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fix: seeded spell rolls, single turn resolution, world size budget and replay accounting - #118
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…e server An exploding one-sided die (1d1!) never stopped exploding, and dice counts were unbounded, so one math_manage call could freeze or kill the process for every campaign. Dice are now capped at 1000 dice of 1000 sides at every parser, exploding dice need at least 2 sides, and exact distributions are refused when too large to compute. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
subscribe_to_events left a callback pointing at the per-request HTTP transport. The next combat event in any campaign made it reject with 'Not connected'; the unhandled rejection shut the process down, and the shutdown path exited 0, so the host never restarted it. - Crashes now exit 1; requested stops still exit 0. - A subscriber whose connection is gone is dropped, not left to reject. - Subscribers only receive events from their own campaign. - On the stateless HTTP transport, where nothing can be pushed after the response, subscribe_to_events makes no subscription and points the caller at poll_events. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Moves are validated (destination, path, remaining movement) before opportunity attacks resolve. A refused move used to cost the mover hit points and the attacker its reaction, then report success. It is now an error, so the call rolls back. - Negative damage is rejected; it was subtracted as healing with no cap at max HP (a 7 HP goblin reached 107). Dice damage with a penalty floors at zero, and applyDamage/heal ignore negative amounts. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
npm audit fix: clears the advisories in @modelcontextprotocol/sdk and its transitive dependencies. The remaining zod advisory needs a breaking move to zod 4 and is left for a separate change. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- An attack outside the attacker's turn now resolves as its reaction, one per round, and no longer spends its action. It used to be a warning only, so a combatant could attack any number of times off turn. - A target must be within reach: 5ft for melee, or the new optional `range` (feet) for ranged and reach attacks. Checked only when both combatants have a position. - Caller-supplied attackBonus, dc and damage are bounded (-20..30, 1..40, 1000 damage), so one call can no longer decide the outcome. - Opportunity attacks use the attacker's attack bonus and the mover's AC when known instead of deriving both from initiative. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…g call Pool eviction closed the least recently used handle even when a call was mid-transaction on it, and DELETE /campaign did the same. Eviction now skips handles that are in use, and erasure waits for the call in flight. The pool cap can be set with RPG_MAX_OPEN_DATABASES (default 64). Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Cached worlds were keyed by a guessable id alone and never evicted, so one campaign could read another's world by id and memory grew for the life of the process. Entries are now keyed by the verified tenant too, and the cache keeps the most recently used worlds (RPG_MAX_CACHED_WORLDS, default 32); the rest are restored from their database snapshot on demand. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…ng it A hosted campaign that failed its integrity check was quarantined and swapped for an empty database, so the game looked deleted and play continued into a second file. Campaign databases now fail to open and the files are left untouched. Local single-user databases keep the quarantine-and-recreate behaviour. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
audit_logs stored arguments and results for every tool call and was never pruned. It now keeps the newest RPG_AUDIT_LOG_MAX_ROWS rows (default 5000). Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
… URLs better-sqlite3 12 requires Node 20+, so CI no longer tests 18 and package.json declares the engine. The HTTP transport builds a server per request and logged tool registration every time; it now logs once. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
The tool's outer input schema dropped the new range argument before it reached the handler, so a ranged attack could not be made over MCP. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
The earlier commits on this branch were squash-merged as #113. This merge keeps the current tree exactly as it is; it only records that history so the branch can be pushed without rewriting it. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
npm audit reported a memory-exhaustion advisory fixed only in zod 4. - z.record() takes an explicit key schema. - Object defaults that relied on inner defaults use .prefault(), which parses the default as zod 3 did (zod 4's .default() returns it as is). - UUID fields use z.guid() to keep zod 3's lenient matching. - load_tool_schema's summarizer read zod 3 internals; it now reads zod 4 definitions and produces byte-identical output for all 36 tools. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113 and #114. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
A missed spell attack returned a bare 'casts Fire Bolt!' with no attack roll, no dice and no miss, so the caller could not tell a miss from a hit for zero damage. It now uses the same formatter as a hit. The fire bolt scaling test depended on three unseeded attacks all hitting and was retried to hide that; it is now deterministic and the retry is gone. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Live replay took its model straight from the caller, so it bypassed the no-pro-model rule that invoke enforces. It now refuses a pro variant before calling the provider. - timeoutMs had no upper limit. The provider call runs inside the campaign's unit of work, holding its lock and an open transaction, so a huge timeout could stall a campaign. New and updated agents are capped at 120s; rows stored earlier are clamped when used. - An abort that landed while reading the response body escaped as a bare AbortError and was recorded as a generic error; it is now a timeout. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113, #114 and #115. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…bility - Save-based spells were resolved twice: the resolver rolled a generic save and baked it into the damage, then every target rolled its own on top. Fireball did quarter damage to a target that saved whenever the hidden roll also passed, and a save-for-none spell could be cancelled for everyone before any target rolled. Targets now save once, against the dice as rolled. - The handler's fallback save DC assumed Intelligence and +2 proficiency for every class and could be fractional; it now uses the caster's DC. - Healing added the Wisdom modifier for every class; it now uses the caster's own spellcasting ability. - A single-target spell could be aimed at any number of creatures. - On a spell attack a natural 1 always misses and a natural 20 always hits. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…claimant once - A lopsided victory left the conqueror with control in the tens of thousands (the scale is 0-100), and one that landed exactly on zero left the region with no owner. Conquest now always transfers the region with control between 10 and 100. - A nation that claimed a region several times was entered once per claim: it could fight itself to farm control, and got extra rolls in a real contest. Claimants are now counted once. - The result says who won the battle and who holds the region as separate fields instead of the processor sniffing the log text for 'conquered'. - A nation can no longer propose an alliance with itself. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…hing - The backfill that gives legacy parties a map position ran on every database open, not just when the column was added. A party left off the map was moved to (50, 50) by the next restart, deploy or pool eviction. - migrate() now runs in one transaction, so a failure part-way leaves the database as it was instead of half-migrated. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
A maximum-size world is about 100 MB in memory, so a cap of 32 worlds could still exhaust the heap. The cache now also limits total tiles (RPG_MAX_CACHED_WORLD_TILES, default 2,000,000) and always keeps the world just created. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Hit dice were not tracked: a short rest could spend up to 20 dice, as often as you liked, for free unlimited healing, always on a d8. A character now has one hit die per level in resourcePools.hit_dice, of its class's size; spent dice stay spent, and a long rest returns half. - travel_manage's party long rest restored hit points only, leaving casters without their spell slots. It now does what rest_manage does. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113 to #116. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…e per campaign - Spell damage, healing, attack and save rolls (and death saves) used Math.random. They now come from the encounter's seeded dice, so a spell is as reproducible as a weapon attack and rewinds with a rolled-back call. - resolve_turn took the turn number from the caller and could be run twice for the same turn, applying the economy and every conflict again. The last resolved turn is now stored per world; that turn or an earlier one is refused. - Every world keeps a tile snapshot (about 26 MB at 1000x1000) and nothing limited how many a campaign holds. A campaign now has a world size budget (RPG_MAX_WORLD_TILES_PER_CAMPAIGN, default 10,000,000 tiles). Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
A live replay is a real provider call but was never counted, so a budget-exhausted agent could keep spending through it. Replays now add their tokens to the agent's usage and are refused once the budget is gone. A paused agent can still be replayed and a failed replay still does not trip the circuit breaker; dry replays are unaffected. Also reads the competency ladder file once instead of on every invoke. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113 to #117. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
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November 10, 2026 15:33
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The findings left open at the end of the engine audit (#116 and #117). Each fix was written test-first.
What changed
Math.random. They now draw from the encounter's seeded dice, so a spell is as reproducible as a weapon attack and rewinds with a rolled-back call. Two encounters with the same seed now produce the same Fireball.resolve_turntook the turn number from the caller and could be run twice for the same turn, applying the economy and every conflict again. The last resolved turn is stored per world (newstrategy_turnstable); that turn or an earlier one is refused with a message naming the next turn.WorldRepository.createnow refuses a world that would take the campaign pastRPG_MAX_WORLD_TILES_PER_CAMPAIGN(default 10,000,000 tiles: ten maximum-size worlds, or a thousand 100x100 ones). Deleting a world frees its share.replayis a real provider call but was never counted, so a budget-exhausted agent could keep spending through it. Replays now add their tokens to the agent's usage and are refused once the budget is gone.Deliberately unchanged
model) call no provider and are never refused.Contract changes for
rpg-mcp-livestrategy_manageresolve_turnfor a turn at or before the last resolved one returnserror: truewithlastResolvedTurn.agent_managereplaywith amodelreturnserror: truewhen the agent's budget is exhausted, and otherwise increasestokensUsed.Not changed
next_turnsucceeds and the enclosing call then fails, the provider was paid buttokensUsedis restored. Fixing that means writing outside the call's transaction, which cuts against the all-or-nothing rule, so it is left as a known gap.Math.random; there is no encounter seed to draw from.Testing
tests/server/audit-followups.test.ts(seeded spells, turn resolution, world budget), budget cases intests/agent/audit/replay.test.ts, a ladder caching test.Math.randomnow mock the encounter dice (CombatRNG.prototype.random).tests/server/websocket.test.ts, which cannot bind::in the sandbox this ran in; they pass in CI.Note on history
The branch could not be force-pushed after the earlier PRs were squash-merged, so their history is recorded with an
oursmerge that leaves the tree unchanged. The diff againstmainis only this change.Generated by Claude Code