Prose wins over the field; the play sheet carries avoid; the guard is testable
Still unreleased, but module.json is at 0.6.5 now. initiativeWarning checked the field before the prose, so a hand-edited file carrying both printed the warning twice — the exact fault the migration was meant to end. Prose is checked first now and always wins. The play sheet was the only surface that did not render `avoid`, so three legacy rosters whose warning lived there — church, forest and temple at nightmare — lost it entirely: the helper suppressed its fallback on finding prose the play sheet never showed. It renders `avoid` now, which it should have anyway; it is how the table gets past a fight without having one, which is table-facing by definition. All five surfaces now render both prose fields, so "the prose already says it" means the same thing everywhere. Replayed all 64 rosters in their pre-field form through every surface: 26 need a warning, 130 of 130 checks say it exactly once. The current packs give the same result. commit() no longer mutates st before the write — it passes an incremented copy, so a failed write really does leave the state as it was, which is what the retry warning promises. The single-flight guard moved into stage.mjs as singleFlight() and has four tests: overlapping calls never run together, the second is refused rather than queued, the guard clears afterwards, and a throw does not wedge it. It closes the window within one client only; two GM browsers still race, and that needs a world-level lock rather than a module variable. 41 core tests, 60 adapter tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
1b2f9aa385
commit
c1e467c91b
@@ -144,8 +144,12 @@ export function renderPlay(d) {
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L.push(`**${cap(a.decision.cue)}** — ${rv.roll ? `\`[${rv.roll}]\` ${rv.success}` : ''}${rv.failure ? ` · **miss** ${rv.failure}` : ''}${rv.orElse ? ` · **or** ${rv.orElse}` : ''}`);
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if (a.encounter?.roster) {
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const R = a.encounter.roster;
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// `avoid` earns its place here — it is how the table gets past the fight without one, which
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// is table-facing by definition. It also keeps every surface rendering both prose fields, so
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// initiativeWarning's "the prose already says it" rule means the same thing everywhere; when
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// the play sheet alone omitted `avoid`, a legacy warning living there vanished from it.
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L.push(`**${cap(a.encounter.heat)}:** ${R.foes.map(f => `${f.n}× ${f.name} \`${f.atk}/${f.def}/${f.grit}\``).join(' · ')} — harmed by ${R.harmedBy}.`
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+ `${initiativeWarning(R) ? ` **${initiativeWarning(R)}**` : ''}`);
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+ `${initiativeWarning(R) ? ` **${initiativeWarning(R)}**` : ''} *${R.avoid}.*`);
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}
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if (a.temptation) L.push(`**${cap(a.temptation.id)}:** ${a.temptation.benefit}. *Use: ${cost(a.temptation.useCost)}. ${a.temptation.standingDrawback}.*`);
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if (w.notes) L.push(`**Note:** ${w.notes}`);
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+5
-2
@@ -25,8 +25,11 @@ export const RESTRICTS = /\bONLY\b|blessed|silvered|magical|only stays down|fire
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*/
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export function initiativeWarning(roster) {
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if (!roster) return null;
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if (roster.beforeInitiative) return roster.beforeInitiative;
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// Prose wins, and is checked first. A hand-edited file can carry both the field and the old
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// sentence; returning the field before looking would print it twice, which is the fault this
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// whole migration exists to remove.
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const prose = `${roster.harmedBy ?? ''} ${roster.avoid ?? ''}`;
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if (/say so before initiative/i.test(prose)) return null; // a legacy file that says it itself
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if (/say so before initiative/i.test(prose)) return null;
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if (roster.beforeInitiative) return roster.beforeInitiative;
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return RESTRICTS.test(roster.harmedBy ?? '') ? 'Say so before initiative.' : null;
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}
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@@ -2,7 +2,7 @@
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"id": "vanity-delve",
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"title": "DELVE — a dungeon layer for VANITY",
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"description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.",
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"version": "0.6.4",
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"version": "0.6.5",
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"compatibility": {
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"minimum": "13",
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"verified": "14.365"
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@@ -144,8 +144,12 @@ export function renderPlay(d) {
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L.push(`**${cap(a.decision.cue)}** — ${rv.roll ? `\`[${rv.roll}]\` ${rv.success}` : ''}${rv.failure ? ` · **miss** ${rv.failure}` : ''}${rv.orElse ? ` · **or** ${rv.orElse}` : ''}`);
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if (a.encounter?.roster) {
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const R = a.encounter.roster;
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// `avoid` earns its place here — it is how the table gets past the fight without one, which
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// is table-facing by definition. It also keeps every surface rendering both prose fields, so
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// initiativeWarning's "the prose already says it" rule means the same thing everywhere; when
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// the play sheet alone omitted `avoid`, a legacy warning living there vanished from it.
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L.push(`**${cap(a.encounter.heat)}:** ${R.foes.map(f => `${f.n}× ${f.name} \`${f.atk}/${f.def}/${f.grit}\``).join(' · ')} — harmed by ${R.harmedBy}.`
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+ `${initiativeWarning(R) ? ` **${initiativeWarning(R)}**` : ''}`);
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+ `${initiativeWarning(R) ? ` **${initiativeWarning(R)}**` : ''} *${R.avoid}.*`);
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}
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if (a.temptation) L.push(`**${cap(a.temptation.id)}:** ${a.temptation.benefit}. *Use: ${cost(a.temptation.useCost)}. ${a.temptation.standingDrawback}.*`);
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if (w.notes) L.push(`**Note:** ${w.notes}`);
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@@ -25,8 +25,11 @@ export const RESTRICTS = /\bONLY\b|blessed|silvered|magical|only stays down|fire
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*/
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export function initiativeWarning(roster) {
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if (!roster) return null;
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if (roster.beforeInitiative) return roster.beforeInitiative;
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// Prose wins, and is checked first. A hand-edited file can carry both the field and the old
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// sentence; returning the field before looking would print it twice, which is the fault this
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// whole migration exists to remove.
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const prose = `${roster.harmedBy ?? ''} ${roster.avoid ?? ''}`;
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if (/say so before initiative/i.test(prose)) return null; // a legacy file that says it itself
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if (/say so before initiative/i.test(prose)) return null;
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if (roster.beforeInitiative) return roster.beforeInitiative;
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return RESTRICTS.test(roster.harmedBy ?? '') ? 'Say so before initiative.' : null;
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}
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@@ -32,6 +32,23 @@ const attempt = async (fx, fn) => {
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catch (e) { fx.log?.(e); return { ok: false, value: null }; }
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};
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/**
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* Wrap an async function so overlapping calls are refused rather than interleaved.
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*
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* enter() hangs off a button, and it awaits the Forge for seconds at a time. Two overlapping calls
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* both read the same index and stage the same area twice. This closes that within one client; two
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* separate GM browsers still race, and the durable fix for that is a world-level lock rather than
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* a module variable.
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*/
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export function singleFlight(fn, onBusy) {
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let busy = false;
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return async (...args) => {
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if (busy) return onBusy?.();
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busy = true;
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try { return await fn(...args); } finally { busy = false; }
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};
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}
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/** The foe section of the GM card. Mirrors forge-app's foeSection; both switch on the same kind. */
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export function foeBlock(c) {
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if (c.kind === 'forged') return `<p><b>${cap(c.heat)} — in the world:</b></p>${list(c.foes.map(foeLine))}${
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@@ -17,16 +17,13 @@
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import { coinSeed, Rng } from './core/rng.mjs';
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import { newWorkingFile, outstanding, readyToPlay } from './core/authoring.mjs';
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import { DelveForgeApp, raiseDungeon, listDungeons, removeDungeon, removeDungeonDialog, setThemes } from './forge-app.mjs';
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import { stageArea } from './stage.mjs';
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import { stageArea, singleFlight } from './stage.mjs';
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const MOD = 'vanity-delve';
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const FLAG = 'state';
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let PACK = null;
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let seamsPresent = false;
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// enter() is bound to a button a GM can double-press, and it awaits the Forge for seconds at a
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// time. Two overlapping calls would both read the same st.at and stage the same area twice.
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let staging = false;
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let loadPack = async () => null;
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/** The geometries VANITY's Forge can actually build — mirrors validate-pack.mjs. */
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@@ -122,11 +119,10 @@ async function draft(params = {}) {
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return load(d);
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}
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async function enter() {
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if (staging) return ui.notifications.warn('DELVE: already raising an area — wait for it to finish.');
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staging = true;
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try { return await enterOnce(); } finally { staging = false; }
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}
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const enter = singleFlight(
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() => enterOnce(),
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() => ui.notifications.warn('DELVE: already raising an area — wait for it to finish.'),
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);
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async function enterOnce() {
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const st = getState();
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@@ -152,7 +148,9 @@ async function enterOnce() {
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...(seamsPresent ? { hoard: false, post: false, folderId: st.folderId } : {}),
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}),
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hoard: size => game.vanity.forge.hoard({ size, ...(seamsPresent ? { post: false } : {}) }),
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commit: async () => { st.at += 1; st.turn += 1; await setState(st); },
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// An incremented copy, never a mutation of st: a failed write must leave the in-memory state
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// exactly as it was, or the retry advice in the warning is wrong.
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commit: () => setState({ ...st, at: st.at + 1, turn: st.turn + 1 }),
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readAloud: readAloudCard,
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gm: gmCard,
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warn: m => ui.notifications.warn(m),
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+25
-1
@@ -8,7 +8,7 @@
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* Run: node foundry-module/test.mjs
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*/
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import { foeStats, foeLine, classifyFoes } from './module/foes.mjs';
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import { stageArea, areaCards, foeBlock } from './module/stage.mjs';
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import { stageArea, areaCards, foeBlock, singleFlight } from './module/stage.mjs';
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import { initiativeWarning } from '../core/roster.mjs';
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let pass = 0, fail = 0;
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@@ -175,8 +175,32 @@ t('a legacy Wraith roster spelled without ONLY still gets one',
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'the spelling was never the semantics — barrow/nightmare had no ONLY');
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t('a legacy roster that says it in prose is not given it twice',
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initiativeWarning({ harmedBy: 'blessed weapons ONLY — say so before initiative' }) === null);
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t('prose in avoid also suppresses the fallback',
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initiativeWarning({ harmedBy: 'blessed weapons ONLY', avoid: 'burn it — say so before initiative' }) === null);
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t('the field never overrides prose that already says it',
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initiativeWarning({ harmedBy: 'blessed weapons ONLY — say so before initiative', beforeInitiative: 'Say so before initiative.' }) === null,
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'a hand-edited file can carry both; returning the field first printed it twice');
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t('null roster is safe', initiativeWarning(null) === null);
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// ---------------------------------------------------------------- single flight
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{
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let running = 0, peak = 0, refused = 0;
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const guarded = singleFlight(async () => {
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running++; peak = Math.max(peak, running);
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await new Promise(r => setTimeout(r, 5));
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running--; return 'done';
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}, () => { refused++; return 'busy'; });
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const [a, b] = await Promise.all([guarded(), guarded()]);
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t('two overlapping calls never run together', peak === 1, `peak concurrency ${peak}`);
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t('the second is refused, not queued', a === 'done' && b === 'busy' && refused === 1);
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t('the guard clears so a later call still runs', (await guarded()) === 'done');
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}
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{
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const guarded = singleFlight(async () => { throw new Error('boom'); }, () => 'busy');
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await guarded().catch(() => {});
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t('a throw does not leave the guard stuck', (await guarded().catch(() => 'threw')) === 'threw');
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}
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// ---------------------------------------------------------------- surface parity
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// forge-app destructures three Foundry symbols at import time. Everything under test is pure, so
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// the smallest possible shim makes the journal renderer importable and its parity with the chat
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