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Fix the flaky mine-in-hold player test - #262
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Oct 11 2026, 11:38 AM |
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Summary
Top Regressions
Top ImprovementsNo improvement over threshold. Excluded (sub-timer-resolution)Per-call latency at or below 0.001ms on at least one side — the reported time is measurement noise, not the case's real cost, so no percent change is shown.
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Summary
develCI failed inpackages/player/src/index.test.ts("mine notes inside an active LN hold deal silent gauge damage"):expected 16 to be less than 16.The implementation is right; the test was timing-sensitive. It schedules real-time
setTimeouttaps and relied on a single tap at exactly 750 ms to resolve the mine. On a loaded runner that tap can fall outside the mine's window, so the mine expires unpressed viamarkExpiredLandminesand, as in beatoraja, an unpressed mine deals no damage. The gauge then matches the mine-free baseline.The test now taps every 50 ms across 600–950 ms, so one tap lands inside the window even when timers drift. Re-taps while the LN is held are neutral (no verdict, no empty POOR), and the baseline replays the same schedule, so the verdict comparison is unchanged.
Test plan
packages/player/src/index.test.tspasses (95 tests) with four copies running in parallel to load the machine.🤖 Generated with Claude Code