plaza_server_utils 0.6.0

Server-side building blocks for real-time netcode: relevance streaming, delta baselines, lag-compensation rewind, aggregation, and seat allocation. No async runtime, so it builds for wasm.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
//! Handing out a fixed number of seats to whoever connects.
//!
//! A world with a bounded number of participants (four players, sixteen holes,
//! two paddles) has to answer three questions as people come and go: who is
//! driving which seat, what happens to a seat nobody holds, and what happens to
//! the state that seat accumulated while somebody else was in it.
//!
//! The first two are bookkeeping. The third is where the bugs are, and it is why
//! [`seat`](SeatTable::seat) returns a [`Seating`] rather than a bare index.
//!
//! # The reason `Seating` is an enum
//!
//! Anything kept per seat outlives the person in it: a delta baseline, an input
//! history, a score, a cooldown. A server that keeps advancing those for
//! unoccupied seats (which is usually the simplest thing, and often the right
//! thing, because bots drive the empties) hands a joiner a seat with somebody
//! else's history attached.
//!
//! That failure is close to invisible. In the case this was drawn from, a
//! relevance baseline had been advancing on an empty seat since startup, so a
//! joiner's first frame was computed as a *delta against a world it had never
//! received*: almost nothing was sent, and the arena arrived only as the slow
//! trickle of whatever later became newly relevant. It looked like packet loss.
//! It was a seat that remembered.
//!
//! Returning `Seating::Fresh` rather than `Some(index)` makes the caller decide
//! what to reset, at the one moment it is knowable, instead of remembering to.

use std::collections::HashMap;
use std::hash::Hash;

pub mod queue;
pub mod slots;

pub use queue::RankedQueue;
pub use slots::SeatSlots;

/// What happened when a key asked for a seat.
///
/// Deliberately not `Option<usize>`: the difference between a new occupant and a
/// key that already held a seat is exactly the difference between "reset this
/// seat's history" and "do not", and collapsing the two is the bug this type
/// exists to prevent.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Seating {
  /// A newly occupied seat. Everything kept per seat belongs to whoever sat here
  /// before, and is now this occupant's problem unless it is reset.
  Fresh(usize),
  /// This key already held this seat. A duplicate join, or a rejoin that was
  /// never unseated. Nothing to reset; resetting anyway would throw away state
  /// the occupant is mid-way through using.
  Existing(usize),
  /// Every seat is taken. A real outcome rather than an assertion: a world with
  /// a fixed number of seats is a world people can overfill.
  Full,
}

impl Seating {
  /// The seat index, whether it was fresh or already held.
  ///
  /// Use it where the distinction genuinely does not matter, such as replying to
  /// the joiner. Prefer matching where it does.
  pub fn index(self) -> Option<usize> {
    match self {
      Seating::Fresh(index) | Seating::Existing(index) => Some(index),
      Seating::Full => None,
    }
  }

  /// Whether this occupancy is new, and so whether per-seat state is stale.
  pub fn is_fresh(self) -> bool {
    matches!(self, Seating::Fresh(_))
  }
}

/// Which connection is driving which seat.
///
/// Seat indices are stable and dense (`0..capacity`), so per-seat state can live
/// in plain vectors indexed by seat, which is what the simulation wants anyway.
#[derive(Clone, Debug, Default)]
pub struct SeatTable<Key: Eq + Hash + Clone> {
  occupied: HashMap<Key, usize>,
  free: Vec<usize>,
  capacity: usize,
}

impl<Key: Eq + Hash + Clone> SeatTable<Key> {
  /// A table with `capacity` seats, all empty.
  pub fn new(capacity: usize) -> Self {
    Self {
      occupied: HashMap::new(),
      // Popped from the back, so the first joiner takes the highest seat. Which
      // end does not matter as long as it is consistent, and a test that names a
      // specific seat depends on it.
      free: (0..capacity).collect(),
      capacity,
    }
  }

  /// Seats a key, or reports that the world is full.
  pub fn seat(&mut self, key: Key) -> Seating {
    if let Some(index) = self.occupied.get(&key) {
      return Seating::Existing(*index);
    }
    match self.free.pop() {
      Some(index) => {
        self.occupied.insert(key, index);
        Seating::Fresh(index)
      }
      None => Seating::Full,
    }
  }

  /// Empties a key's seat, returning which one it was so the caller can hand it
  /// back to a bot, clear its pending input, or whatever an empty seat means
  /// here.
  ///
  /// Idempotent: unseating a key that holds no seat is not an error, because a
  /// disconnect can be reported more than once.
  pub fn unseat(&mut self, key: &Key) -> Option<usize> {
    let index = self.occupied.remove(key)?;
    self.free.push(index);
    Some(index)
  }

  pub fn seat_of(&self, key: &Key) -> Option<usize> {
    self.occupied.get(key).copied()
  }

  /// Every occupied seat, as `(key, seat)`. Unordered.
  pub fn occupants(&self) -> impl Iterator<Item = (&Key, usize)> + '_ {
    self.occupied.iter().map(|(key, seat)| (key, *seat))
  }

  /// The keys holding a seat. Unordered.
  pub fn keys(&self) -> impl Iterator<Item = &Key> + '_ {
    self.occupied.keys()
  }

  /// Seat index back to the key holding it, for sending something built per seat
  /// to the right connection.
  pub fn by_seat(&self) -> HashMap<usize, Key> {
    self.occupied.iter().map(|(key, seat)| (*seat, key.clone())).collect()
  }

  pub fn occupied_count(&self) -> usize {
    self.occupied.len()
  }

  pub fn capacity(&self) -> usize {
    self.capacity
  }

  pub fn is_full(&self) -> bool {
    self.free.is_empty()
  }

  /// Empties every seat, keeping the capacity.
  pub fn clear(&mut self) {
    self.occupied.clear();
    self.free = (0..self.capacity).collect();
  }

  /// Rebuilds the table at a new capacity and reseats whoever was connected,
  /// returning the new `(key, seat)` pairs.
  ///
  /// For a world that is rebuilt under the players: a changed entity count, a
  /// changed layout, a reset. Everyone who fits is given a seat in the new world
  /// and the caller re-welcomes them, so nobody is left playing against a world
  /// that no longer exists. Anyone who does not fit is dropped from the table
  /// and is not in the returned list.
  ///
  /// Every returned seat is fresh by definition, since the world behind it is
  /// new.
  pub fn reseat_all(&mut self, capacity: usize) -> Vec<(Key, usize)> {
    let previous: Vec<Key> = self.occupied.keys().cloned().collect();
    self.capacity = capacity;
    self.occupied.clear();
    self.free = (0..capacity).collect();

    let mut reseated = Vec::new();
    for key in previous {
      if let Some(index) = self.free.pop() {
        self.occupied.insert(key.clone(), index);
        reseated.push((key, index));
      }
    }
    reseated
  }
}

/// One seat's occupancy, as [`Roster`] reports it.
///
/// `Open` says nothing about who drives the seat: a game with a bot bench reads
/// every open seat as bot-driven, a lobby reads it as empty. That
/// interpretation is the application's, which is why there is no `Bot` variant.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum SeatState<'a, Key> {
  Human(&'a Key),
  /// The seat is kept for a departed key. Whose clock decides for how long is
  /// the application's: pair with `ReconnectTracker` or your own deadline, and
  /// call [`Roster::expire`] when it runs out.
  Held(&'a Key),
  Open,
}

/// What happened when a key asked in.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Admission {
  /// In a seat. `fresh` carries the same warning as [`Seating::Fresh`]: a fresh
  /// seat's per-seat state belongs to whoever sat there before.
  Seated { seat: usize, fresh: bool },
  /// The key's held seat is theirs again, everything in it intact. Resend them
  /// the state they missed; reset nothing.
  Resumed { seat: usize },
  /// Queued for the next open seat, at this position (0 is next).
  Waitlisted { position: usize },
  /// Not seated and not queued. Whether that means spectating or a refusal is
  /// the application's answer to the same event.
  Turned(Turnaway),
}

/// Why a key was not seated.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Turnaway {
  Full,
  /// Seating is closed regardless of free seats; see [`Roster::lock`].
  Locked,
}

/// What happened when a key left.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Departure {
  Freed { seat: usize },
  /// The seat is kept for them; start their clock and call
  /// [`Roster::expire`] if it runs out.
  Held { seat: usize },
  /// They were in the queue, not in a seat.
  Unwaitlisted,
  NotPresent,
}

/// What [`resolve`](Roster::resolve) did: who reached a seat, and who was
/// displaced to make room for a better-ranked waiter.
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum Shuffle<Key> {
  /// Promoted from the waitlist. The seat is fresh.
  Promoted { key: Key, seat: usize },
  /// Unseated in favour of a better-ranked waiter, and requeued at the tail of
  /// their own rank band.
  Displaced { key: Key, seat: usize },
}

/// Seating with the policies games actually vary: a lock for games that seat
/// only between rounds, a ranked waitlist for the next open seat, and seats
/// held across an absence.
///
/// [`SeatTable`] is the plain case, seat-on-arrival and free-on-leave, and
/// stays the right choice for it. `Roster` is for everything the examples were
/// hand-rolling around it: a rink whose empty seats are bots until a human
/// takes one, two paddles that bots hold only until a person wants one, a run
/// that keeps a leaver's seat while their grace lasts. It is composed of two
/// smaller public blocks, [`SeatSlots`] and [`RankedQueue`]: a seating policy
/// this type does not express is built from those directly, the same
/// unmake-the-prescription contract as `SimHost` over `Host`.
///
/// Three rules run through it:
///
/// - **Promotion happens on the tick.** [`admit`](Self::admit) and
///   [`depart`](Self::depart) settle the arriving or leaving key immediately,
///   but a freed seat reaches the waitlist only in
///   [`resolve`](Self::resolve), called from your `TimeStep` arm. Seating
///   decisions made in two places, join handling and departure handling, is
///   the bug the pong example spent a comment warning about.
/// - **Ranks displace only across bands.** A waiter with a better (lower)
///   rank takes the worst-ranked human seat at `resolve`; equals never
///   displace each other, and a held seat is never displaced, because the
///   hold is a promise.
/// - **No clocks.** A held seat stays held until you call
///   [`expire`](Self::expire); how long that takes is between you and your
///   `ReconnectTracker`.
#[derive(Clone, Debug, Default)]
pub struct Roster<Key: Eq + Hash + Clone> {
  slots: SeatSlots<Key>,
  queue: RankedQueue<Key>,
  ranks: HashMap<Key, u32>,
  waitlist_on: bool,
  hold_on: bool,
  locked: bool,
}

impl<Key: Eq + Hash + Clone> Roster<Key> {
  /// `capacity` seats, all open, seating live, no waitlist, no holds.
  pub fn new(capacity: usize) -> Self {
    Self {
      slots: SeatSlots::new(capacity),
      queue: RankedQueue::new(),
      ranks: HashMap::new(),
      waitlist_on: false,
      hold_on: false,
      locked: false,
    }
  }

  /// Turned-away keys queue for the next open seat instead.
  pub fn with_waitlist(mut self) -> Self {
    self.waitlist_on = true;
    self
  }

  /// A departing key's seat is held for them until [`expire`](Self::expire).
  pub fn holding_seats(mut self) -> Self {
    self.hold_on = true;
    self
  }

  /// Closes seating: every `admit` waits or is turned away, whatever the free
  /// count, and the waitlist stops draining. For games that seat only between
  /// rounds; [`unlock`](Self::unlock) at the boundary and the next
  /// [`resolve`](Self::resolve) seats the queue.
  pub fn lock(&mut self) {
    self.locked = true;
  }

  pub fn unlock(&mut self) {
    self.locked = false;
  }

  pub fn is_locked(&self) -> bool {
    self.locked
  }

  /// [`admit_ranked`](Self::admit_ranked) at the best rank. A roster whose
  /// admissions all use this never displaces anyone.
  pub fn admit(&mut self, key: Key) -> Admission {
    self.admit_ranked(key, 0)
  }

  /// Seats, resumes, queues or turns away `key`, in that order of preference.
  ///
  /// `rank` orders the waitlist and the displacement rule; lower is better.
  /// The classic use is people at 0 and bots at 1, so a bot holds a seat only
  /// until a person wants one. A key already seated keeps the rank it was
  /// seated with.
  pub fn admit_ranked(&mut self, key: Key, rank: u32) -> Admission {
    if let Some(seat) = self.slots.seat_of(&key) {
      if self.slots.is_held(&key) {
        self.slots.resume(&key);
        return Admission::Resumed { seat };
      }
      return Admission::Seated { seat, fresh: false };
    }
    if let Some(position) = self.queue.position(&key) {
      return Admission::Waitlisted { position };
    }
    if !self.locked {
      if let Some(seat) = self.slots.first_open() {
        self.slots.seat(key.clone(), seat);
        self.ranks.insert(key, rank);
        return Admission::Seated { seat, fresh: true };
      }
    }
    if self.waitlist_on {
      let position = self.queue.push(key, rank);
      return Admission::Waitlisted { position };
    }
    Admission::Turned(if self.locked { Turnaway::Locked } else { Turnaway::Full })
  }

  /// Settles a leaving key: frees or holds their seat, or drops them from the
  /// queue. A freed seat reaches the waitlist at the next
  /// [`resolve`](Self::resolve), not here.
  ///
  /// Idempotent, because a disconnect can be reported more than once: a second
  /// report of a held key reports the hold again rather than breaking it.
  pub fn depart(&mut self, key: &Key) -> Departure {
    if let Some(seat) = self.slots.seat_of(key) {
      if self.slots.is_held(key) {
        return Departure::Held { seat };
      }
      if self.hold_on {
        self.slots.hold(key);
        return Departure::Held { seat };
      }
      self.slots.open(key);
      self.ranks.remove(key);
      return Departure::Freed { seat };
    }
    if self.queue.remove(key) {
      return Departure::Unwaitlisted;
    }
    Departure::NotPresent
  }

  /// Releases a held seat whose grace ran out, returning which one it was.
  /// The seat reaches the waitlist at the next [`resolve`](Self::resolve).
  pub fn expire(&mut self, key: &Key) -> Option<usize> {
    if !self.slots.is_held(key) {
      return None;
    }
    self.ranks.remove(key);
    self.slots.open(key)
  }

  /// Seats the waitlist into open seats in queue order, then settles rank
  /// displacement. Call from your `TimeStep` arm; a no-op while locked. Every
  /// promoted seat is fresh.
  pub fn resolve(&mut self) -> Vec<Shuffle<Key>> {
    let mut shuffles = Vec::new();
    if self.locked {
      return shuffles;
    }
    while let Some(seat) = self.slots.first_open() {
      let Some((key, rank)) = self.queue.pop_best() else {
        break;
      };
      self.slots.seat(key.clone(), seat);
      self.ranks.insert(key.clone(), rank);
      shuffles.push(Shuffle::Promoted { key, seat });
    }
    loop {
      let Some((_, best_rank)) = self.queue.best() else {
        break;
      };
      let Some((seat, worst_rank)) = self.worst_seated() else {
        break;
      };
      if best_rank >= worst_rank {
        break;
      }
      let SeatState::Human(displaced) = self.slots.state(seat) else {
        break;
      };
      let displaced = displaced.clone();
      self.slots.open(&displaced);
      self.ranks.remove(&displaced);
      self.queue.push(displaced.clone(), worst_rank);
      shuffles.push(Shuffle::Displaced { key: displaced, seat });
      let (key, rank) = self.queue.pop_best().expect("best was just observed");
      self.slots.seat(key.clone(), seat);
      self.ranks.insert(key.clone(), rank);
      shuffles.push(Shuffle::Promoted { key, seat });
    }
    shuffles
  }

  /// The worst-ranked human seat, later seats winning ties. Held seats are
  /// not candidates: the hold is a promise.
  fn worst_seated(&self) -> Option<(usize, u32)> {
    let mut worst: Option<(usize, u32)> = None;
    for seat in 0..self.slots.capacity() {
      if let SeatState::Human(key) = self.slots.state(seat) {
        let rank = self.ranks.get(key).copied().unwrap_or(0);
        if worst.is_none_or(|(_, worst_rank)| rank >= worst_rank) {
          worst = Some((seat, rank));
        }
      }
    }
    worst
  }

  pub fn seat_of(&self, key: &Key) -> Option<usize> {
    self.slots.seat_of(key)
  }

  /// The seat's occupancy. Panics if `seat` is out of range, the same contract
  /// as indexing the per-seat state it sits beside.
  pub fn seat_state(&self, seat: usize) -> SeatState<'_, Key> {
    self.slots.state(seat)
  }

  /// Every seat in index order.
  pub fn seats(&self) -> impl Iterator<Item = SeatState<'_, Key>> + '_ {
    (0..self.slots.capacity()).map(|seat| self.slots.state(seat))
  }

  /// The queue, next out first.
  pub fn waiting(&self) -> impl Iterator<Item = &Key> + '_ {
    self.queue.iter()
  }

  pub fn capacity(&self) -> usize {
    self.slots.capacity()
  }

  /// Seats that are not open, held ones included: a held seat is not free.
  pub fn occupied_count(&self) -> usize {
    self.slots.occupied_count()
  }

  pub fn is_full(&self) -> bool {
    self.occupied_count() == self.capacity()
  }
}

#[cfg(test)]
mod tests {
  use super::*;

  #[test]
  fn a_joiner_gets_a_seat_and_a_rejoin_gets_the_same_one() {
    let mut seats: SeatTable<u64> = SeatTable::new(4);
    let first = seats.seat(1);
    assert!(first.is_fresh());
    let again = seats.seat(1);
    assert_eq!(again, Seating::Existing(first.index().unwrap()));
    assert_eq!(seats.occupied_count(), 1, "a duplicate join is not a second occupant");
  }

  #[test]
  fn a_new_occupant_is_reported_as_fresh_so_stale_seat_state_is_reset() {
    // The warm-arena join bug in one test. Seat state (here, a per-seat counter
    // standing in for a delta baseline) keeps advancing while the seat is empty,
    // because bots drive the empties. A joiner must be told the seat is fresh, or
    // it inherits a history it never lived through.
    let mut seats: SeatTable<u64> = SeatTable::new(2);
    let mut baseline = vec![0u32; 2];

    let seat = seats.seat(1).index().unwrap();
    for _ in 0..150 {
      // The world runs whether or not anybody is in the seat.
      baseline.iter_mut().for_each(|b| *b += 1);
    }
    seats.unseat(&1);
    for _ in 0..150 {
      baseline.iter_mut().for_each(|b| *b += 1);
    }

    match seats.seat(2) {
      Seating::Fresh(index) => {
        assert_eq!(index, seat, "the freed seat is handed out again");
        baseline[index] = 0;
      }
      other => panic!("a new key in a freed seat must be fresh, got {other:?}"),
    }
    assert_eq!(baseline[seat], 0, "the new occupant inherited the old one's history");
  }

  #[test]
  fn a_full_world_refuses_rather_than_panicking() {
    // A demo people can share is a demo people can overfill, so this is an
    // outcome to report, not an invariant to assert.
    let mut seats: SeatTable<u64> = SeatTable::new(2);
    assert!(seats.seat(1).is_fresh());
    assert!(seats.seat(2).is_fresh());
    assert_eq!(seats.seat(3), Seating::Full);
    assert!(seats.is_full());
    assert_eq!(seats.seat(3).index(), None);
  }

  #[test]
  fn an_unseated_seat_is_handed_out_again() {
    let mut seats: SeatTable<u64> = SeatTable::new(1);
    let taken = seats.seat(1).index().unwrap();
    assert_eq!(seats.seat(2), Seating::Full);
    assert_eq!(seats.unseat(&1), Some(taken));
    assert_eq!(seats.seat(2), Seating::Fresh(taken));
  }

  #[test]
  fn unseating_a_stranger_is_not_an_error() {
    // A disconnect can be reported more than once, and the second report must not
    // free a seat somebody else is now sitting in.
    let mut seats: SeatTable<u64> = SeatTable::new(2);
    seats.seat(1);
    assert!(seats.unseat(&1).is_some());
    assert_eq!(seats.unseat(&1), None);
    assert_eq!(seats.unseat(&99), None);
    assert_eq!(seats.occupied_count(), 0);
  }

  #[test]
  fn rebuilding_the_world_reseats_everyone_who_still_fits() {
    let mut seats: SeatTable<u64> = SeatTable::new(4);
    for key in 1..=3 {
      seats.seat(key);
    }
    let reseated = seats.reseat_all(8);
    assert_eq!(reseated.len(), 3, "everybody who was connected is in the new world");
    assert_eq!(seats.capacity(), 8);
    for (key, seat) in &reseated {
      assert_eq!(seats.seat_of(key), Some(*seat));
    }

    // Shrinking past the crowd drops whoever does not fit, rather than handing
    // out a seat index the world has no room for.
    let squeezed = seats.reseat_all(2);
    assert_eq!(squeezed.len(), 2);
    assert!(squeezed.iter().all(|(_, seat)| *seat < 2));
    assert_eq!(seats.occupied_count(), 2);
  }

  #[test]
  fn every_seat_index_stays_inside_the_capacity() {
    // Per-seat state lives in vectors indexed by these, so an index past the end
    // is a panic in the simulation rather than a bad seat.
    let mut seats: SeatTable<u64> = SeatTable::new(3);
    for key in 1..=3 {
      let index = seats.seat(key).index().unwrap();
      assert!(index < 3, "{index} is outside a capacity of 3");
    }
    assert_eq!(seats.by_seat().len(), 3, "each seat is held by exactly one key");
  }
}

#[cfg(test)]
mod roster_tests {
  use super::*;

  #[test]
  fn plain_seating_matches_the_table() {
    let mut roster: Roster<u64> = Roster::new(2);
    assert_eq!(roster.admit(1), Admission::Seated { seat: 0, fresh: true });
    assert_eq!(roster.admit(1), Admission::Seated { seat: 0, fresh: false });
    assert_eq!(roster.admit(2), Admission::Seated { seat: 1, fresh: true });
    assert_eq!(roster.admit(3), Admission::Turned(Turnaway::Full));
    assert_eq!(roster.depart(&1), Departure::Freed { seat: 0 });
    assert_eq!(roster.depart(&1), Departure::NotPresent);
    assert_eq!(roster.admit(3), Admission::Seated { seat: 0, fresh: true });
  }

  #[test]
  fn a_lock_turns_away_with_seats_free_and_the_unlock_seats_the_queue() {
    let mut roster: Roster<u64> = Roster::new(3).with_waitlist();
    roster.admit(1);
    roster.lock();
    assert_eq!(roster.admit(2), Admission::Waitlisted { position: 0 });
    assert_eq!(roster.admit(3), Admission::Waitlisted { position: 1 });
    assert!(roster.resolve().is_empty(), "a lock also stops the queue draining");

    roster.unlock();
    assert_eq!(
      roster.resolve(),
      vec![Shuffle::Promoted { key: 2, seat: 1 }, Shuffle::Promoted { key: 3, seat: 2 }],
      "queue order, at the boundary"
    );
  }

  #[test]
  fn without_a_waitlist_a_lock_is_a_turnaway() {
    let mut roster: Roster<u64> = Roster::new(3);
    roster.lock();
    assert_eq!(roster.admit(1), Admission::Turned(Turnaway::Locked));
  }

  #[test]
  fn a_freed_seat_reaches_the_waitlist_at_the_tick_not_at_the_departure() {
    let mut roster: Roster<u64> = Roster::new(1).with_waitlist();
    roster.admit(1);
    assert_eq!(roster.admit(2), Admission::Waitlisted { position: 0 });
    roster.depart(&1);
    assert_eq!(roster.seat_state(0), SeatState::Open, "not promoted mid-departure");
    assert_eq!(roster.resolve(), vec![Shuffle::Promoted { key: 2, seat: 0 }]);
    assert_eq!(roster.seat_of(&2), Some(0));
  }

  #[test]
  fn asking_again_while_queued_reports_the_position_rather_than_queueing_twice() {
    let mut roster: Roster<u64> = Roster::new(1).with_waitlist();
    roster.admit(1);
    roster.admit(2);
    assert_eq!(roster.admit(2), Admission::Waitlisted { position: 0 });
    assert_eq!(roster.waiting().count(), 1);
  }

  #[test]
  fn a_waiter_who_leaves_is_out_of_the_queue() {
    let mut roster: Roster<u64> = Roster::new(1).with_waitlist();
    roster.admit(1);
    roster.admit(2);
    roster.admit(3);
    assert_eq!(roster.depart(&2), Departure::Unwaitlisted);
    roster.depart(&1);
    assert_eq!(
      roster.resolve(),
      vec![Shuffle::Promoted { key: 3, seat: 0 }],
      "the leaver's place is not held in the queue"
    );
  }

  #[test]
  fn a_held_seat_resumes_intact_and_expires_open() {
    let mut roster: Roster<u64> = Roster::new(2).holding_seats();
    roster.admit(1);
    assert_eq!(roster.depart(&1), Departure::Held { seat: 0 });
    assert_eq!(roster.seat_state(0), SeatState::Held(&1));
    assert!(roster.is_full() || roster.occupied_count() == 1, "a held seat is not free");
    assert_eq!(roster.admit(2), Admission::Seated { seat: 1, fresh: true }, "holds do not block other seats");

    assert_eq!(roster.admit(1), Admission::Resumed { seat: 0 });
    assert_eq!(roster.depart(&1), Departure::Held { seat: 0 });
    assert_eq!(roster.expire(&1), Some(0));
    assert_eq!(roster.expire(&1), None, "an expiry lands once");
    assert_eq!(roster.seat_state(0), SeatState::Open);
  }

  #[test]
  fn an_expired_hold_feeds_the_waitlist_on_the_tick() {
    let mut roster: Roster<u64> = Roster::new(1).holding_seats().with_waitlist();
    roster.admit(1);
    roster.depart(&1);
    assert_eq!(roster.admit(2), Admission::Waitlisted { position: 0 }, "a held seat is not open");
    roster.expire(&1);
    assert_eq!(roster.resolve(), vec![Shuffle::Promoted { key: 2, seat: 0 }]);
  }

  #[test]
  fn a_better_ranked_waiter_displaces_the_worst_seated() {
    // Two bots hold the paddles; two people arrive. Both bots stand aside, on
    // the tick, later seats first.
    let mut roster: Roster<u64> = Roster::new(2).with_waitlist();
    roster.admit_ranked(10, 1);
    roster.admit_ranked(11, 1);
    assert_eq!(roster.admit_ranked(1, 0), Admission::Waitlisted { position: 0 });
    assert_eq!(roster.admit_ranked(2, 0), Admission::Waitlisted { position: 1 });

    assert_eq!(
      roster.resolve(),
      vec![
        Shuffle::Displaced { key: 11, seat: 1 },
        Shuffle::Promoted { key: 1, seat: 1 },
        Shuffle::Displaced { key: 10, seat: 0 },
        Shuffle::Promoted { key: 2, seat: 0 },
      ]
    );
    let displaced: Vec<u64> = roster.waiting().copied().collect();
    assert_eq!(displaced, vec![11, 10], "the bots wait in their band");
  }

  #[test]
  fn equal_ranks_never_displace_each_other() {
    let mut roster: Roster<u64> = Roster::new(1).with_waitlist();
    roster.admit(1);
    roster.admit(2);
    assert!(roster.resolve().is_empty(), "waiting your turn is not being outranked");
  }

  #[test]
  fn a_held_seat_is_never_displaced() {
    // The hold is a promise, and a better-ranked arrival does not break it.
    let mut roster: Roster<u64> = Roster::new(1).holding_seats().with_waitlist();
    roster.admit_ranked(10, 1);
    roster.depart(&10);
    roster.admit_ranked(1, 0);
    assert!(roster.resolve().is_empty());
    assert_eq!(roster.seat_state(0), SeatState::Held(&10));
  }

  #[test]
  fn a_second_disconnect_report_keeps_the_hold() {
    let mut roster: Roster<u64> = Roster::new(1).holding_seats();
    roster.admit(1);
    assert_eq!(roster.depart(&1), Departure::Held { seat: 0 });
    assert_eq!(roster.depart(&1), Departure::Held { seat: 0 }, "a repeat report must not break the hold");
    assert_eq!(roster.seat_state(0), SeatState::Held(&1));
  }

  #[test]
  fn open_seats_read_as_whatever_the_game_says_they_are() {
    // The bot bench: every open seat is bot-driven, and the block does not know.
    let mut roster: Roster<u64> = Roster::new(4);
    roster.admit(7);
    let occupants: Vec<bool> = roster.seats().map(|state| matches!(state, SeatState::Open)).collect();
    assert_eq!(occupants.iter().filter(|open| **open).count(), 3, "three seats for bots");
  }
}