Drive timeouts from a shared Redis deadline queue

Turn auto-play and hand-end auto-continue were process-local asyncio
tasks armed only by client connects and state broadcasts: with no
sockets connected the next turn's timer was never armed, a hand-end
timer died with its worker, and neither survived a pod restart.

Deadlines are now driven by the absolute timestamps persisted on the
game state and enqueued in a shared Redis sorted set. Every worker runs
a consumer that fires due entries under the per-game lock after
revalidating them against the live state, so timeouts no longer depend
on any player being connected and survive the death of any worker.
Delivery is at-least-once: entries are removed only after processing,
and revalidation makes duplicate deliveries no-ops.

Queue entries carry the deadline as integer epoch milliseconds, which
also serves as the revalidation token, and the score derives from the
same value.
This commit is contained in:
2026-09-18 00:59:54 +00:00
parent 22ef689092
commit 5dc3f4cb17
9 changed files with 610 additions and 138 deletions
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"""Deadline-queue timeout tests.
Timeouts must be driven by the persisted deadlines and the shared queue,
not by connected sockets: these tests seed games, queue their deadlines
and let the background consumer fire them without a single websocket.
"""
from __future__ import annotations
import asyncio
import unittest
from datetime import datetime, timedelta, timezone
from typing import Optional
from pwo import async_test
from tavolo import deadlines
from tavolo.app import game_store
from tavolo.game import engine
from tavolo.game.state import GameState, PlayerState
PLAYERS = ("alice", "bob", "carol", "dave")
def _ms(iso: str) -> int:
"""Epoch milliseconds for an ISO-8601 timestamp (the queue-entry form)."""
return int(datetime.fromisoformat(iso).timestamp() * 1000)
def _hand_end_state(game_id: str, deadline: str) -> GameState:
"""A game paused on the hand-end summary, waiting for acks."""
state = GameState(
id=game_id,
join_code="DLhend",
creator_sub="alice",
target_score=11,
phase="hand_end",
# Long turn timeout: the next hand's auto-play must not interfere
# with later tests sharing this store.
turn_timeout=3600,
)
state.players = [
PlayerState(sub=name, name=name.capitalize(), seat=i)
for i, name in enumerate(PLAYERS)
]
state.hand_end_deadline = deadline
return state
async def _wait_for(predicate, timeout: float = 5.0) -> Optional[GameState]:
"""Poll the store until ``predicate`` holds for the loaded state."""
deadline = asyncio.get_running_loop().time() + timeout
while asyncio.get_running_loop().time() < deadline:
state = await predicate()
if state is not None:
return state
await asyncio.sleep(0.05)
return None
class ConnectionIndependenceTest(unittest.TestCase):
@async_test
async def test_turn_timeout_fires_with_no_connections(self) -> None:
state = engine.create_game(
"dl-turn-1", "DLT001", "alice", "Alice",
target_score=11, turn_timeout=1,
)
for name in PLAYERS[1:]:
engine.join_game(state, name, name.capitalize())
assert state.turn_deadline is not None
await game_store.save(state)
await deadlines.sync_deadline(game_store, state)
# Nobody ever connects: the consumer must still auto-play for Bob
# (seat 1, first to act).
result = await _wait_for(
lambda: _turn_is(state.id, 2),
)
self.assertIsNotNone(result, "turn deadline never fired")
assert result is not None
self.assertEqual(1, result.last_move.seat if result.last_move else None)
# Defuse the follow-on turn deadlines so this game cannot keep
# auto-playing while later tests run.
result.turn_timeout = 3600
await game_store.save(result)
@async_test
async def test_hand_end_timeout_fires_with_no_connections(self) -> None:
deadline = (datetime.now(timezone.utc) + timedelta(seconds=1)).isoformat()
state = _hand_end_state("dl-handend-1", deadline)
await game_store.save(state)
await deadlines.sync_deadline(game_store, state)
# Nobody acks (nobody is even connected): the deadline must deal
# the next hand.
result = await _wait_for(
lambda: _phase_is("dl-handend-1", "playing"),
)
self.assertIsNotNone(result, "hand-end deadline never fired")
assert result is not None
self.assertEqual(2, result.hand_number)
self.assertEqual([], result.acked)
async def _turn_is(game_id: str, turn: int) -> Optional[GameState]:
state = await game_store.load(game_id)
return state if state is not None and state.turn == turn else None
async def _phase_is(game_id: str, phase: str) -> Optional[GameState]:
state = await game_store.load(game_id)
return state if state is not None and state.phase == phase else None
class ProcessDueTest(unittest.TestCase):
"""Direct ``process_due`` behaviour: revalidation and idempotency."""
@async_test
async def test_processing_twice_is_a_no_op(self) -> None:
# Simulates a worker dying after firing but before removing the
# entry: another worker re-delivers the same entry.
deadline = (datetime.now(timezone.utc) - timedelta(seconds=1)).isoformat()
state = _hand_end_state("dl-idem-1", deadline)
await game_store.save(state)
member = deadlines.encode({
"game_id": state.id,
"kind": deadlines.KIND_HAND_END,
"hand": state.hand_number,
"deadline": _ms(deadline),
})
await deadlines.process_due(game_store, member)
await deadlines.process_due(game_store, member)
result = await game_store.load(state.id)
assert result is not None
# Advanced exactly once: hand 2, not hand 3.
self.assertEqual("playing", result.phase)
self.assertEqual(2, result.hand_number)
@async_test
async def test_stale_entry_is_discarded(self) -> None:
# A turn entry enqueued before a play landed in time: the state's
# deadline has moved, so the entry must not fire.
state = engine.create_game(
"dl-stale-1", "DLS001", "alice", "Alice",
target_score=11, turn_timeout=3600,
)
for name in PLAYERS[1:]:
engine.join_game(state, name, name.capitalize())
await game_store.save(state)
member = deadlines.encode({
"game_id": state.id,
"kind": deadlines.KIND_TURN,
"hand": state.hand_number,
"turn": state.turn,
# Not the live deadline (epoch milliseconds).
"deadline": 946684800000,
})
await game_store.add_deadline(member, due_at=0.0)
await deadlines.process_due(game_store, member)
result = await game_store.load(state.id)
assert result is not None
self.assertEqual(state.turn, result.turn)
# The entry was removed after processing.
self.assertNotIn(member, await game_store.due_deadlines(float("inf")))
@async_test
async def test_entry_for_expired_game_is_dropped(self) -> None:
member = deadlines.encode({
"game_id": "dl-gone",
"kind": deadlines.KIND_TURN,
"hand": 1,
"turn": 0,
"deadline": 946684800000,
})
await game_store.add_deadline(member, due_at=0.0)
await deadlines.process_due(game_store, member)
self.assertNotIn(member, await game_store.due_deadlines(float("inf")))
@async_test
async def test_malformed_entry_is_dropped(self) -> None:
await game_store.add_deadline("not json", due_at=0.0)
await deadlines.process_due(game_store, "not json")
self.assertNotIn("not json", await game_store.due_deadlines(float("inf")))
if __name__ == "__main__":
unittest.main()