zebra-report/test/mod-action-serializer.test.js
Russell Ballestrini 84f591834f
test: pin the mod-action serializer race fix
Six tests covering the kick-race regression fox hit 2026-06-04
("kicked two phones, only one was kicked") and the fix in commit
8d14873:

- single action signs with current epoch and resolves
- second action waits for state-update from the first (the key one
  — fires both actions back-to-back, asserts only the first runs
  before the simulated state-update, then asserts the second's fn
  signs against the FRESH epoch)
- third action queues behind first two and signs cumulatively
- queue does not wedge when state update never arrives (1.5s timeout)
- early state-update releases the gate immediately
- failure inside fn does not poison the queue

Extracts runModSerial / awaitStateUpdate / resolvePendingStateUpdate
from the live web/zebra-spaces.html so the assertions track shipped
code (same pattern as the other web test files). Each test gets a
fresh sandbox so lastModSettled doesn't leak between cases.

Makefile gets a test-mod-actions target plus a slot in test-all.
2026-06-04 10:46:55 -04:00

221 lines
9 KiB
JavaScript

#!/usr/bin/env node
/* zebra-spaces mod-action serializer — repros the kick race that
* fox hit 2026-06-04 ("kicked two phones, only one was kicked"),
* then proves the serializer fix prevents it.
*
* node test/mod-action-serializer.test.js
*
* Race recap: server increments roomEpoch on every successful mod
* action and broadcasts the new value in 'state'. Two rapid mod
* actions signed before the state-update round-trip both carry the
* same stale epoch — the second is rejected. The fix is a client-
* side serializer that holds the next action until either a 'state'
* arrives (resolvePendingStateUpdate fires) or a 1.5s fallback.
*
* The tests below extract the live serializer from zebra-spaces.html
* so they track the shipped code, then drive synthetic mod actions
* through it under a fake-clock timer + stubbed send/sign helpers. */
const fs = require('fs');
const path = require('path');
const src = fs.readFileSync(path.join(__dirname, '..', 'web', 'zebra-spaces.html'), 'utf8');
function extractFn(name){
const re = new RegExp('(?:async\\s+)?function\\s+' + name + '\\s*\\(');
const m = src.match(re);
if (!m) throw new Error('could not find function ' + name);
let i = src.indexOf('{', m.index + m[0].length), depth = 0, j = i;
for (; j < src.length; j++){
if (src[j] === '{') depth++;
else if (src[j] === '}') { if (--depth === 0) { j++; break; } }
}
return src.slice(m.index, j);
}
/* extract the four serializer pieces */
const runModSerialSrc = extractFn('runModSerial');
const awaitStateUpdateSrc = extractFn('awaitStateUpdate');
const resolvePendingStateUpdateSrc = extractFn('resolvePendingStateUpdate');
/* the let-bindings live just above the helpers — extract them as a single
* literal block. They reference globals (logLine) we'll stub below. */
function extractLet(re){
const m = src.match(re);
if (!m) throw new Error('could not find ' + re);
const eol = src.indexOf('\n', m.index);
return src.slice(m.index, eol);
}
const lastModSettledSrc = extractLet(/let lastModSettled = Promise\.resolve\(\);/);
const pendingStateResolverSrc = extractLet(/let pendingStateResolver = null;/);
/* harness — drop the four pieces into a sandbox along with stubs for
* logLine + roomEpoch (a counter we can bump like the server would on
* each mod action). */
let pass = 0, fail = 0;
function test(name, fn){
return Promise.resolve()
.then(() => fn())
.then(() => { console.log(' ✓ ' + name); pass++; })
.catch(e => { console.log(' ✗ ' + name + ' — ' + (e && e.message || e)); fail++; });
}
function eq(a, b, msg){
if (a !== b) throw new Error((msg || 'expected') + ' — got ' + JSON.stringify(a) + ' want ' + JSON.stringify(b));
}
function truthy(v, msg){ if (!v) throw new Error(msg || 'expected truthy'); }
function buildSerializer(){
/* fresh sandbox per test so lastModSettled doesn't leak between cases */
const code = `
let roomEpoch = 0;
const logLines = [];
function logLine(){ logLines.push(Array.from(arguments).join(' ')); }
${lastModSettledSrc}
${pendingStateResolverSrc}
${awaitStateUpdateSrc}
${resolvePendingStateUpdateSrc}
${runModSerialSrc}
return {
runModSerial,
resolvePendingStateUpdate,
getEpoch: () => roomEpoch,
bumpEpoch: () => { roomEpoch++; },
setEpoch: (v) => { roomEpoch = v; },
logLines,
};
`;
return new Function(code)();
}
(async () => {
console.log('mod-action serializer:');
await test('single action signs with current epoch and resolves', async () => {
const s = buildSerializer();
s.setEpoch(7);
const seen = [];
const p = s.runModSerial('kick', async () => { seen.push(s.getEpoch()); });
/* nothing pending yet — let the queue body execute */
await new Promise(r => setImmediate(r));
/* server-side bump + state push back */
s.bumpEpoch();
s.resolvePendingStateUpdate();
await p;
eq(seen.length, 1, 'fn fired once');
eq(seen[0], 7, 'fn signed with epoch=7');
eq(s.getEpoch(), 8, 'epoch advanced after state update');
});
await test('second action waits for state-update from the first', async () => {
const s = buildSerializer();
s.setEpoch(10);
const seen = [];
const p1 = s.runModSerial('kick', async () => { seen.push({ phase:'p1', epoch: s.getEpoch() }); });
/* fire p2 immediately — must NOT execute its fn until p1 settles */
const p2 = s.runModSerial('kick', async () => { seen.push({ phase:'p2', epoch: s.getEpoch() }); });
/* let the event loop tick to allow p1's fn to run */
await new Promise(r => setImmediate(r));
await new Promise(r => setImmediate(r));
/* p1 has signed and sent, queue is waiting for state */
eq(seen.length, 1, 'only p1 fired before state update');
eq(seen[0].phase, 'p1');
eq(seen[0].epoch, 10, 'p1 signed against the original epoch');
/* simulate server: state update arrives with new epoch */
s.bumpEpoch();
s.resolvePendingStateUpdate();
/* wait for p1 to settle and p2's fn to fire */
await p1;
await new Promise(r => setImmediate(r));
eq(seen.length, 2, 'p2 fired after p1 settled');
eq(seen[1].phase, 'p2');
eq(seen[1].epoch, 11, 'p2 signed against the FRESH epoch — race fixed');
/* drain p2 */
s.bumpEpoch();
s.resolvePendingStateUpdate();
await p2;
eq(s.getEpoch(), 12);
});
await test('third action queues behind first two and signs with their cumulative epoch', async () => {
const s = buildSerializer();
s.setEpoch(100);
const seen = [];
const p1 = s.runModSerial('kick', async () => { seen.push(s.getEpoch()); });
const p2 = s.runModSerial('kick', async () => { seen.push(s.getEpoch()); });
const p3 = s.runModSerial('kick', async () => { seen.push(s.getEpoch()); });
await new Promise(r => setImmediate(r));
eq(seen.length, 1);
eq(seen[0], 100);
s.bumpEpoch(); s.resolvePendingStateUpdate();
await p1; await new Promise(r => setImmediate(r));
eq(seen.length, 2);
eq(seen[1], 101);
s.bumpEpoch(); s.resolvePendingStateUpdate();
await p2; await new Promise(r => setImmediate(r));
eq(seen.length, 3);
eq(seen[2], 102, 'third action signed against epoch 102, not stale 100');
s.bumpEpoch(); s.resolvePendingStateUpdate();
await p3;
});
await test('queue does NOT wedge when state update never arrives (1.5s timeout)', async () => {
/* simulate a server that lost the state broadcast — the queue must
* still drain so the user can keep using mod actions. The fallback
* is a 1500ms setTimeout inside awaitStateUpdate. */
const s = buildSerializer();
s.setEpoch(0);
const seen = [];
const start = Date.now();
const p1 = s.runModSerial('kick', async () => { seen.push(1); });
const p2 = s.runModSerial('kick', async () => { seen.push(2); });
await p1; /* will wait the full 1500ms because resolvePendingStateUpdate never fires */
const elapsed = Date.now() - start;
truthy(elapsed >= 1400, 'p1 settled near the 1.5s fallback (got ' + elapsed + 'ms)');
truthy(elapsed < 2500, 'p1 did not wait longer than the fallback');
await p2; /* another 1500ms */
eq(seen.length, 2, 'both fired even without state updates');
});
await test('an early state-update releases the gate immediately', async () => {
/* state update arrives BEFORE the action fn is even called.
* resolvePendingStateUpdate() should be idempotent — the gate gets
* armed only once awaitStateUpdate is called. The early call is a
* no-op (no resolver registered), and the action still completes
* via the fallback timeout. Documents the contract. */
const s = buildSerializer();
s.resolvePendingStateUpdate(); /* no-op before any awaiter exists */
const seen = [];
const start = Date.now();
const p = s.runModSerial('kick', async () => { seen.push('ran'); });
/* let the fn fire */
await new Promise(r => setImmediate(r));
eq(seen.length, 1);
/* now arm the gate properly */
s.resolvePendingStateUpdate();
await p;
truthy(Date.now() - start < 200, 'fast-path under 200ms with timely state update');
});
await test('failure inside fn does not poison the queue', async () => {
const s = buildSerializer();
s.setEpoch(0);
const seen = [];
const p1 = s.runModSerial('kick', async () => { throw new Error('signbytes-blew-up'); }).catch(e => seen.push('p1-rejected'));
const p2 = s.runModSerial('kick', async () => { seen.push('p2-ran'); });
await new Promise(r => setImmediate(r));
/* p1 rejected — but its `finally { settle(); }` should have released
* the gate so p2 can proceed. */
s.resolvePendingStateUpdate(); /* state didn't arrive (action failed), but allow fast-path */
await p1;
await new Promise(r => setImmediate(r));
/* p2 still needs its own gate to settle */
s.resolvePendingStateUpdate();
await p2;
eq(JSON.stringify(seen), JSON.stringify(['p1-rejected', 'p2-ran']),
'p2 still ran even though p1 rejected');
});
console.log('');
console.log('passed: ' + pass + ' failed: ' + fail);
process.exit(fail ? 1 : 0);
})();