THE SYMPTOM: "after a game ends I push LAUNCH and nothing happens until I reset
the session entirely or reboot the console." The operator also observed the
mirror image, which is the tell: with a STABLE group, relaunching worked fine
several times in a row.
ROOT CAUSE. Two gates, both all-or-nothing, and a UI latch that agreed with
them:
* btconsole.py: the manual LAUNCH branch is guarded on `launches_sent == 0`,
but a finished mission leaves it at 2. The only paths back to 0 were
_check_launch_gate (needs EVERY seat of the last round to re-ACK) and
_maybe_reset_round (needs EVERY pod gone). A games night lives between
those -- most pods rejoin, one player closes their window. Worse, the
"not all seats filled" diagnostic sits INSIDE the `launches_sent == 0`
guard, so in exactly that state NOTHING was printed.
* btoperator.py: the LAUNCH button is gated on `not monitor.launched`, and
`launched` was cleared ONLY by the two relay lines those same gates emit
("WAITING FOR OPERATOR", "round RESET"). So the button was greyed out in
precisely the wedged state -- the click was a no-op by construction.
That is why a stable group worked (everyone re-ACKs -> gate fires) and why only
a session restart recovered (fresh relay process = fresh state).
FIXES
* An explicit operator LAUNCH is now sufficient authority to start a new
round: _rearm_for_new_round() clears the finished round's state and restores
the template roster/egg, KEEPING seats/beacons/connections, so whoever is
here stays here. Triggered on a press while a round is latched.
* New `rearm`/`newround` operator command + a Re-arm button, so recovery never
needs a session restart. Proven live over the control port.
* Every operator command is logged AT RECEIPT with the state that decides its
fate, so "did it arrive or was it ignored?" is answerable from the log.
* A stale End Mission can no longer kill the next mission: _tick_stop consumed
a stop_requested set between rounds by latching it until launches_sent hit 2,
then StopMissioning the new mission in the tick it launched -- also
indistinguishable from "launch did nothing". It is now consumed + announced
while idle. The UI's end_sent likewise reset per round, not per session
(End Mission used to work exactly once a night).
* The UI clears `launched` on "StopMission sent" and on the re-arm line, so the
button returns when the round actually ends, and only greys once a command
has really been written (a dead relay now says so instead of logging
">> sent" into the void -- _console_finished leaves console_proc non-None).
HARDENING (the "reboot the console" half)
* SO_KEEPALIVE on every accepted socket + a last_seen deadline and a reaper:
nothing detected a pod that vanished WITHOUT a FIN (sleeping laptop, dropped
Wi-Fi, killed process, NAT timeout). Such a conn kept acked=True forever,
which permanently blocked the round reset and held a phantom seat. The
reaper stands down while a mission is running.
* Every pod-facing send went blocking with NO timeout on the single-threaded
selector loop, so one wedged peer could freeze the entire relay. All sends
now go through _send_all_guarded (10s timeout, drops the peer on failure).
* _send_egg no longer calls getpeername() on a possibly-dead socket.
REGRESSION I INTRODUCED AND CAUGHT ON THE RIG: the first cut re-armed whenever
launches_sent >= 1, which also matched the NORMAL state between RunMission #1 and
#2 (launch_requested deliberately stays set across the pair). That reset the
pair mid-flight and re-released eggs every tick -- a re-arm storm that kicked
every pod into an identity-resync loop. The re-arm now additionally requires
`launch_at is None`, i.e. no launch sequence in flight. Verified: 0 REJOIN lines
and exactly 1 RE-ARM line across a full 3-mission rig session.
VERIFIED
* scratchpad/test_relay_rearm.py -- 6 groups, all passing: the exact wedge
state recovers; a stale stop is consumed while idle; staging is NOT restarted
under an impatient operator; mid-pair never re-arms; the happy path is
untouched and RunMission still reaches the pods; the reaper drops a silent
conn and keeps a live one, and stands down mid-mission.
* Live 2-pod rig (scratchpad/rig_relay.ps1 + relay_ctl.py over the control
port): two clean back-to-back missions, StopMission, round RESET, a live
`rearm`, and LAUNCH-with-nobody-present now printing why instead of nothing.
NOT reproduced end-to-end: the field wedge needs 3+ pods with staggered rejoins
(this rig's pods re-exec together, so the all-gone reset always fires). The
state itself is covered by the unit test. Awaiting live confirmation on a real
games night.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
157 lines
5.8 KiB
Python
157 lines
5.8 KiB
Python
"""Focused state-machine test for the launch re-arm fix (no sockets, no game).
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Reproduces the operator's wedge in-process:
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a round runs (launches_sent=2), only SOME pods rejoin, LAUNCH is pressed.
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Before the fix the press was swallowed with no output; after it, the relay
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re-arms and serves the launch.
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"""
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import io
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import os
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import sys
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REPO = r"C:\git\bt411"
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sys.path.insert(0, os.path.join(REPO, "tools"))
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os.chdir(os.path.join(REPO, "content"))
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import btconsole # noqa: E402
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EGG = os.path.join(REPO, "content", "FOGDAY.EGG")
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fails = []
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def check(label, ok, extra=""):
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print(" %-52s %s %s" % (label, "OK" if ok else "*** FAIL ***", extra))
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if not ok:
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fails.append(label)
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def new_relay():
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r = btconsole.Relay(1500, EGG, "127.0.0.1", 0, manual_launch=True)
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return r
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class FakeSock:
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"""Records what the relay would have put on the wire."""
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def __init__(self):
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self.sent = []
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def settimeout(self, _t):
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pass
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def setblocking(self, _b):
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pass
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def sendall(self, data):
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self.sent.append(data)
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class FakeConn:
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"""Stands in for a pod's console connection."""
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def __init__(self, acked=True):
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self.egg_sent = True
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self.acked = acked
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self.addr = ("10.0.0.9", 5000)
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self.last_seen = btconsole.time.time()
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self.sock = FakeSock()
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print("=== 1. THE REPORTED WEDGE: a round ran, a partial rejoin, LAUNCH pressed ===")
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r = new_relay()
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print(" roster seats: %d" % len(r.roster))
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# A mission ran to completion.
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r.eggs_released = True
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r.launches_sent = 2
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r.mission_started_at = btconsole.time.time() - 600
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r.stop_sent = True
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# Only SOME of the last round's pods came back (fewer acked conns than seats).
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r.console_conns = [FakeConn(acked=True)]
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assert r._pods_ready() < len(r.roster), "test needs a PARTIAL rejoin"
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# The operator presses LAUNCH.
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r.launch_requested = True
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r._tick_launch()
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check("launches_sent reset from 2", r.launches_sent == 0, "-> %d" % r.launches_sent)
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check("round re-opened (eggs_released cleared)", r.eggs_released is False)
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check("roster restored to the template", len(r.roster) == len(r.orig_roster))
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check("launch request still pending (not eaten)", r.launch_requested is True)
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check("stale stop_sent cleared", r.stop_sent is False)
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print("\n=== 2. A STALE 'End Mission' MUST NOT KILL THE NEXT MISSION ===")
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r = new_relay()
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r.launches_sent = 0 # between rounds: nothing is running
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r.stop_requested = True # operator pressed End Mission out of habit
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r._tick_stop()
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check("stop latch consumed while idle", r.stop_requested is False)
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# and it must not have sent anything / marked a stop
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check("no StopMission recorded", r.stop_sent is False)
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print("\n=== 3. AN UN-ACKABLE SEAT: held, and the operator is told about RE-ARM ===")
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r = new_relay()
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r.eggs_released = True # eggs are out ...
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r.eggs_done_at = None # ... but a seat will never ACK, so this stays None
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r.launches_sent = 0
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r.console_conns = [FakeConn(acked=True)]
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r.launch_requested = True
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r._tick_launch()
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# Deliberately NOT auto-re-armed: during normal staging this state just means
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# "pods are still ACKing", and re-releasing eggs there would restart the handout
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# under an impatient operator. The explicit rearm command covers the stuck case.
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check("round NOT silently restarted during staging", r.eggs_released is True)
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r._rearm_for_new_round("explicit operator re-arm")
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check("explicit re-arm DOES re-open the round", r.eggs_released is False)
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print("\n=== 3b. MID-PAIR MUST NEVER RE-ARM (the storm caught on the rig) ===")
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r = new_relay()
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r.console_conns = [FakeConn(acked=True) for _ in r.roster]
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r.eggs_released = True
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r.eggs_done_at = btconsole.time.time() - 1000
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r.launches_sent = 1 # RunMission #1 has gone out
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r.launch_at = btconsole.time.time() + 5 # #2 is timed and pending
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r.launch_requested = True # stays set across the pair
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r._tick_launch()
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check("no re-arm between RunMission #1 and #2", r.launches_sent == 1,
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"-> %d" % r.launches_sent)
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check("eggs NOT re-released mid-pair", r.eggs_released is True)
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check("pair timer still intact", r.launch_at is not None)
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print("\n=== 4. THE HAPPY PATH IS UNCHANGED (full roster, first launch) ===")
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r = new_relay()
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r.console_conns = [FakeConn(acked=True) for _ in r.roster]
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r.eggs_released = True
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r.eggs_done_at = btconsole.time.time() - 1000 # every pod ACKed long ago
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r.launches_sent = 0
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r.launch_requested = True
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before_roster = len(r.roster)
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r._tick_launch()
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check("launch ARMED or fired", r.launch_at is not None or r.launches_sent > 0)
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check("roster untouched", len(r.roster) == before_roster)
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check("did NOT spuriously re-arm (eggs still released)", r.eggs_released is True)
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check("RunMission actually reached the pods",
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all(c.sock.sent for c in r.console_conns),
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"%d pkt(s) to pod 1" % len(r.console_conns[0].sock.sent))
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print("\n=== 5. REAPER: a silent peer stops pinning the round open ===")
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r = new_relay()
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r.launches_sent = 0
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dead = FakeConn(acked=True)
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dead.last_seen = btconsole.time.time() - (btconsole.DEAD_PEER_SECONDS + 30)
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live = FakeConn(acked=True)
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r.console_conns = [dead, live]
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r.game_conns = []
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dropped = []
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r._drop_console = lambda c: (dropped.append(c), r.console_conns.remove(c))
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r._reap_dead_peers()
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check("the silent conn was reaped", dead in dropped)
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check("the live conn was kept", live in r.console_conns and live not in dropped)
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print("\n=== 6. REAPER IS DISARMED WHILE A MISSION RUNS ===")
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r = new_relay()
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r.launches_sent = 2 # mission running
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quiet = FakeConn(acked=True)
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quiet.last_seen = btconsole.time.time() - 9999
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r.console_conns = [quiet]
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r.game_conns = []
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r._drop_console = lambda c: fails.append("reaped mid-mission!")
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r._reap_dead_peers()
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check("no reaping during a live mission", "reaped mid-mission!" not in fails)
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print("\n%s" % ("ALL CHECKS PASSED" if not fails else "FAILURES: %s" % fails))
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sys.exit(1 if fails else 0)
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