode(goodBlueprint); importBlueprint();
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if (GAME.paste && GAME.clip) pasteGhost(GAME.clip, 2, 2);`);
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check('a good code still imports and pastes all three piece kinds', run('GAME.paste && ghostBlocks.size === 1 && ghostMachines.length === 1 && ghostMolds.length === 1'));
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done();
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