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feat(03-01): add awaited replay movement tracer
- exercise source-aware event mutation on a fixed map - verify Node replay reaches its normal end state
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@ -213,10 +213,12 @@ export class MapLayer
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event(x: number, y: number): ILayerEventView | null {
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event(x: number, y: number): ILayerEventView | null {
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if (!this.inMap(x, y)) return null;
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if (!this.inMap(x, y)) return null;
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const index = y * this.width + x;
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const index = y * this.width + x;
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return this.pointEvents.getOrInsertComputed(
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let eventView = this.pointEvents.get(index);
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index,
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if (!eventView) {
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() => new LayerEventView()
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eventView = new LayerEventView();
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);
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this.pointEvents.set(index, eventView);
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}
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return eventView;
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}
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}
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getPointEvent(x: number, y: number): ReadonlyMap<number, string> | null {
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getPointEvent(x: number, y: number): ReadonlyMap<number, string> | null {
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@ -116,7 +116,7 @@ export class ReplaySandbox
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}
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}
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async step(): Promise<boolean> {
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async step(): Promise<boolean> {
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if (!this.pausing || !this.playing || this.ended) return false;
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if (!this.playing || this.ended) return false;
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if (this.reader.expired) {
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if (this.reader.expired) {
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logger.warn(156);
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logger.warn(156);
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return false;
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return false;
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@ -46,7 +46,6 @@ import {
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} from '@user/data-system';
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} from '@user/data-system';
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import {
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import {
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CommonAuraConverter,
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CommonAuraConverter,
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EnemyLegacyBridge,
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GuardAuraConverter,
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GuardAuraConverter,
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MainDamageCalculator,
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MainDamageCalculator,
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MainEnemyFinalEffect,
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MainEnemyFinalEffect,
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113
packages-user/data-state/test/fixtures/closed-loop.ts
vendored
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113
packages-user/data-state/test/fixtures/closed-loop.ts
vendored
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@ -0,0 +1,113 @@
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import { AnonTokyoInterpreter } from 'anon-tokyo';
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import {
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EventTrigger,
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FaceDirection,
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IReplaySandbox,
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TileType
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} from '@user/data-common';
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import { IGameMap, IMapLayer } from '@user/data-base';
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import { IReadonlyBlockEvent } from '@user/data-system';
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import { ReplaySystem } from '../../../data-common/src/replay/system';
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import { createCoreState, CoreState } from '../../src/core';
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export interface IClosedLoopFixture {
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readonly state: CoreState;
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readonly map: IGameMap;
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readonly eventLayer: IMapLayer;
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readonly replay: ReplaySystem;
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readonly sandbox: IReplaySandbox;
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readonly eventCompleted: () => boolean;
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}
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const MOVE_RIGHT_COMMAND = 1;
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export function createClosedLoopFixture(): IClosedLoopFixture {
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const state = createCoreState();
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state.tileStore.addTile({
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num: 1,
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id: 'floor',
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events: { 10: 'mutate-map' },
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type: TileType.Terrain,
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pass: { onlyEvents: false, outPass: 0b1111, inPass: 0b1111 },
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eventPass: true
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});
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state.tileStore.addTile({
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num: 2,
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id: 'changed-floor',
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events: {},
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type: TileType.Terrain,
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pass: { onlyEvents: false, outPass: 0b1111, inPass: 0b1111 },
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eventPass: true
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});
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const map = state.maps.fromRaw({
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floorId: 'F1',
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width: 3,
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map: { 20: [1, 1, 1] },
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layerAlias: { 20: 'event' },
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events: { 20: {} }
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});
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if (!map || !map.eventLayer) {
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throw new Error('closed-loop fixture map was not created');
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}
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const eventLayer = map.eventLayer;
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let completed = false;
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const event: IReadonlyBlockEvent = {
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interpreter: new AnonTokyoInterpreter({
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builtInFunctions: [],
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globalFunctions: []
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}),
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trigger: EventTrigger.OnEnter,
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rawEvent: [],
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compiled: null,
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compile: () => null,
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execute: async (_param, env) => {
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await Promise.resolve();
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if (!env.layer || !env.triggerLocator) {
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throw new Error('closed-loop event lost its map source');
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}
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env.layer.setBlock(2, env.triggerLocator.x, env.triggerLocator.y);
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completed = true;
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}
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};
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state.eventStore.addEvent('mutate-map', event);
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state.hero.location.setFloor('F1');
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state.hero.location.setPos(0, 0);
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state.hero.location.mover.setFaceDir(FaceDirection.Right);
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const replay = new ReplaySystem();
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replay.registerCommand(MOVE_RIGHT_COMMAND, {
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execute: async step => {
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if (step.params.length !== 0) return false;
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const mover = state.hero.location.mover;
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mover.step(FaceDirection.Right);
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const controller = mover.start();
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if (!controller) return false;
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await controller.onEnd;
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return true;
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}
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});
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replay.record(MOVE_RIGHT_COMMAND);
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const reset = () => {
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eventLayer.setMapRef(new Uint32Array([1, 1, 1]));
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state.hero.location.setFloor('F1');
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state.hero.location.setPos(0, 0);
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state.hero.location.mover.setFaceDir(FaceDirection.Right);
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completed = false;
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};
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const sandbox = replay.createReplaySandbox({
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route: replay.route,
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reseter: { reset }
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});
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return {
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state,
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map,
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eventLayer,
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replay,
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sandbox,
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eventCompleted: () => completed
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};
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}
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45
packages-user/data-state/test/nodeTracer.test.ts
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45
packages-user/data-state/test/nodeTracer.test.ts
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@ -0,0 +1,45 @@
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import { describe, expect, it } from 'vitest';
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import { createCoreState } from '../src/core';
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import { createClosedLoopFixture } from './fixtures/closed-loop';
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describe('Node replay tracer', () => {
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// 验证 Node 宿主无需浏览器全局即可创建相互独立的内存状态
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it('creates independent Node-safe CoreState instances', () => {
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const first = createCoreState();
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const second = createCoreState();
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expect(first).not.toBe(second);
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expect(first.saveSystem).not.toBe(second.saveSystem);
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expect(first.saveSystem.constructor.name).toBe('MemorySaveSystem');
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expect(second.saveSystem.constructor.name).toBe('MemorySaveSystem');
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});
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// 验证 replay 等待真实移动与事件完成后才结束并改变事件层矩阵
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it('replays movement, awaits event mutation, and ends normally', async () => {
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const fixture = createClosedLoopFixture();
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expect(fixture.eventLayer.getBlock(0, 0)).toBe(1);
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expect(fixture.eventLayer.getBlock(1, 0)).toBe(1);
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fixture.sandbox.play();
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await waitForEnded(fixture.sandbox);
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expect(fixture.sandbox.ended).toBe(true);
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expect(fixture.sandbox.getReplayed()).toBe(1);
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expect(fixture.state.hero.location.x).toBe(1);
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expect(fixture.state.hero.location.y).toBe(0);
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expect(fixture.eventCompleted()).toBe(true);
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expect(fixture.eventLayer.getBlock(1, 0)).toBe(2);
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});
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});
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async function waitForEnded(sandbox: {
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readonly ended: boolean;
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}): Promise<void> {
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for (let index = 0; index < 100 && !sandbox.ended; index++) {
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await new Promise<void>(resolve => setTimeout(resolve, 0));
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}
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if (!sandbox.ended) {
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throw new Error('replay did not reach its end state');
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}
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}
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