Save the running world before importing a world file (t79)
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@@ -0,0 +1,83 @@
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// Import must preserve the running world before reading or replacing it.
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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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run(fs.readFileSync(path.join(__dirname, '../src/ui/saves.js'), 'utf8'));
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run(`
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globalThis.GAME = { running: true, paused: true, worldId: 'current', worldName: 'Current', playTime: 42 };
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globalThis.messages = [];
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globalThis.toast = text => messages.push(text);
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globalThis.$ = () => ({});
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globalThis.showLoading = () => {};
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globalThis.stored = new Map();
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globalThis.failStorage = false;
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globalThis.releaseWrite = null;
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DB.get = async key => stored.get(key);
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DB.op = async (mode, fn) => {
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if (failStorage) throw new Error('Storage full');
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await new Promise(resolve => { releaseWrite = resolve; });
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fn({ put: (value, key) => stored.set(key, value) });
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};
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globalThis.loads = 0;
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globalThis.startFromSave = async sv => {
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loads++;
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deserializeWorld(sv.meta, sv.buffers);
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GAME.worldId = sv.worldId; GAME.worldName = sv.worldName;
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return true;
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};
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`);
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async function main() {
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flatWorld(run, 64, 64, 48);
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const incoming = run('serializeWorld()');
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const buffers = {};
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for (const [key, arr] of Object.entries(incoming.buffers)) {
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buffers[key] = { type: arr.constructor.name, gz: false,
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b64: Buffer.from(arr.buffer, arr.byteOffset, arr.byteLength).toString('base64') };
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}
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const text = JSON.stringify({ format: 'deepgrain-world', meta: incoming.meta, buffers });
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run('money = 12345; setCell(10 * W + 10, CUORE, AMB[10], 0);');
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let reads = 0, savedBeforeRead = false;
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// Release each storage transaction on the next turn, after observing whether
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// the importer tried to read the file while the first save was still pending.
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const pending = run('importWorldFile')({ text: async () => {
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reads++;
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savedBeforeRead = run("stored.has('current:auto')");
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return text;
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} });
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await new Promise(resolve => setImmediate(resolve));
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check('file waits for the running world save to commit', reads === 0);
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let settled = false;
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pending.finally(() => { settled = true; });
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const deadline = Date.now() + 10000;
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while (!settled && Date.now() < deadline) {
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if (run('releaseWrite !== null')) run('releaseWrite(); releaseWrite = null;');
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await new Promise(resolve => setTimeout(resolve, 1));
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}
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if (!settled) throw new Error('Import timed out');
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await pending;
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check('current world is saved before reading the import', savedBeforeRead);
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check('autosave contains latest money and grains', run(`(() => {
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const sv = stored.get('current:auto');
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return !!sv && sv.meta.economy.money === 12345;
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})()`) && (await run("worldNewest('current')"))?.buffers.mat[650] === run('CUORE'));
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check('good import loads and saves under its own id', run(`loads === 1 && GAME.worldId !== 'current'
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&& stored.has(GAME.worldId + ':auto') && messages.includes('World imported.')`));
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run('failStorage = true; messages.length = 0; loads = 0;');
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const before = run('mat');
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reads = 0;
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await run('importWorldFile')({ text: async () => { reads++; return text; } });
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check('failed save stops before reading or replacing the world', reads === 0 && run('loads') === 0 && before === run('mat'));
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check('failed save explains that the current world could not be saved',
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run("messages.some(s => /current world/i.test(s) && /could not be saved/i.test(s))"));
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// Title-screen import must not attempt to save a nonexistent running world.
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run('GAME.running = false; messages.length = 0; loads = 0;');
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reads = 0;
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await run('importWorldFile')({ text: async () => { reads++; return text; } });
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check('title-screen import still reads and loads without a pre-save', reads === 1 && run('loads') === 1);
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done();
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}
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main().catch(e => { console.error(e); process.exitCode = 1; });
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