fix!: reject malformed games at the Game boundary too
I fixed this at `History`'s ingestion chokepoint and said the boundary was complete. It was not. `Game` is a separate public entry point that does not pass through that chokepoint, and every one of the same four defects was still live there: Game::ranked(&[&[a]], ..) -> PANIC at src/game.rs:317 Game::scored(&[&[a]], ..) -> PANIC at src/game.rs:317 Game::ranked(&[&[], &[a]]) -> Ok, finite posterior for the opponent Game::scored(.., [NaN, 1]) -> Ok The same panic, from safe API, in release. Fixing one path and generalising from it is exactly the mistake that produced the latest-slice joint bug: validating on the shape that cannot expose the problem, then reporting the property as held. `Game::validate_teams` is shared by `ranked` and `scored`, with the non-finite score check in `scored` alongside it. Ranks need no equivalent — they are `u32`. `one_v_one` and `free_for_all` build their teams internally and are unaffected; a test asserts all three well-formed constructors still succeed, so the check cannot quietly widen. BREAKING CHANGE: `Game::ranked` and `Game::scored` return `NotEnoughTeams`, `EmptyTeam` or `InvalidParameter` for inputs they previously panicked on or silently accepted. Refs #18, #26 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011hcFjNDmHXZF8URGLku5zZ
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+112
@@ -138,3 +138,115 @@ fn one_v_one_honours_convergence_options() {
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let (a_post, _) = Game::<i64, _>::one_v_one(&a, &b, Outcome::winner(0, 2), &options).unwrap();
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assert!(a_post.mu() > 25.0);
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}
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/// `Game` is a public entry point that does not pass through `History`'s
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/// ingestion chokepoint, so it needs its own boundary — and did not have one.
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///
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/// A one-team game panicked at `src/game.rs:317` with "range start index 1 out
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/// of range for slice of length 0", in release, from safe API. This is the
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/// same defect `tests/ingestion_shape.rs` covers for `History`; fixing that
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/// path left this one open, because they share no validation.
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mod malformed_games {
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use super::*;
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#[test]
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fn a_one_team_ranked_game_is_an_error_not_a_panic() {
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let a = default_rating();
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let err = Game::<i64, _>::ranked(&[&[a]], Outcome::winner(0, 1), &GameOptions::default())
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.unwrap_err();
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assert!(
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matches!(err, InferenceError::NotEnoughTeams { got: 1 }),
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"{err:?}"
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);
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}
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#[test]
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fn a_one_team_scored_game_is_an_error_not_a_panic() {
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let a = default_rating();
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let err = Game::<i64, _>::scored(
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&[&[a]],
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Outcome::scores([1.0]),
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&GameOptions {
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score_sigma: 1.0,
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..GameOptions::default()
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},
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)
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.unwrap_err();
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assert!(
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matches!(err, InferenceError::NotEnoughTeams { got: 1 }),
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"{err:?}"
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);
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}
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#[test]
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fn a_zero_team_game_is_an_error() {
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let err =
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Game::<i64, ConstantDrift>::ranked(&[], Outcome::ranking([]), &GameOptions::default())
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.unwrap_err();
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assert!(
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matches!(err, InferenceError::NotEnoughTeams { got: 0 }),
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"{err:?}"
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);
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}
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/// The quiet half: an empty team contributed no performance, so the game
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/// returned a finite posterior for its opponent as though it had won one.
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#[test]
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fn an_empty_team_is_an_error() {
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let a = default_rating();
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let err =
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Game::<i64, _>::ranked(&[&[], &[a]], Outcome::winner(0, 2), &GameOptions::default())
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.unwrap_err();
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assert!(
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matches!(err, InferenceError::EmptyTeam { team: 0 }),
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"{err:?}"
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);
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}
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#[test]
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fn a_non_finite_score_is_an_error() {
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let a = default_rating();
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for bad in [f64::NAN, f64::INFINITY, f64::NEG_INFINITY] {
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let err = Game::<i64, _>::scored(
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&[&[a], &[a]],
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Outcome::scores([bad, 1.0]),
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&GameOptions {
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score_sigma: 1.0,
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..GameOptions::default()
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},
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)
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.unwrap_err();
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assert!(
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matches!(err, InferenceError::InvalidParameter { name: "score", .. }),
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"{bad}: {err:?}"
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);
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}
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}
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/// `free_for_all` and `one_v_one` build their teams internally, so they
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/// must keep working — the check must not catch well-formed games.
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#[test]
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fn well_formed_games_are_untouched() {
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let a = default_rating();
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assert!(
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Game::<i64, _>::ranked(
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&[&[a], &[a]],
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Outcome::winner(0, 2),
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&GameOptions::default()
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)
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.is_ok()
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);
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assert!(
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Game::<i64, _>::free_for_all(
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&[&a, &a, &a],
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Outcome::ranking([0, 1, 2]),
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&GameOptions::default()
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)
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.is_ok()
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);
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assert!(
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Game::<i64, _>::one_v_one(&a, &a, Outcome::winner(0, 2), &GameOptions::default())
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.is_ok()
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);
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}
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}
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