fix(rust): hold the reconcile until the world is loaded, and never read a refusal as a revert
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Two defects the phase 13a walk found by restarting the rig mid-run:

- The watch asked core to reconcile the moment a new boot id appeared, which
  is before the game has loaded its save — every crate looked gone and was
  orphaned. It now waits for the plugin's hello to say `worldReady`; an older
  plugin that never says is taken as ready.
- revert() read any 200 as success. On this bridge a refusal is a 200
  carrying world.error (`not-ready` while loading), so every row would have
  been marked reverted with the game still holding every crate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
This commit is contained in:
2026-09-24 02:16:03 -05:00
parent fab31f23e8
commit ba636c8939
3 changed files with 59 additions and 3 deletions

View File

@@ -256,6 +256,7 @@ async function revert({ runId, resources, idempotencyKey }) {
for (const server of await servers.listForPolling()) {
const result = await client.worldRevert(server, { runId: String(runId), key: idempotencyKey })
if (!result.ok) errors.push(transportError(server, result, 'revert'))
else if (!result.data || result.data.kind !== 'world.ok') errors.push(pluginError(result.data, `${server.name || server.id} refused the revert`))
}
return errors.length ? { ok: false, error: errors.join('; ') } : { ok: true }
}
@@ -279,6 +280,16 @@ async function revert({ runId, resources, idempotencyKey }) {
continue
}
// **A 200 is not a success on this bridge** — a refusal comes back as one,
// carrying `world.error` (`not-ready` while the world is still loading).
// Read as success it would mark every row reverted while the game still
// held every crate.
if (!result.data || result.data.kind !== 'world.ok') {
failed.push(...group.map((r) => r.ref))
errors.push(pluginError(result.data, `${found.server.name || found.server.id} refused the revert`))
continue
}
// `gone` is not reported: a crate a player looted is the point of having
// placed it. `refused` IS — the plugin found something there that this run
// did not make, and nothing will ever remove it through this path.
@@ -593,12 +604,19 @@ const lastSeen = new Map()
/**
* Note a server's identity as the refresh saw it, and ask core to reconcile when
* it moved. The first sighting after this module boots is a baseline, not a
* it moved — once its world is loaded. The first sighting after this module boots is a baseline, not a
* change: core's own boot reconcile already covered it.
*/
function observeServer(serverId, { bootId, wipeId } = {}) {
function observeServer(serverId, { bootId, wipeId, worldReady } = {}) {
if (!serverId || (!bootId && !wipeId)) return false
// **Not until the world is loaded** (§28.6). The plugin connects before the
// save loads, so the new boot id arrives while every crate still looks gone;
// asked then, reconcile would orphan the lot. The plugin says when it is
// ready, and the change is noticed on that hello instead. An older plugin
// that never says is taken as ready, as it always was.
if (worldReady === false) return false
const previous = lastSeen.get(serverId)
lastSeen.set(serverId, { bootId: bootId || null, wipeId: wipeId || null })
if (!previous) return false