Files
turnstone/examples/door-game/tests/test_game.py
T
Patrick Buckley 08d46f086f feat(examples): Understone v0.5 — ambushes, the inn mailbox, and dice
The social slice: the shared world gets teeth, letters, and a house game.

- Ambush (async PvP, classic door-game player-kill spirit): waylay an adventurer who has
  not yet begun their day. Ordered gates — known target, not yourself, the
  gatekeeper shields the young (both >= min level), level band +-2, the
  SLEEP RULE (acting today makes you watchful — an active-play defense),
  mercy for the downed (hp<=1 cannot be piled on: even bandits have
  standards), once per pair per UTC day. Win: capped gold cut transfers,
  victim wakes at the spawn-stone with a private note; lose: the sleeper
  wakes blade-in-hand and the Herald crows your shame. The attacker wears
  the counter-blows the combat log narrates (state matches story). Both
  players persist in one transaction.
- The inn mailbox: events carry a target ('' = public). door_log delivers
  private notes to the addressee only; the Watch and other players never
  see them. Mail is DURABLE past the in-memory tail (SQLite backfill for
  cursors older than the resident window) — the broadsheet is ephemeral,
  letters are not. Sanitized, daily-capped.
- Inn dice: 2d6 against the house, bet- and count-capped per day, big wins
  make the news.
- Six new banded settings; four day-counter columns join the shared lazy
  UTC reset; schema stamp stays 1 (pre-1.0 mutates in place by design).

Tests 184 -> 231; sleep rule, mercy gate, band boundary (exact/over),
refusal precedence, attacker wear, zero-gold robbery, mail eviction
survival, and Watch privacy all pinned; guards revert-verified.
2026-06-13 04:40:40 -07:00

686 lines
26 KiB
Python

"""Game façade integration tests over the shipped world.
Drives a full session against a temp store, a frozen clock, and a seeded
RNG: join -> status -> look -> move -> action(buy/rest/fight) -> log ->
rank -> bestow. Persistence is exercised by reopening the store.
Negative-test discipline (turn guard and bestow cap):
Two guards are pinned by assertions here. To confirm each assertion has
teeth, the implementer temporarily reverted the guard line and observed
the matching test FAIL, then restored it:
* Turn guard (engine/turns.py spend_turn): replacing
``if player.turns_left <= 0: return False`` with ``return True``
let fighting continue past the daily budget — ``test_turn_budget_blocks``
then failed on the "spent for today" assertion. Restored.
* Bestow cap (game.py bestow): removing the ``if cost > remaining``
refusal let an over-budget bestowal through — ``test_bestow_cap_refuses``
then failed on the unchanged-gold assertion. Restored.
* Sanitizer control-char guard (game.py _sanitize): disabling the
``not cleaned.isprintable()`` clause let a newline-injected name create a
player row and a public event — ``test_join_rejects_control_char_name``
then failed. Restored. (See the comment block above the hygiene tests.)
"""
from __future__ import annotations
from pathlib import Path
import pytest
from tests.conftest import fixed_clock, utc
from understone.engine.models import Mode
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.world.loader import load_world
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
@pytest.fixture
def clock() -> object:
return fixed_clock(utc(2026, 6, 12, 10, 0))
def _game(tmp_path: Path, clock: object, seed: int = 7) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "game.db")
return Game(world, store, clock=clock, rng=GameRNG(seed=seed)) # type: ignore[arg-type]
# ---------------------------------------------------------------------------
# Join / status / look
# ---------------------------------------------------------------------------
def test_join_creates_player_at_spawn(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
out = game.join("Brandr")
player = game.players["Brandr"]
assert (player.x, player.y) == game.world.spawn
assert player.gold == game.world.settings.starting_gold
assert "@" in out
assert game.world.name in out
def test_join_resumes_existing(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.players["Brandr"].gold = 123
out = game.join("Brandr")
assert "Welcome back" in out
assert game.players["Brandr"].gold == 123
def test_status_unknown_player_is_friendly(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
out = game.status("Nobody")
assert "has signed the ledger" in out
assert "door_join" in out
def test_look_overworld_has_frame(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.look("Brandr")
assert "@" in out
assert "┌" in out and "┐" in out
assert len(out) < 2048
def test_look_in_menu_shows_location(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
# Shop is two cells east of spawn along the road.
game.move("Brandr", "", "east", 2)
assert game.players["Brandr"].mode is Mode.MENU
out = game.look("Brandr")
assert "(B)uy" in out and "(L)eave" in out
# ---------------------------------------------------------------------------
# Move
# ---------------------------------------------------------------------------
def test_move_blocked_in_menu(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.move("Brandr", "", "east", 2) # into the shop menu
out = game.move("Brandr", "", "east", 2)
assert "inside" in out.lower()
def test_move_enters_location(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.move("Brandr", "", "west", 2) # inn is two cells west
assert game.players["Brandr"].at_location == "inn"
assert "step inside" in out.lower()
# ---------------------------------------------------------------------------
# Actions: rest, fight, turn budget
# ---------------------------------------------------------------------------
def test_rest_heals_and_charges(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.hp = 5
game.move("Brandr", "", "west", 2) # inn
out = game.action("Brandr", "rest", "", "")
assert player.hp == player.max_hp
assert player.gold == game.world.settings.starting_gold - game.world.settings.rest_cost
assert "full health" in out.lower()
def test_fight_spends_a_turn_and_credits(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
# Drop into the forest_near zone so an encounter is available.
player.x, player.y = 35, 25
before_turns = player.turns_left
out = game.action("Brandr", "fight", "", "")
assert player.turns_left == before_turns - 1
assert player.xp > 0
assert "XP" in out
def test_turn_budget_blocks(tmp_path: Path, clock: object) -> None:
"""Pins the spend_turn guard: at 0 turns, fighting is refused.
See the module docstring for the revert-and-observe-failure check that
proves this assertion has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.x, player.y = 35, 25
player.turns_left = 0
out = game.action("Brandr", "fight", "", "")
assert "spent for today" in out.lower()
# No turn was consumed past zero, and no XP was gained.
assert player.turns_left == 0
assert player.xp == 0
# ---------------------------------------------------------------------------
# Log / rank
# ---------------------------------------------------------------------------
def test_log_reports_then_advances(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
# A second player acting creates a public event Brandr has not yet seen.
game.join("Sigrun")
first = game.log("Brandr")
assert "Sigrun" in first or "Brandr" in first
assert "The Understone Herald" in first # dressed as the broadsheet
# The cursor advanced; a second read with no new events is quiet.
second = game.log("Brandr")
assert "The Understone Herald" in second # the masthead still prints
assert "still" in second.lower() # the herald-flavoured "all quiet" line
def test_rank_marks_caller(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.join("Sigrun")
game.players["Sigrun"].level = 5
out = game.rank("Brandr")
assert "Brandr" in out and "Sigrun" in out
assert "*" in out # the caller's row is marked
assert "┌" in out # box-drawing table
# ---------------------------------------------------------------------------
# Rank ★ column: stars live in their own column, so a long name keeps them
# ---------------------------------------------------------------------------
def test_win_stars_column_formats() -> None:
"""Zero is blank, 1..5 render as ★ runs, and >5 collapses to ★xN."""
from understone.game import _win_stars
assert _win_stars(0) == ""
assert _win_stars(1) == "★"
assert _win_stars(5) == "★★★★★"
assert _win_stars(7) == "★x7"
def test_long_name_with_one_win_keeps_its_star() -> None:
"""A full 24-char name no longer eats its own ★ (the v0.1 truncation bug).
The name occupied the whole 20-wide field before, clipping the star away;
with a separate stars column the ★ survives beside a maximal name.
"""
from understone.engine.rank import RankEntry
from understone.game import _render_rank_table
name = "X" * 24
rows = _render_rank_table([RankEntry(name=name, level=5, xp=100, gold=50, wins=1)], caller="")
body = "\n".join(rows)
assert name in body # the full name is present
assert "★" in body # and so is its star
def test_high_win_count_renders_compact_marker() -> None:
"""Seven wins render as the compact ``★x7`` rather than seven glyphs."""
from understone.engine.rank import RankEntry
from understone.game import _render_rank_table
rows = _render_rank_table([RankEntry(name="Champ", level=9, xp=9, gold=9, wins=7)], caller="")
body = "\n".join(rows)
assert "★x7" in body
assert "★★★★★★★" not in body # not seven literal stars
def test_shared_world_other_player_marker(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.join("Sigrun")
# Stand Sigrun one cell east of Brandr's spawn so she lands in the view.
sig = game.players["Sigrun"]
brandr = game.players["Brandr"]
sig.x, sig.y = brandr.x + 1, brandr.y
out = game.look("Brandr")
assert "&" in out # the other player shows as '&'
# ---------------------------------------------------------------------------
# Bestow (+ cap negative test)
# ---------------------------------------------------------------------------
def test_bestow_grants_gold(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
before = player.gold
out = game.bestow("Brandr", "a daring rescue", 10, 0)
assert player.gold == before + 10
assert player.bestow_spent == 10
assert "bestowal" in out.lower()
def test_bestow_heal_charges_only_applied(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.hp = player.max_hp - 3 # only 3 missing
game.bestow("Brandr", "mercy after a hard fight", 0, 10)
assert player.hp == player.max_hp
# Charged for 3 HP at heal_cost_per_hp, not the requested 10.
assert player.bestow_spent == 3 * game.world.settings.heal_cost_per_hp
def test_bestow_requires_reason(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.bestow("Brandr", " ", 10, 0)
assert "reason" in out.lower()
assert game.players["Brandr"].gold == game.world.settings.starting_gold
def test_bestow_requires_nonzero(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.bestow("Brandr", "nothing at all", 0, 0)
assert "at least" in out.lower()
def test_bestow_cap_refuses(tmp_path: Path, clock: object) -> None:
"""Pins the bestow cap: an over-budget grant is refused without mutation.
See the module docstring for the revert-and-observe-failure check that
proves this assertion has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
budget = game.world.settings.bestow_daily_budget
before_gold = player.gold
out = game.bestow("Brandr", "an absurd windfall", budget + 100, 0)
assert "the fates allow" in out.lower()
# Refused cleanly: no gold moved and no pool spent.
assert player.gold == before_gold
assert player.bestow_spent == 0
def test_bestow_pool_resets_next_day(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
game.bestow("Brandr", "first blessing", 20, 0)
assert player.bestow_spent == 20
# Advance the clock past UTC midnight; the next bestow sees a fresh pool.
game.clock = fixed_clock(utc(2026, 6, 13, 0, 5)) # type: ignore[assignment]
game.bestow("Brandr", "a new day's fortune", 20, 0)
assert player.bestow_spent == 20 # reset to 0 then +20, not 40
# ---------------------------------------------------------------------------
# Persistence round-trip through the façade
# ---------------------------------------------------------------------------
def test_state_survives_store_reopen(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.players["Brandr"].x, game.players["Brandr"].y = 35, 25
game.action("Brandr", "fight", "", "")
xp_after = game.players["Brandr"].xp
gold_after = game.players["Brandr"].gold
game.store.close()
world = load_world(PACK)
reopened = Store(tmp_path / "game.db")
revived = Game(world, reopened, clock=clock) # type: ignore[arg-type]
assert revived.players["Brandr"].xp == xp_after
assert revived.players["Brandr"].gold == gold_after
# ---------------------------------------------------------------------------
# Day rollover applies to fight/descend, not just join/bestow
# ---------------------------------------------------------------------------
class _MutableClock:
"""A clock whose reported moment can be advanced between calls."""
def __init__(self, moment: object) -> None:
self.moment = moment
def __call__(self) -> object:
return self.moment
def test_fight_refreshes_budget_across_midnight(tmp_path: Path) -> None:
"""A fight on a new UTC day must reset the budget without re-joining.
Before the fix, _resolve_encounter spent a turn without calling
_ensure_day, so an exhausted player who returned the next day was still
blocked until they happened to re-join.
"""
clk = _MutableClock(utc(2026, 6, 12, 23, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brandr")
player = game.players["Brandr"]
player.x, player.y = 35, 25 # forest_near zone: an encounter is available
player.turns_left = 0 # spent for the day
daily = game.world.settings.daily_turns
clk.moment = utc(2026, 6, 13, 0, 5) # cross UTC midnight, no re-join
out = game.action("Brandr", "fight", "", "")
assert "spent for today" not in out.lower() # the fresh day let the fight run
assert player.turns_left == daily - 1 # reset to full, then one spent
assert player.xp > 0
assert f"/{daily} ]" in out # footer shows the refreshed budget
def test_descend_refreshes_budget_across_midnight(tmp_path: Path) -> None:
"""Descending on a new UTC day resets the budget without re-joining."""
clk = _MutableClock(utc(2026, 6, 12, 23, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Hero")
player = game.players["Hero"]
# Overwhelming stats so the gauntlet itself never bounces the player.
player.level, player.atk, player.def_ = 20, 200, 100
player.hp = player.max_hp = 500
player.mode = Mode.MENU
player.at_location = "dungeon"
player.turns_left = 0
daily = game.world.settings.daily_turns
clk.moment = utc(2026, 6, 13, 0, 5)
out = game.action("Hero", "descend", "", "")
assert "too weary" not in out.lower()
assert player.turns_left == daily - 1
# ---------------------------------------------------------------------------
# Input hygiene chokepoint (the _sanitize helper)
# ---------------------------------------------------------------------------
#
# Negative-test discipline (security invariant): to prove the control-char
# rejection in Game._sanitize has teeth, the implementer temporarily replaced
# its ``not cleaned.isprintable()`` clause with ``False`` (disabling the
# check) and confirmed test_join_rejects_control_char_name FAILED — the
# injected name created a player row and a public event. The clause was then
# restored. The newline-injection test below is the standing regression for
# that invariant.
def test_join_rejects_control_char_name(tmp_path: Path, clock: object) -> None:
"""A bell/control character in a name is refused with the runes line."""
game = _game(tmp_path, clock)
out = game.join("Bra\x07ndr")
assert "strange runes" in out
assert game.players == {} # no row created
assert game.events == [] # nothing persisted
def test_join_rejects_newline_name_no_persist(tmp_path: Path, clock: object) -> None:
"""An embedded newline (log-injection vector) is refused, nothing written.
The name is kept short so it is the control-char clause — not the length
clause — that rejects it; this is the standing regression for the
isprintable security invariant documented in the module docstring.
"""
game = _game(tmp_path, clock)
out = game.join("Bra\nndr") # 7 chars: well under the 24 limit
assert "strange runes" in out # the runes (bad-character) refusal, not length
# The security invariant: no player row and no event row escaped the guard.
assert game.players == {}
assert game.events == []
def test_join_rejects_overlong_name(tmp_path: Path, clock: object) -> None:
"""A 25-character name is refused with the narrow-ledger line."""
game = _game(tmp_path, clock)
out = game.join("X" * 25)
assert "ledger is narrow" in out
assert game.players == {}
def test_join_accepts_max_length_name(tmp_path: Path, clock: object) -> None:
"""A 24-character name is exactly at the limit and accepted."""
game = _game(tmp_path, clock)
name = "X" * 24
game.join(name)
assert name in game.players
def test_bestow_rejects_newline_reason_no_persist(tmp_path: Path, clock: object) -> None:
"""A newline-embedded bestow reason is refused; no event, pool unchanged."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
events_before = len(game.events)
out = game.bestow("Brandr", "heroics\nand a forged log line", 10, 0)
assert "plainly-spoken" in out
assert len(game.events) == events_before # no bestow event appended
assert player.bestow_spent == 0 # pool untouched
# ---------------------------------------------------------------------------
# Bestow: heal-only at full HP grants nothing (no empty grant persisted)
# ---------------------------------------------------------------------------
def test_bestow_heal_only_at_full_hp_refused(tmp_path: Path, clock: object) -> None:
"""A heal-only bestow at full HP applies nothing and must not persist."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
assert player.hp == player.max_hp # join starts at full health
events_before = len(game.events)
out = game.bestow("Brandr", "a quiet blessing", 0, 10)
assert "already hale" in out
assert len(game.events) == events_before # no "Fortune favours" line written
assert player.bestow_spent == 0 # nothing charged
# ---------------------------------------------------------------------------
# Descend gauntlet: survive both tiers, or bounce to spawn on the first
# ---------------------------------------------------------------------------
def test_descend_survives_full_gauntlet(tmp_path: Path, clock: object) -> None:
"""A strong player clears both tiers: two foes fought, rewards banked."""
game = _game(tmp_path, clock)
game.join("Hero")
player = game.players["Hero"]
player.level, player.atk, player.def_ = 20, 200, 100
player.hp = player.max_hp = 500
player.mode = Mode.MENU
player.at_location = "dungeon"
before_turns, before_gold, before_xp = player.turns_left, player.gold, player.xp
out = game.action("Hero", "descend", "", "")
# Both ladder rungs were fought (the tier-4 and tier-5 boss names appear).
assert "Cave Troll" in out
assert "Stone Wyrm" in out
assert player.turns_left == before_turns - 1
assert player.gold > before_gold
assert player.xp > before_xp
def test_descend_bounces_weak_player_to_spawn(tmp_path: Path, clock: object) -> None:
"""A fresh weak player falls on the first foe and wakes at the spawn."""
game = _game(tmp_path, clock)
game.join("Weakling")
player = game.players["Weakling"]
player.mode = Mode.MENU
player.at_location = "dungeon"
out = game.action("Weakling", "descend", "", "")
assert player.hp == 1
assert player.mode is Mode.TILE
assert player.at_location == ""
assert (player.x, player.y) == game.world.spawn
# Felled by the first rung; the second boss never appears.
assert "Cave Troll" in out
assert "Stone Wyrm" not in out
# ---------------------------------------------------------------------------
# Shop façade: buy / upgrade / sell / heal stat arithmetic
# ---------------------------------------------------------------------------
def test_shop_buy_upgrade_sell_heal_cycle(tmp_path: Path, clock: object) -> None:
"""Equip deltas apply once on buy/upgrade and unwind cleanly on sell."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.gold = 1000
player.mode = Mode.MENU
player.at_location = "shop"
short_sword = game.world.item_by_id("short_sword")
war_axe = game.world.item_by_id("war_axe")
starter = game.world.item_by_id(game.world.settings.starting_weapon)
assert short_sword is not None and war_axe is not None and starter is not None
starter_atk = player.atk # 3 base + rusty dagger bonus
# Buy the short sword: gold falls by its price, atk rises by the delta.
gold0 = player.gold
game.action("Brandr", "buy", "", "short_sword")
assert player.gold == gold0 - short_sword.price
assert player.atk == starter_atk + (short_sword.atk - starter.atk)
atk_with_sword = player.atk
# Upgrade to the war axe: atk reflects the difference, not a double-add.
gold1 = player.gold
game.action("Brandr", "buy", "", "war_axe")
assert player.gold == gold1 - war_axe.price
assert player.atk == atk_with_sword + (war_axe.atk - short_sword.atk)
# Sell the war axe: half-price refund, atk falls back to the starter bonus.
gold2 = player.gold
game.action("Brandr", "sell", "", "")
assert player.gold == gold2 + war_axe.price // 2
assert player.atk == starter_atk
# Heal at the shrine: HP restored, gold debited per missing point.
player.mode = Mode.MENU
player.at_location = "healer"
player.hp = player.max_hp - 5
per_hp = game.world.settings.heal_cost_per_hp
gold3 = player.gold
game.action("Brandr", "heal", "", "")
assert player.hp == player.max_hp
assert player.gold == gold3 - 5 * per_hp
def test_sell_starter_weapon_refused(tmp_path: Path, clock: object) -> None:
"""The starter blade is unsellable regardless of price (no free-gold loop)."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
assert player.weapon_id == game.world.settings.starting_weapon
player.mode = Mode.MENU
player.at_location = "shop"
gold_before = player.gold
out = game.action("Brandr", "sell", "", "")
assert "nothing worth selling" in out.lower()
assert player.gold == gold_before
# ---------------------------------------------------------------------------
# Bounded in-memory event tail (full history stays in SQLite)
# ---------------------------------------------------------------------------
def test_event_tail_is_capped_but_log_still_works(tmp_path: Path, clock: object) -> None:
"""Loading caps the resident tail; door_log still serves recent events."""
from understone.engine.log import since
from understone.game import EVENT_TAIL_KEEP
db = tmp_path / "game.db"
seed_store = Store(db)
last_id = 0
for i in range(EVENT_TAIL_KEEP + 50):
last_id = seed_store.insert_event("t", "sys", "note", f"event {i}")
seed_store.commit()
seed_store.close()
world = load_world(PACK)
game = Game(world, Store(db), clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
# Only the most recent EVENT_TAIL_KEEP events are resident in memory.
assert len(game.events) == EVENT_TAIL_KEEP
assert game.events[-1].event_id == last_id
# door_log still reports events after a recent cursor.
recent_cursor = game.events[-3].event_id
game.join("Brandr")
game.players["Brandr"].log_cursor = recent_cursor
out = game.log("Brandr")
assert "The Understone Herald" in out # broadsheet masthead
assert "since your last visit" in out
fresh, new_cursor = since(game.events, recent_cursor)
assert fresh # there are events past the cursor
assert new_cursor == game.events[-1].event_id
def test_private_mail_survives_tail_eviction(tmp_path: Path, clock: object) -> None:
"""A private note older than the resident tail is still delivered (durable mail).
Public history that falls off the in-memory tail is gone by design (the
broadsheet does not keep), but mail must not be: a note left while the
recipient was away has to surface however many public events have since
pushed it out of the tail. A third player — whose cursor also predates the
note — must still never see it, because it was never theirs.
"""
from understone.persistence import EVENT_TAIL_KEEP
db = tmp_path / "game.db"
store = Store(db)
game = Game(load_world(PACK), store, clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Scribe")
game.join("Reader")
game.join("Bystander")
# Scribe leaves Reader a private note; neither Reader nor Bystander reads it.
secret = "the cellar key is under the third barrel"
game.action("Scribe", "post", "Reader", "", secret)
# Flood the feed past the tail bound so the note is evicted from memory.
for i in range(EVENT_TAIL_KEEP + 20):
store.insert_event("t", "sys", "note", f"broadsheet filler {i}")
store.commit()
store.close()
# Reopen: only the newest tail is resident, so the note now lives in the gap.
reopened = Store(db)
revived = Game(load_world(PACK), reopened, clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
note_id = next(
e.event_id
for e in reopened.targeted_events_since("Reader", 0) # note: from SQLite, not the tail
if secret in e.text
)
assert note_id < revived.events[0].event_id # the note really is past the tail
# The recipient still sees the note, backfilled from SQLite...
reader_log = revived.log("Reader")
assert secret in reader_log
assert "While you were away" in reader_log
# ...but a third player never does, even though their cursor predates it too.
third_log = revived.log("Bystander")
assert secret not in third_log
reopened.close()