fix(platform): recognize session faults across realms
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@@ -1,7 +1,7 @@
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import type { GameHost } from '../sdk/contracts/index.ts';
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import {
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GameSessionHost,
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GameSessionOpenFault,
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isGameSessionOpenFault,
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} from '../sdk/runtime/game-session-host.ts';
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import {
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parseLoginResponse,
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@@ -170,7 +170,7 @@ export class RuntimeSession {
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});
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if (reconnect.present) this.options.gameSession.restore(reconnect.value);
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} catch (error) {
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const errors = error instanceof GameSessionOpenFault ? [...error.errors] : [error];
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const errors = isGameSessionOpenFault(error) ? [...error.errors] : [error];
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this.throwFault(operation, [...errors, ...this.releaseGame()]);
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}
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}
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@@ -7,6 +7,9 @@ import type {
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} from '../contracts/index.ts';
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const RESERVED_ROUTES = new Set(['platform', 'agent', 'room']);
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const GAME_SESSION_OPEN_FAULT_BRAND = Symbol.for(
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'youle.framework.sdk.GameSessionOpenFault',
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);
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export type GameSessionState =
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| 'idle'
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@@ -22,10 +25,33 @@ export class GameSessionOpenFault extends Error {
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constructor(primary: unknown, cleanup: unknown) {
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super('Game session open failed and module cleanup also failed');
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this.name = 'GameSessionOpenFault';
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Object.defineProperty(this, GAME_SESSION_OPEN_FAULT_BRAND, { value: true });
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this.errors = Object.freeze([primary, cleanup]);
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}
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}
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export interface GameSessionOpenFaultShape {
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readonly errors: readonly [unknown, unknown];
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}
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/** Recognizes open faults across realms and duplicate module instances. */
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export function isGameSessionOpenFault(value: unknown): value is GameSessionOpenFaultShape {
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if (value === null || typeof value !== 'object') return false;
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try {
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const brand = ownDataDescriptor(value, GAME_SESSION_OPEN_FAULT_BRAND);
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const errors = ownDataDescriptor(value, 'errors');
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if (brand?.value !== true || !errors || !Array.isArray(errors.value)) return false;
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const errorList = errors.value;
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return ownDataDescriptor(errorList, 'length')?.value === 2
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&& ownDataDescriptor(errorList, '0') !== undefined
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&& ownDataDescriptor(errorList, '1') !== undefined;
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} catch {
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return false;
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}
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}
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/** Validates the compile-time game identity before it reaches the runtime. */
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export function assertGameEntry(entry: GameEntry): void {
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assertNonEmptyText(entry.key, 'key');
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@@ -195,3 +221,10 @@ function disposeModuleIfPresent(module: unknown): void {
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const dispose = (module as Record<string, unknown>).dispose;
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if (typeof dispose === 'function') dispose.call(module);
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}
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function ownDataDescriptor(target: object, key: PropertyKey): PropertyDescriptor | undefined {
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const descriptor = Object.getOwnPropertyDescriptor(target, key);
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return descriptor && Object.prototype.hasOwnProperty.call(descriptor, 'value')
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? descriptor
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: undefined;
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}
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