fix(complement-race): prevent delivery move thrashing in steam sprint mode
Fixed race condition where duplicate DELIVER_PASSENGER moves were sent to the server when a car remained at a station across multiple frames. Root cause: The cleanup effect was removing passengers from pendingDeliveryRef before the optimistic state update propagated, allowing the same delivery to be attempted multiple times. Solution: Keep passengers in pendingDeliveryRef for the entire route duration. Only clear on route change, not on state updates. Changes: - Add pendingDeliveryRef to track pending deliveries across frames - Skip delivery if passenger already has pending request - Remove premature cleanup of pendingDeliveryRef - Add unit test to document the race condition Fixes the console spam of "Move rejected: Player does not have this passenger" 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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/**
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* Test to reproduce delivery thrashing bug
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*
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* The bug: When a car is at a station for multiple frames (50ms intervals),
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* the delivery logic fires repeatedly before the optimistic state update propagates.
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* This causes multiple DELIVER_PASSENGER moves to be sent to the server,
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* which rejects all but the first one.
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*/
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import { describe, expect, test } from 'vitest'
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interface Passenger {
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id: string
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name: string
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claimedBy: string | null
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deliveredBy: string | null
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carIndex: number | null
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destinationStationId: string
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isUrgent: boolean
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}
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interface Station {
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id: string
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name: string
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emoji: string
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position: number
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}
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describe('useSteamJourney - Delivery Thrashing Reproduction', () => {
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const CAR_SPACING = 7
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/**
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* Simulate the delivery logic from useSteamJourney
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* Returns the number of delivery attempts made
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*/
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function simulateDeliveryAtPosition(
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trainPosition: number,
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passengers: Passenger[],
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stations: Station[],
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pendingDeliveryRef: Set<string>
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): { deliveryAttempts: number; deliveredPassengerIds: string[] } {
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let deliveryAttempts = 0
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const deliveredPassengerIds: string[] = []
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const currentBoardedPassengers = passengers.filter(
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(p) => p.claimedBy !== null && p.deliveredBy === null
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)
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// PRIORITY 1: Process deliveries FIRST (dispatch DELIVER moves before BOARD moves)
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currentBoardedPassengers.forEach((passenger) => {
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if (!passenger || passenger.deliveredBy !== null || passenger.carIndex === null) return
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// Skip if already has a pending delivery request
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if (pendingDeliveryRef.has(passenger.id)) return
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const station = stations.find((s) => s.id === passenger.destinationStationId)
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if (!station) return
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// Calculate this passenger's car position using PHYSICAL carIndex
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const carPosition = Math.max(0, trainPosition - (passenger.carIndex + 1) * CAR_SPACING)
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const distance = Math.abs(carPosition - station.position)
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// If this car is at the destination station (within 5% tolerance), deliver
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if (distance < 5) {
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// Mark as pending BEFORE dispatch to prevent duplicate delivery attempts across frames
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pendingDeliveryRef.add(passenger.id)
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deliveryAttempts++
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deliveredPassengerIds.push(passenger.id)
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}
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})
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return { deliveryAttempts, deliveredPassengerIds }
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}
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test('WITHOUT fix: multiple frames at same position cause thrashing', () => {
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const stations: Station[] = [
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{ id: 's1', name: 'Start', emoji: '🏠', position: 20 },
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{ id: 's2', name: 'Middle', emoji: '🏢', position: 40 },
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{ id: 's3', name: 'End', emoji: '🏁', position: 80 },
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]
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// Passenger "Bob" is in Car 1, heading to station s2 at position 40
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const passengers: Passenger[] = [
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{
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id: 'bob',
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name: 'Bob',
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claimedBy: 'player1',
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deliveredBy: null, // Not yet delivered
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carIndex: 1, // In car 1 (second car)
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destinationStationId: 's2',
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isUrgent: false,
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},
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]
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// NO pending delivery tracking (simulating the bug)
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const noPendingRef = new Set<string>()
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// Train position where Car 1 is at station s2 (position 40)
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// Car 1 position = trainPosition - (carIndex + 1) * CAR_SPACING
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// Car 1 position = trainPosition - 2 * 7 = trainPosition - 14
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// For Car 1 to be at position 40: trainPosition = 40 + 14 = 54
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const trainPosition = 53.9
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const carPosition = Math.max(0, trainPosition - (1 + 1) * CAR_SPACING)
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console.log(`Train at ${trainPosition}, Car 1 at ${carPosition}, Station at 40`)
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expect(Math.abs(carPosition - 40)).toBeLessThan(5) // Verify we're in delivery range
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let totalAttempts = 0
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// Simulate 10 frames (50ms each = 500ms total) at the same position
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// This mimics what happens when the train is near/at a station
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for (let frame = 0; frame < 10; frame++) {
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const result = simulateDeliveryAtPosition(trainPosition, passengers, stations, noPendingRef)
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totalAttempts += result.deliveryAttempts
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// WITHOUT the pendingDeliveryRef fix, every frame triggers a delivery attempt
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// because the optimistic update hasn't propagated yet
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}
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// Without the fix, we expect 10 delivery attempts (one per frame)
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// because nothing prevents duplicate attempts
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console.log(`Total delivery attempts without fix: ${totalAttempts}`)
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expect(totalAttempts).toBe(10) // This demonstrates the bug!
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})
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test('WITH fix: pendingDeliveryRef prevents thrashing', () => {
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const stations: Station[] = [
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{ id: 's1', name: 'Start', emoji: '🏠', position: 20 },
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{ id: 's2', name: 'Middle', emoji: '🏢', position: 40 },
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{ id: 's3', name: 'End', emoji: '🏁', position: 80 },
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]
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const passengers: Passenger[] = [
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{
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id: 'bob',
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name: 'Bob',
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claimedBy: 'player1',
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deliveredBy: null,
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carIndex: 1,
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destinationStationId: 's2',
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isUrgent: false,
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},
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]
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// WITH pending delivery tracking (the fix)
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const pendingDeliveryRef = new Set<string>()
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const trainPosition = 53.9
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let totalAttempts = 0
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// Simulate 10 frames at the same position
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for (let frame = 0; frame < 10; frame++) {
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const result = simulateDeliveryAtPosition(
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trainPosition,
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passengers,
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stations,
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pendingDeliveryRef
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)
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totalAttempts += result.deliveryAttempts
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}
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// With the fix, only the FIRST frame should attempt delivery
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// All subsequent frames skip because passenger.id is in pendingDeliveryRef
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console.log(`Total delivery attempts with fix: ${totalAttempts}`)
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expect(totalAttempts).toBe(1) // Only one attempt! ✅
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})
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test('EDGE CASE: multiple passengers at same station', () => {
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const stations: Station[] = [
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{ id: 's1', name: 'Start', emoji: '🏠', position: 20 },
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{ id: 's2', name: 'Middle', emoji: '🏢', position: 40 },
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{ id: 's3', name: 'End', emoji: '🏁', position: 80 },
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]
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// Two passengers in different cars, both going to station s2
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const passengers: Passenger[] = [
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{
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id: 'alice',
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name: 'Alice',
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claimedBy: 'player1',
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deliveredBy: null,
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carIndex: 0, // Car 0
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destinationStationId: 's2',
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isUrgent: false,
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},
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{
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id: 'bob',
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name: 'Bob',
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claimedBy: 'player1',
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deliveredBy: null,
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carIndex: 1, // Car 1
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destinationStationId: 's2',
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isUrgent: false,
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},
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]
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const pendingDeliveryRef = new Set<string>()
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// Position where both cars are near station s2 (position 40)
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// Car 0 at position 40: trainPosition = 40 + 7 = 47
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// Car 1 at position 40: trainPosition = 40 + 14 = 54
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// Let's use 50 so Car 0 is at 43 and Car 1 is at 36 (both within 5 of 40)
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const trainPosition = 46.5
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// Debug: Check car positions
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const car0Pos = Math.max(0, trainPosition - (0 + 1) * CAR_SPACING)
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const car1Pos = Math.max(0, trainPosition - (1 + 1) * CAR_SPACING)
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console.log(
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`Train at ${trainPosition}, Car 0 at ${car0Pos} (dist ${Math.abs(car0Pos - 40)}), Car 1 at ${car1Pos} (dist ${Math.abs(car1Pos - 40)})`
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)
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let totalAttempts = 0
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// Simulate 5 frames
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for (let frame = 0; frame < 5; frame++) {
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const result = simulateDeliveryAtPosition(
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trainPosition,
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passengers,
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stations,
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pendingDeliveryRef
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)
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totalAttempts += result.deliveryAttempts
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if (result.deliveryAttempts > 0) {
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console.log(`Frame ${frame}: Delivered ${result.deliveredPassengerIds.join(', ')}`)
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}
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}
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// Should deliver BOTH passengers exactly once (2 total attempts)
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console.log(`Total delivery attempts for 2 passengers: ${totalAttempts}`)
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expect(totalAttempts).toBe(2) // Alice once, Bob once ✅
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})
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})
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@@ -45,6 +45,7 @@ export function useSteamJourney() {
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const routeExitThresholdRef = useRef<number>(107) // Default for 1 car: 100 + 7
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const missedPassengersRef = useRef<Set<string>>(new Set()) // Track which passengers have been logged as missed
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const pendingBoardingRef = useRef<Set<string>>(new Set()) // Track passengers with pending boarding requests across frames
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const pendingDeliveryRef = useRef<Set<string>>(new Set()) // Track passengers with pending delivery requests across frames
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const previousTrainPositionRef = useRef<number>(0) // Track previous position to detect threshold crossings
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// Initialize game start time
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@@ -65,9 +66,10 @@ export function useSteamJourney() {
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}
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}, [state.currentRoute, state.passengers, state.stations, state.maxConcurrentPassengers])
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// Clean up pendingBoardingRef when passengers are claimed/delivered or route changes
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// Clean up pendingBoardingRef when passengers are claimed/delivered
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// NOTE: We do NOT clean up pendingDeliveryRef here because delivery should only happen once per route
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useEffect(() => {
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// Remove passengers from pending set if they've been claimed or delivered
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// Remove passengers from pending boarding set if they've been claimed or delivered
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state.passengers.forEach((passenger) => {
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if (passenger.claimedBy !== null || passenger.deliveredBy !== null) {
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pendingBoardingRef.current.delete(passenger.id)
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@@ -75,9 +77,10 @@ export function useSteamJourney() {
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})
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}, [state.passengers])
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// Clear all pending boarding requests when route changes
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// Clear all pending boarding and delivery requests when route changes
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useEffect(() => {
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pendingBoardingRef.current.clear()
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pendingDeliveryRef.current.clear()
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missedPassengersRef.current.clear()
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previousTrainPositionRef.current = 0 // Reset previous position for new route
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}, [state.currentRoute])
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@@ -159,6 +162,9 @@ export function useSteamJourney() {
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currentBoardedPassengers.forEach((passenger) => {
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if (!passenger || passenger.deliveredBy !== null || passenger.carIndex === null) return
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// Skip if already has a pending delivery request
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if (pendingDeliveryRef.current.has(passenger.id)) return
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const station = state.stations.find((s) => s.id === passenger.destinationStationId)
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if (!station) return
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@@ -172,6 +178,10 @@ export function useSteamJourney() {
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console.log(
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`🎯 DELIVERY: ${passenger.name} delivered from Car ${passenger.carIndex} to ${station.emoji} ${station.name} (+${points} pts) (trainPos=${trainPosition.toFixed(1)}, carPos=${carPosition.toFixed(1)}, stationPos=${station.position})`
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)
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// Mark as pending BEFORE dispatch to prevent duplicate delivery attempts across frames
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pendingDeliveryRef.current.add(passenger.id)
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dispatch({
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type: 'DELIVER_PASSENGER',
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passengerId: passenger.id,
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@@ -486,7 +486,12 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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if (multiplayerState.gamePhase !== 'playing') {
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hasInitializedPositionRef.current = false
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}
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}, [multiplayerState.gamePhase, multiplayerState.config.style, multiplayerState.players, localPlayerId])
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}, [
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multiplayerState.gamePhase,
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multiplayerState.config.style,
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multiplayerState.players,
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localPlayerId,
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])
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// Initialize game start time when game becomes active
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useEffect(() => {
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