feedback7 G-TOOLS: SP_VERIFY re-runs slice work in the existing 8 ms budget instead of blocking the event loop (PR #352 by @siruimei07)

Applied as-is. All-mode verification runs the existing HeadlessJob in headlessSliceMs slices (8 ms on a real scheduler; synchronous when that value is not finite, including the virtual scheduler). The field still settles with the server digest. Sample mode still accepts the client result immediately and logs afterwards. A comparison error in all mode falls back to the server result. Dispose cancels the pending slice timer.

Tests: node --test test/match/verification-slices.test.js — 11 pass, 0 fail; node --test test/match/clientCombat.test.js test/match/clientCombat-review.test.js — 39 pass, 0 fail.
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siruimei07 authored and sganggs committed 2026-10-08 18:47:53 +08:00
1 parent 8597b66df3
commit a2a3f52418
4 files changed
+317 -32

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+2 -2
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@@ -106,7 +106,7 @@
// (g.bandFocus → timeoutBand); g.unitStats answers m.unitStats: the stats the board's units start their next battle with. // (g.bandFocus → timeoutBand); g.unitStats answers m.unitStats: the stats the board's units start their next battle with.
// opts.clientCombat default true (env SP_COMBAT=server → false: the legacy server-run + snapshot streaming mode) // opts.clientCombat default true (env SP_COMBAT=server → false: the legacy server-run + snapshot streaming mode)
// opts.verify 'off' | 'sample' | 'all' (env SP_VERIFY, default 'off'): re-simulate accepted client results // opts.verify 'off' | 'sample' | 'all' (env SP_VERIFY, default 'off'): re-simulate accepted client results
// ('sample': ~1 in 8, in a later callback, mismatches logged; 'all': before accepting — the // ('sample': ~1 in 8, in later slices, mismatches logged; 'all': before accepting — the
// server's result wins on a mismatch) // server's result wins on a mismatch)
// //
// Engine-only extra options (tests / tools; the lobby never passes them): // Engine-only extra options (tests / tools; the lobby never passes them):
@@ -121,7 +121,7 @@
// opts.botSliceMs wall-clock ms of rehearsal per scheduler callback (default 8 with a real scheduler, unbounded // opts.botSliceMs wall-clock ms of rehearsal per scheduler callback (default 8 with a real scheduler, unbounded
// with a virtual one); the rest runs in later callbacks (scheduleBotPrep) // with a virtual one); the rest runs in later callbacks (scheduleBotPrep)
// opts.headlessSliceMs wall-clock ms per callback of a server-run normal / 联防 field (client-side combat: bots, // opts.headlessSliceMs wall-clock ms per callback of a server-run normal / 联防 field (client-side combat: bots,
// takeovers; default 8 with a real scheduler, at once with a virtual one) // takeovers, result verification; default 8 with a real scheduler, at once with a virtual one)
// Seats may be all bots (tools/matchrun.mjs); the lobby always has ≥ 1 human. // Seats may be all bots (tools/matchrun.mjs); the lobby always has ≥ 1 human.
// //
// Diagnostics: m.errors / m.errorCount (engine), m.dispatcher.errors / .errorsByKey (meta handlers), m.simErrors // Diagnostics: m.errors / m.errorCount (engine), m.dispatcher.errors / .errorsByKey (meta handlers), m.simErrors
+5 -3
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@@ -24,8 +24,9 @@ export class MatchClientCombat {
_clearFieldTimers(f) { _clearFieldTimers(f) {
if (!f || !f.cc) return; if (!f || !f.cc) return;
for (const k of ['deadlineTimer', 'doneTimer', 'waitTimer', 'sliceTimer']) if (f[k]) { this.cancel(f[k]); f[k] = null; } for (const k of ['deadlineTimer', 'doneTimer', 'waitTimer', 'sliceTimer', 'verifyTimer']) if (f[k]) { this.cancel(f[k]); f[k] = null; }
f.job = null; f.job = null;
f.verifyJob = null;
} }
/** A client-combat field record: the JSON BattleSpec of its Battle options plus the authority / result state. */ /** A client-combat field record: the JSON BattleSpec of its Battle options plus the authority / result state. */
@@ -84,7 +85,7 @@ export class MatchClientCombat {
return { return {
t: 'b.start', battleId: f.battleId, fieldId: f.fieldId, kind: f.kind, t: 'b.start', battleId: f.battleId, fieldId: f.fieldId, kind: f.kind,
spec: this.spectators.has(pid) ? this._spectatorSpec(f) : f.spec, spec: this.spectators.has(pid) ? this._spectatorSpec(f) : f.spec,
authoritative: !!(!f.done && f.mode === 'client' && f.authority === pid && !watch), authoritative: !!(!f.done && !f.verifyJob && f.mode === 'client' && f.authority === pid && !watch),
startAt: f.startAt, serverNow: this.sched.now(), elapsed: Math.round(this._fieldElapsed(f) * 1000) / 1000, startAt: f.startAt, serverNow: this.sched.now(), elapsed: Math.round(this._fieldElapsed(f) * 1000) / 1000,
speed: this.gameSpeed, watch: !!watch, done: !!f.done, speed: this.gameSpeed, watch: !!watch, done: !!f.done,
}; };
@@ -121,6 +122,7 @@ export class MatchClientCombat {
/** A client field's result deadline: its time limit on the field clock + RESULT_GRACE_MS (then the server takes over). */ /** A client field's result deadline: its time limit on the field clock + RESULT_GRACE_MS (then the server takes over). */
_armDeadline(f) { _armDeadline(f) {
if (f.deadlineTimer) { this.cancel(f.deadlineTimer); f.deadlineTimer = null; } if (f.deadlineTimer) { this.cancel(f.deadlineTimer); f.deadlineTimer = null; }
if (f.verifyJob) return;
const lim = f.spec.timeLimit > 0 ? f.spec.timeLimit : 60; const lim = f.spec.timeLimit > 0 ? f.spec.timeLimit : 60;
const at = f.startAt + Math.round((lim / this.gameSpeed) * 1000) + RESULT_GRACE_MS; const at = f.startAt + Math.round((lim / this.gameSpeed) * 1000) + RESULT_GRACE_MS;
f.deadlineTimer = this.later(Math.max(0, at - this.sched.now()), () => { f.deadlineTimer = this.later(Math.max(0, at - this.sched.now()), () => {
@@ -225,7 +227,7 @@ export class MatchClientCombat {
/** An authoritative human disconnected / left: normal & 联防 fields → server takeover; boss → the partner or the server. */ /** An authoritative human disconnected / left: normal & 联防 fields → server takeover; boss → the partner or the server. */
_authorityLost(ps, why) { _authorityLost(ps, why) {
for (const f of this.fields) { for (const f of this.fields) {
if (!f.cc || f.done || f.mode !== 'client' || f.authority !== ps.playerId) continue; if (!f.cc || f.done || f.verifyJob || f.mode !== 'client' || f.authority !== ps.playerId) continue;
if (f.kind === 'boss' || f.kind === 'hidden') this._bossHandover(f, why); if (f.kind === 'boss' || f.kind === 'hidden') this._bossHandover(f, why);
else this._runOnServer(f, why); else this._runOnServer(f, why);
} }
+61 -27
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@@ -5,7 +5,7 @@
// Installed on Match.prototype by server/match/Match.js (a method container: never instantiated; `this` is the match). // Installed on Match.prototype by server/match/Match.js (a method container: never instantiated; `this` is the match).
import { ERR } from '../../../shared/constants.js'; import { ERR } from '../../../shared/constants.js';
import { runHeadless, syntheticResult, validateClientResult, HARD_CAP_SECONDS } from '../fields.js'; import { HeadlessJob, syntheticResult, validateClientResult, HARD_CAP_SECONDS } from '../fields.js';
import { resultDigest, compactResult as compactForVerify } from '../../sim/spec.js'; import { resultDigest, compactResult as compactForVerify } from '../../sim/spec.js';
import { OK, fail } from './common.js'; import { OK, fail } from './common.js';
@@ -18,7 +18,7 @@ export class MatchReports {
_onProgress(ps, msg) { _onProgress(ps, msg) {
if (!this.clientCombat) return fail(ERR.WRONG_PHASE, 'server-run combat'); if (!this.clientCombat) return fail(ERR.WRONG_PHASE, 'server-run combat');
const f = this._fieldByBattle(msg.battleId); const f = this._fieldByBattle(msg.battleId);
if (!f || f.done || f.mode !== 'client' || f.authority !== ps.playerId) return OK; if (!f || f.done || f.verifyJob || f.mode !== 'client' || f.authority !== ps.playerId) return OK;
const p = f.progress; const p = f.progress;
const maxTotal = Math.max(p.total, (f.spec.spawns.length + 1) * 400); const maxTotal = Math.max(p.total, (f.spec.spawns.length + 1) * 400);
p.gt = Math.max(p.gt, Math.min(Number(msg.gt) || 0, HARD_CAP_SECONDS)); p.gt = Math.max(p.gt, Math.min(Number(msg.gt) || 0, HARD_CAP_SECONDS));
@@ -46,7 +46,7 @@ export class MatchReports {
_onResult(ps, msg) { _onResult(ps, msg) {
if (!this.clientCombat) return fail(ERR.WRONG_PHASE, 'server-run combat'); if (!this.clientCombat) return fail(ERR.WRONG_PHASE, 'server-run combat');
const f = this._fieldByBattle(msg.battleId); const f = this._fieldByBattle(msg.battleId);
if (!f || f.done || f.heldResult || f.mode !== 'client' || f.authority !== ps.playerId) return OK; if (!f || f.done || f.heldResult || f.verifyJob || f.mode !== 'client' || f.authority !== ps.playerId) return OK;
const bossLike = f.kind === 'boss' || f.kind === 'hidden'; const bossLike = f.kind === 'boss' || f.kind === 'hidden';
const v = validateClientResult(f.spec, msg.result, { gd: this.gd }); const v = validateClientResult(f.spec, msg.result, { gd: this.gd });
if (!v.ok) { if (!v.ok) {
@@ -57,7 +57,7 @@ export class MatchReports {
else this._runOnServer(f, 'invalid'); else this._runOnServer(f, 'invalid');
return OK; return OK;
} }
let result = v.result; const result = v.result;
if (bossLike) { if (bossLike) {
// the final b.progress normally carried everything; the result's per-player damage is a lower bound // the final b.progress normally carried everything; the result's per-player damage is a lower bound
const by = {}; const by = {};
@@ -91,13 +91,15 @@ export class MatchReports {
return OK; return OK;
} }
this._bossResultDamage(f, result); this._bossResultDamage(f, result);
} else {
result = this._verifyResult(f, result);
} }
f.result = result; const accept = (verified) => {
f.resultSource = 'client'; f.result = verified;
this._fieldDone(f); f.resultSource = 'client';
if (bossLike) { this._checkFinalEnd(); this._broadcastPool(false); } this._fieldDone(f);
if (bossLike) { this._checkFinalEnd(); this._broadcastPool(false); }
};
if (bossLike) accept(result);
else this._verifyResult(f, result, accept);
return OK; return OK;
} }
@@ -107,27 +109,59 @@ export class MatchReports {
} }
/** /**
* SP_VERIFY: re-simulate an accepted client result ('all': now, the server's result wins on a mismatch; 'sample': * SP_VERIFY: re-simulate in headless slices. 'all' waits before accepting (the server wins on a mismatch);
* ~1 battle in 8 in a later callback, mismatches are only logged). * 'sample' accepts immediately and only logs differences for ~1 battle in 8, even after the field's phase ends.
*/ */
_verifyResult(f, result) { _verifyResult(f, result, accept) {
if (this.verifyMode === 'off') return result; if (this.verifyMode === 'off') { accept(result); return; }
const check = () => { const required = this.verifyMode === 'all';
const run = runHeadless(this._specBattle(f.spec), { players: f.players }); const start = () => {
const mine = validateClientResult(f.spec, compactForVerify(run.result), { gd: this.gd }); const job = new HeadlessJob(this._specBattle(f.spec), { players: f.players, onError: (e) => this.reportError('verify', e) });
const server = mine.ok ? mine.result : run.result; if (required) {
this.verifyStats.checked++; // The result has arrived: duplicate reports, disconnects and the old deadline must not start another run.
if (resultDigest(server).hash !== resultDigest(result).hash) { f.verifyJob = job;
this.verifyStats.mismatches++; this.cancel(f.deadlineTimer);
this.log.warn?.(`[match ${this.roomCode}] ${f.fieldId}: client result differs from the server's simulation`); f.deadlineTimer = null;
return server; f.rearmDeadline = false;
} }
return null; const schedule = () => {
const timer = this.later(0, slice);
if (required) f.verifyTimer = timer;
};
const slice = () => {
if (required) f.verifyTimer = null;
if (this.disposed || this.ended) return;
if (required && (f.verifyJob !== job || f.done || f.mode !== 'client' || !this.fields.includes(f))) return;
let verified = result;
try {
if (!job.run(this.headlessSliceMs)) { schedule(); return; }
const run = job.output();
const mine = validateClientResult(f.spec, compactForVerify(run.result), { gd: this.gd });
const server = mine.ok ? mine.result : run.result;
this.verifyStats.checked++;
if (resultDigest(server).hash !== resultDigest(result).hash) {
this.verifyStats.mismatches++;
this.log.warn?.(`[match ${this.roomCode}] ${f.fieldId}: client result differs from the server's simulation`);
verified = server;
}
} catch (e) {
this.reportError('verify', e);
if (required) {
this._clearFieldTimers(f);
this._runOnServer(f, 'verify-error');
}
return;
}
if (required) { f.verifyJob = null; accept(verified); }
};
if (Number.isFinite(this.headlessSliceMs)) schedule();
else slice(); // Virtual schedulers retain their synchronous fast path.
}; };
if (this.verifyMode === 'all') return check() || result; if (required) { start(); return; }
let h = 0; let h = 0;
for (let i = 0; i < f.battleId.length; i++) h = (h * 31 + f.battleId.charCodeAt(i)) >>> 0; for (let i = 0; i < f.battleId.length; i++) h = (h * 31 + f.battleId.charCodeAt(i)) >>> 0;
if (h % 8 === 0) this.later(0, () => { try { check(); } catch (e) { this.reportError('verify', e); } }); // Sample jobs use only match-level timers: field completion must not cancel the diagnostic work.
return result; if (h % 8 === 0) this.later(0, start);
accept(result);
} }
} }
+249
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@@ -0,0 +1,249 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { setTimeout as pause } from 'node:timers/promises';
import { PHASE } from '../../shared/constants.js';
import { runHeadless, validateClientResult, RESULT_GRACE_MS } from '../../server/match/fields.js';
import { RealScheduler } from '../../server/match/scheduler.js';
import { compactResult, createBattleFromSpec, resultDigest } from '../../server/sim/spec.js';
import { makeMatch } from './harness.js';
const SLICE_MS = 0.000001;
function combat(t, verify = 'all', options = {}) {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 0, seed: 345, clientCombat: true,
clients: false, verify, headlessSliceMs: SLICE_MS, timerScale: 0, ...options });
t.after(() => h.m.dispose());
h.start();
assert.ok(h.drive(() => h.m.phase === PHASE.COMBAT));
return h;
}
function results(h, f) {
const run = runHeadless(createBattleFromSpec(f.spec, h.m.ds, { recordEvents: false, quiet: true }), { players: f.players });
const checked = validateClientResult(f.spec, compactResult(run.result), { gd: h.m.gd });
assert.ok(checked.ok, checked.reason);
const server = checked.result;
assert.ok(server.perPlayer.p_0.leaked.length > 0, 'the empty board leaks real enemies');
const forged = structuredClone(server);
forged.killed = forged.total;
Object.assign(forged.perPlayer.p_0, { leaked: [], perfect: true, killed: forged.perPlayer.p_0.total });
const plausible = validateClientResult(f.spec, forged, { gd: h.m.gd });
assert.ok(plausible.ok, plausible.reason);
return { server, forged: plausible.result };
}
function report(h, f, result) {
assert.deepEqual(h.m.handle('p_0', { t: 'b.result', battleId: f.battleId, result }), { ok: true });
}
function observeSimulation(m, onStep = () => {}) {
const seen = { battles: 0, steps: 0 };
const create = m._specBattle.bind(m);
m._specBattle = (...args) => {
const battle = create(...args);
seen.battles++;
const step = battle.step.bind(battle);
battle.step = (...stepArgs) => {
const result = step(...stepArgs);
seen.steps++;
onStep(battle, seen);
return result;
};
return battle;
};
return seen;
}
test('all verification yields between slices and settles with the synchronous server digest', (t) => {
const h = combat(t);
const m = h.m;
const f = m.fields[0];
const { server, forged } = results(h, f);
let between = null;
const seen = observeSimulation(m, (battle, state) => {
if (state.steps === 1) h.sched.setTimeout(() => {
between = { steps: state.steps, finished: battle.finished, checked: m.verifyStats.checked, done: f.done };
}, 0);
});
report(h, f, forged);
assert.equal(seen.steps, 0, 'report handling schedules simulation without stepping it');
assert.equal(f.done, false, 'the result awaits verification');
assert.equal(m.lastResults.has('p_0'), false, 'settlement cannot consume the unverified report');
assert.ok(h.run(() => m.verifyStats.checked === 1));
assert.ok(between && between.steps > 0, 'an unrelated timer runs after simulation starts');
assert.deepEqual([between.finished, between.checked, between.done], [false, 0, false], 'the timer runs between unfinished slices');
assert.equal(resultDigest(f.result).hash, resultDigest(server).hash, 'sliced verification matches synchronous simulation');
assert.equal(m.verifyStats.mismatches, 1);
assert.equal(m.verifyStats.rejected, 0, 'the forgery passes plausibility validation');
h.runToPhase(PHASE.SETTLE);
assert.deepEqual(m.lastResults.get('p_0').leaked, server.perPlayer.p_0.leaked);
assert.equal(m.errorCount, 0);
});
for (const verify of ['all', 'sample']) {
test(`${verify} verification lets an unrelated real timer run between battle slices`, async (t) => {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 0, seed: 345, clientCombat: true,
clients: false, verify, headlessSliceMs: SLICE_MS, timerScale: 0 });
const m = h.m;
// Install the real scheduler before start, while the harness has no queued timers.
const scheduler = new RealScheduler();
m.sched = scheduler;
t.after(() => { m.dispose(); scheduler.dispose(); });
const waitFor = async (predicate) => {
const deadline = Date.now() + 10000;
while (!predicate() && Date.now() < deadline) await pause(1);
assert.ok(predicate(), `timed out in phase ${m.phase}`);
};
h.autoHumans().start();
await waitFor(() => m.phase === PHASE.COMBAT);
const f = m.fields[0];
const result = compactResult(runHeadless(createBattleFromSpec(f.spec, m.ds, { recordEvents: false, quiet: true }), { players: f.players }).result);
let between = null;
observeSimulation(m, (battle, seen) => {
if (seen.steps === 1) setTimeout(() => {
between = { steps: seen.steps, finished: battle.finished, checked: m.verifyStats.checked, done: f.done };
}, 0);
});
report(h, f, result);
await waitFor(() => between !== null);
assert.ok(between.steps > 0, 'the timer was scheduled by the first actual battle step');
assert.deepEqual([between.finished, between.checked, between.done], [false, 0, verify === 'sample'], 'Node executes the timer while verification is unfinished');
await waitFor(() => m.verifyStats.checked === 1);
assert.equal(resultDigest(f.result).hash, resultDigest(result).hash);
assert.equal(m.verifyStats.mismatches, 0);
assert.equal(m.errorCount, 0);
});
}
test('duplicate reports during all verification start one simulation and settle once', (t) => {
const h = combat(t);
const m = h.m;
const f = m.fields[0];
const { forged } = results(h, f);
const seen = observeSimulation(m);
let settlements = 0;
const settle = m.settle.bind(m);
m.settle = (...args) => { settlements++; return settle(...args); };
report(h, f, forged);
assert.equal(f.done, false, 'the duplicate arrives while verification is pending');
report(h, f, forged);
assert.ok(h.run(() => seen.steps > 0));
report(h, f, forged);
h.runToPhase(PHASE.SETTLE);
report(h, f, forged);
assert.equal(seen.battles, 1);
assert.equal(m.verifyStats.checked, 1);
assert.equal(m.verifyStats.mismatches, 1);
assert.equal(settlements, 1);
});
test('sample verification keeps the accepted result and finishes after the phase changes', (t) => {
// Seed 345 selects the first field for sampling; zero phase delays let settlement overtake verification.
const h = combat(t, 'sample');
const m = h.m;
const f = m.fields[0];
const { forged } = results(h, f);
const seen = observeSimulation(m);
report(h, f, forged);
assert.equal(f.done, true, 'sampling accepts the report immediately');
assert.equal(seen.steps, 0);
h.runToPhase(PHASE.SETTLE);
assert.equal(m.verifyStats.checked, 0, 'the sampled battle is still running after settlement');
assert.ok(h.run(() => m.verifyStats.checked === 1));
assert.equal(m.verifyStats.mismatches, 1);
assert.equal(resultDigest(f.result).hash, resultDigest(forged).hash);
assert.deepEqual(m.lastResults.get('p_0').leaked, [], 'sampling never replaces the accepted result');
assert.ok(h.logs.warn.some((line) => line.includes('client result differs')));
assert.equal(m.errorCount, 0);
});
for (const event of ['disconnect and reconnect', 'expired deadline']) {
test(`pending all verification does not restart simulation after ${event}`, (t) => {
const h = combat(t);
const m = h.m;
const f = m.fields[0];
const { forged } = results(h, f);
const seen = observeSimulation(m);
// Leave an already-due deadline callback queued when the result arrives.
if (event === 'expired deadline') h.sched.t += f.spec.timeLimit / m.gameSpeed * 1000 + RESULT_GRACE_MS + 1;
report(h, f, forged);
assert.equal(f.done, false);
if (event === 'disconnect and reconnect') {
m.onDisconnect('p_0');
m.onReconnect('p_0');
assert.equal(h.lastTo('p_0', 'b.start').authoritative, false, 'reconnect does not request a second result');
}
h.runToPhase(PHASE.SETTLE);
assert.equal(seen.battles, 1);
assert.equal(m.verifyStats.takeovers, 0, 'a received result no longer needs a client authority');
assert.equal(m.verifyStats.checked, 1);
assert.equal(m.verifyStats.mismatches, 1);
});
}
test('resuming a solo pause does not rearm a result deadline while verification is pending', (t) => {
const h = combat(t, 'all', { mode: 'solo' });
const m = h.m;
const f = m.fields[0];
const { forged } = results(h, f);
const seen = observeSimulation(m);
assert.deepEqual(m.handle('p_0', { t: 'g.pause', on: true }), { ok: true });
report(h, f, forged);
assert.equal(f.done, false);
assert.deepEqual(m.handle('p_0', { t: 'g.pause', on: false }), { ok: true });
h.sched.t += f.spec.timeLimit / m.gameSpeed * 1000 + RESULT_GRACE_MS + 1;
h.runToPhase(PHASE.SETTLE);
assert.equal(seen.battles, 1);
assert.equal(m.verifyStats.takeovers, 0);
assert.equal(m.verifyStats.checked, 1);
});
test('a verification comparison error falls back to a server result and completes the field', (t) => {
const h = combat(t);
const m = h.m;
const f = m.fields[0];
const { server, forged } = results(h, f);
const seen = observeSimulation(m);
const create = m._specBattle.bind(m);
m._specBattle = (...args) => {
const battle = create(...args);
if (seen.battles === 1) {
const result = battle.result.bind(battle);
battle.result = () => {
const out = result();
Object.defineProperty(out.perPlayer.p_0, 'unitStats', { get() { throw new Error('verification result cannot be normalized'); } });
return out;
};
}
return battle;
};
report(h, f, forged);
h.runToPhase(PHASE.SETTLE);
assert.equal(seen.battles, 2, 'the failed comparison is followed by one independent server run');
assert.equal(f.resultSource, 'server');
assert.equal(resultDigest(f.result).hash, resultDigest(server).hash, 'fallback never accepts the forged result');
assert.equal(m.errorCount, 1);
assert.ok(h.logs.error.some((line) => line.includes('verification result cannot be normalized')));
assert.deepEqual(h.sched.errors, []);
});
for (const verify of ['all', 'sample']) {
test(`dispose stops pending ${verify} verification without later completion`, (t) => {
const h = combat(t, verify, { timerScale: 1 });
const m = h.m;
const f = m.fields[0];
const { forged } = results(h, f);
const seen = observeSimulation(m);
report(h, f, forged);
assert.ok(h.run(() => seen.steps > 0));
assert.equal(m.verifyStats.checked, 0, 'dispose interrupts an unfinished verification');
m.dispose();
const steps = seen.steps;
h.sched.runAll({ maxSteps: 10000 });
assert.equal(seen.steps, steps, 'no further battle steps execute');
assert.equal(m.verifyStats.checked, 0);
assert.equal(m.verifyStats.mismatches, 0);
assert.equal(f.done, verify === 'sample');
assert.equal(m.errorCount, 0);
});
}