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feat(resolve-all): require standing-pass consent #7498
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matthewevans
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ship/featresolve-all-require-standing-pass-consent
Aug 17, 2026
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61d57ff
feat(resolve-all): require standing-pass consent
matthewevans 707d2ab
fix(resolve-all): harden standing-consent flow
matthewevans a83efe7
fix(resolve-all): export ready authorization
matthewevans 237e9aa
fix(server): bound resolve-all consent payloads
matthewevans 3f66490
fix(wasm): scope resolve-all result test alias
matthewevans 9d4b0ef
test(wasm): authorize controlled resolve-all
matthewevans e9c9a0c
test(engine): refresh resolve-all census guards
matthewevans d941c12
fix(resolve-all): remove duplicate waiting-state arms
matthewevans 70230cb
fix(resolve-all): remove stale consent client state
matthewevans 36f18de
fix(resolve-all): deduplicate downstream action handling
matthewevans 3ee74ef
fix(server): deduplicate resolve-all payload cases
matthewevans 720ad99
test(resolve-all): cover server-owned Ready consent
matthewevans 0b9637b
fix(client): refresh resolve-all interaction bindings
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -967,7 +967,6 @@ const BATCH_CHUNK_SIZE = 5; | |
| // pathological stacks. | ||
| const BATCH_CHUNK_INSTANT = 5_000; | ||
| let batchResolveInProgress = false; | ||
| let pendingResolveAllSeats: { playerId: number; difficulty: string }[] | null = null; | ||
|
|
||
| export async function dispatchResolveAll( | ||
| requester: number, | ||
|
|
@@ -1009,7 +1008,6 @@ export async function dispatchResolveAll( | |
| // after Ready consumes that already-issued authorization; it never starts a | ||
| // second run or asks a future AI decision speculatively. | ||
| if (waitingFor?.type !== "ResolveAllReady") { | ||
| pendingResolveAllSeats = aiSeats; | ||
| const stackLen = useGameStore.getState().gameState?.stack.length ?? 0; | ||
| const maxResolutions = | ||
| stackPressureFromLength(stackLen) === "Instant" | ||
|
|
@@ -1022,8 +1020,6 @@ export async function dispatchResolveAll( | |
| return; | ||
| } | ||
|
|
||
| const resolvedSeats = pendingResolveAllSeats ?? aiSeats; | ||
|
|
||
| batchResolveInProgress = true; | ||
| const { setIsResolvingAll, setResolutionProgress } = useGameStore.getState(); | ||
| setIsResolvingAll(true); | ||
|
|
@@ -1041,7 +1037,7 @@ export async function dispatchResolveAll( | |
| ? BATCH_CHUNK_INSTANT | ||
| : BATCH_CHUNK_SIZE; | ||
| const batchResult: BatchResolveResult = await batchAdapter.resolveAll( | ||
| requester, resolvedSeats, maxResolutions, | ||
| requester, aiSeats, maxResolutions, | ||
| ); | ||
|
|
||
| if (latchedTotal === 0) latchedTotal = batchResult.total; | ||
|
|
@@ -1072,6 +1068,5 @@ export async function dispatchResolveAll( | |
| batchResolveInProgress = false; | ||
| setIsResolvingAll(false); | ||
| setResolutionProgress(null); | ||
| pendingResolveAllSeats = null; | ||
| } | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. P2:
Reactively clear seats when AI prompt |
||
| } | ||
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P1: Module-level
pendingResolveAllSeatsis unprotected mutable shared state that races between async invocationsModule-level
let pendingResolveAllSeatsis written in one async branch and read later without synchronization.Store pending seats inside the game store keyed by
gameIdinstead of a module-level global.AI prompt