feat: game lobby service
This commit is contained in:
@@ -0,0 +1,307 @@
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// Package approveapplication implements the `lobby.application.approve`
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// message type. It reserves the applicant's race name, transitions the
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// application from submitted to approved, creates the matching active
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// membership, opens the gap window when the new approved count equals
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// max_players, and publishes the lobby.membership.approved intent.
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package approveapplication
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import (
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"context"
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"errors"
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"fmt"
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"log/slog"
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"time"
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"galaxy/lobby/internal/domain/application"
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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/domain/membership"
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"galaxy/lobby/internal/logging"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/service/shared"
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"galaxy/lobby/internal/telemetry"
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"galaxy/notificationintent"
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)
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// Service executes the public-game application approval use case.
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type Service struct {
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games ports.GameStore
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memberships ports.MembershipStore
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applications ports.ApplicationStore
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directory ports.RaceNameDirectory
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gapStore ports.GapActivationStore
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intents ports.IntentPublisher
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ids ports.IDGenerator
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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}
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// Dependencies groups the collaborators used by Service.
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type Dependencies struct {
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// Games loads the target game record for status verification.
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Games ports.GameStore
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// Memberships persists the new active membership and supplies the
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// approved-count for the gap-window decision.
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Memberships ports.MembershipStore
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// Applications loads the target application and applies the
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// submitted → approved transition.
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Applications ports.ApplicationStore
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// Directory canonicalizes the race name and reserves it for the
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// applicant.
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Directory ports.RaceNameDirectory
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// GapStore records the gap-window activation timestamp when the
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// new approved count equals max_players.
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GapStore ports.GapActivationStore
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// Intents publishes the lobby.membership.approved intent.
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Intents ports.IntentPublisher
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// IDs mints the new opaque membership identifier.
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IDs ports.IDGenerator
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// Clock supplies the wall-clock used for DecidedAt, JoinedAt,
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// gap-activation time, and the notification's OccurredAt.
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Clock func() time.Time
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// Logger records structured service-level events.
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Logger *slog.Logger
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// Telemetry records the `lobby.application.outcomes` and
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// `lobby.membership.changes` counters. Optional; nil disables
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// metric emission.
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Telemetry *telemetry.Runtime
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}
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// NewService constructs one Service with deps.
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func NewService(deps Dependencies) (*Service, error) {
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switch {
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case deps.Games == nil:
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return nil, errors.New("new approve application service: nil game store")
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case deps.Memberships == nil:
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return nil, errors.New("new approve application service: nil membership store")
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case deps.Applications == nil:
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return nil, errors.New("new approve application service: nil application store")
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case deps.Directory == nil:
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return nil, errors.New("new approve application service: nil race name directory")
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case deps.GapStore == nil:
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return nil, errors.New("new approve application service: nil gap activation store")
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case deps.Intents == nil:
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return nil, errors.New("new approve application service: nil intent publisher")
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case deps.IDs == nil:
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return nil, errors.New("new approve application service: nil id generator")
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}
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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return &Service{
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games: deps.Games,
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memberships: deps.Memberships,
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applications: deps.Applications,
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directory: deps.Directory,
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gapStore: deps.GapStore,
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intents: deps.Intents,
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ids: deps.IDs,
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clock: clock,
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logger: logger.With("service", "lobby.approveapplication"),
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telemetry: deps.Telemetry,
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}, nil
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}
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// Input stores the arguments required to approve one application.
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type Input struct {
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// Actor identifies the caller. Must be ActorKindAdmin per the
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// README message catalog.
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Actor shared.Actor
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// GameID identifies the game referenced by the request path; it
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// must match the loaded application's GameID.
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GameID common.GameID
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// ApplicationID identifies the target application.
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ApplicationID common.ApplicationID
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}
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// Handle authorizes the actor, validates the application + game state,
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// reserves the race name, transitions the application, persists the
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// membership, opens the gap window if appropriate, and publishes the
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// lobby.membership.approved intent on success.
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func (service *Service) Handle(ctx context.Context, input Input) (membership.Membership, error) {
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if service == nil {
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return membership.Membership{}, errors.New("approve application: nil service")
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}
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if ctx == nil {
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return membership.Membership{}, errors.New("approve application: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: actor: %w", err)
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}
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if !input.Actor.IsAdmin() {
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return membership.Membership{}, fmt.Errorf(
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"%w: only admin callers may approve applications",
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shared.ErrForbidden,
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)
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}
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if err := input.GameID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := input.ApplicationID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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app, err := service.applications.Get(ctx, input.ApplicationID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if app.GameID != input.GameID {
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// Defensive: opaque ids must not leak across games.
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return membership.Membership{}, fmt.Errorf(
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"approve application: application %q does not belong to game %q: %w",
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app.ApplicationID, input.GameID, application.ErrNotFound,
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)
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}
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if app.Status != application.StatusSubmitted {
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return membership.Membership{}, fmt.Errorf(
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"approve application: status %q is not %q: %w",
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app.Status, application.StatusSubmitted, application.ErrConflict,
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)
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}
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gameRecord, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if gameRecord.GameType != game.GameTypePublic {
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return membership.Membership{}, fmt.Errorf(
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"approve application: game %q is not public: %w",
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gameRecord.GameID, game.ErrConflict,
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)
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}
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if gameRecord.Status != game.StatusEnrollmentOpen {
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return membership.Membership{}, fmt.Errorf(
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"approve application: game %q is not in enrollment_open: %w",
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gameRecord.GameID, game.ErrConflict,
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)
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}
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cap := gameRecord.MaxPlayers + gameRecord.StartGapPlayers
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currentActive, err := shared.CountActiveMemberships(ctx, service.memberships, gameRecord.GameID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if currentActive >= cap {
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return membership.Membership{}, fmt.Errorf(
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"approve application: roster full (%d active >= %d cap): %w",
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currentActive, cap, game.ErrConflict,
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)
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}
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canonical, err := service.directory.Canonicalize(app.RaceName)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := service.directory.Reserve(ctx, gameRecord.GameID.String(), app.ApplicantUserID, app.RaceName); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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now := service.clock().UTC()
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updateErr := service.applications.UpdateStatus(ctx, ports.UpdateApplicationStatusInput{
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ApplicationID: app.ApplicationID,
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ExpectedFrom: application.StatusSubmitted,
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To: application.StatusApproved,
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At: now,
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})
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if updateErr != nil {
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// Concurrent mutation lost the CAS race. Release the
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// reservation we just made so it does not orphan; the user
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// may retry submission later under the same canonical key.
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if releaseErr := service.directory.ReleaseReservation(ctx, gameRecord.GameID.String(), app.ApplicantUserID, app.RaceName); releaseErr != nil {
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service.logger.WarnContext(ctx, "release reservation after approve cas failure",
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"application_id", app.ApplicationID.String(),
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"err", releaseErr.Error(),
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)
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}
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return membership.Membership{}, fmt.Errorf("approve application: %w", updateErr)
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}
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membershipID, err := service.ids.NewMembershipID()
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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memberRecord, err := membership.New(membership.NewMembershipInput{
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MembershipID: membershipID,
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GameID: gameRecord.GameID,
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UserID: app.ApplicantUserID,
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RaceName: app.RaceName,
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CanonicalKey: canonical,
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Now: now,
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})
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := service.memberships.Save(ctx, memberRecord); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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// Gap-window trigger: count after Save now includes the new
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// membership, so if it equals max_players we just crossed the
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// threshold. The worker reads gap_activated_at to time
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// out the gap; auto-transition to ready_to_start is its job.
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if currentActive+1 == gameRecord.MaxPlayers {
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if err := service.gapStore.MarkActivated(ctx, gameRecord.GameID, now); err != nil {
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service.logger.WarnContext(ctx, "mark gap activation",
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"game_id", gameRecord.GameID.String(),
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"err", err.Error(),
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)
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}
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}
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intent, err := notificationintent.NewLobbyMembershipApprovedIntent(
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notificationintent.Metadata{
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IdempotencyKey: "lobby.membership.approved:" + memberRecord.MembershipID.String(),
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OccurredAt: now,
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},
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memberRecord.UserID,
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notificationintent.LobbyMembershipApprovedPayload{
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GameID: gameRecord.GameID.String(),
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GameName: gameRecord.GameName,
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},
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)
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if err != nil {
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service.logger.ErrorContext(ctx, "build membership approved intent",
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"membership_id", memberRecord.MembershipID.String(),
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"err", err.Error(),
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)
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} else if _, publishErr := service.intents.Publish(ctx, intent); publishErr != nil {
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service.logger.WarnContext(ctx, "publish membership approved intent",
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"membership_id", memberRecord.MembershipID.String(),
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"err", publishErr.Error(),
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)
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}
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service.telemetry.RecordApplicationOutcome(ctx, "approved")
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service.telemetry.RecordMembershipChange(ctx, "activated")
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logArgs := []any{
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"game_id", gameRecord.GameID.String(),
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"game_status", string(gameRecord.Status),
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"application_id", app.ApplicationID.String(),
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"membership_id", memberRecord.MembershipID.String(),
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"user_id", memberRecord.UserID,
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"race_name", memberRecord.RaceName,
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"canonical_key", string(canonical),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "application approved", logArgs...)
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return memberRecord, nil
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}
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@@ -0,0 +1,396 @@
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package approveapplication_test
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import (
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"context"
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"errors"
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"io"
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"log/slog"
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"testing"
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"time"
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"galaxy/lobby/internal/adapters/applicationstub"
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"galaxy/lobby/internal/adapters/gamestub"
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"galaxy/lobby/internal/adapters/gapactivationstub"
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"galaxy/lobby/internal/adapters/intentpubstub"
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"galaxy/lobby/internal/adapters/membershipstub"
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"galaxy/lobby/internal/adapters/racenamestub"
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"galaxy/lobby/internal/domain/application"
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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/domain/membership"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/service/approveapplication"
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"galaxy/lobby/internal/service/shared"
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"galaxy/notificationintent"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/require"
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)
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func silentLogger() *slog.Logger { return slog.New(slog.NewTextHandler(io.Discard, nil)) }
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func fixedClock(at time.Time) func() time.Time { return func() time.Time { return at } }
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type fixedIDs struct {
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gameID common.GameID
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applicationID common.ApplicationID
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membershipID common.MembershipID
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}
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func (f fixedIDs) NewGameID() (common.GameID, error) { return f.gameID, nil }
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func (f fixedIDs) NewApplicationID() (common.ApplicationID, error) { return f.applicationID, nil }
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func (f fixedIDs) NewInviteID() (common.InviteID, error) { return "", errors.New("not used") }
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func (f fixedIDs) NewMembershipID() (common.MembershipID, error) { return f.membershipID, nil }
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type fixture struct {
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now time.Time
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games *gamestub.Store
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memberships *membershipstub.Store
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applications *applicationstub.Store
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directory *racenamestub.Directory
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gapStore *gapactivationstub.Store
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intents *intentpubstub.Publisher
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ids fixedIDs
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openPublicGameID common.GameID
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}
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func newFixture(t *testing.T, maxPlayers, gapPlayers int) *fixture {
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t.Helper()
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now := time.Date(2026, 4, 25, 10, 0, 0, 0, time.UTC)
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dir, err := racenamestub.NewDirectory(racenamestub.WithClock(fixedClock(now)))
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require.NoError(t, err)
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games := gamestub.NewStore()
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memberships := membershipstub.NewStore()
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applications := applicationstub.NewStore()
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gameRecord, err := game.New(game.NewGameInput{
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GameID: "game-public",
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GameName: "Galactic Open",
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GameType: game.GameTypePublic,
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MinPlayers: 2,
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MaxPlayers: maxPlayers,
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StartGapHours: 2,
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StartGapPlayers: gapPlayers,
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EnrollmentEndsAt: now.Add(24 * time.Hour),
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TurnSchedule: "0 */6 * * *",
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TargetEngineVersion: "1.0.0",
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Now: now,
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})
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require.NoError(t, err)
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gameRecord.Status = game.StatusEnrollmentOpen
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require.NoError(t, games.Save(context.Background(), gameRecord))
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return &fixture{
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now: now,
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games: games,
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memberships: memberships,
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applications: applications,
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directory: dir,
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gapStore: gapactivationstub.NewStore(),
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intents: intentpubstub.NewPublisher(),
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ids: fixedIDs{membershipID: "membership-fixed"},
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openPublicGameID: gameRecord.GameID,
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}
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}
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func newService(t *testing.T, f *fixture) *approveapplication.Service {
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t.Helper()
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svc, err := approveapplication.NewService(approveapplication.Dependencies{
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Games: f.games,
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Memberships: f.memberships,
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Applications: f.applications,
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Directory: f.directory,
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GapStore: f.gapStore,
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Intents: f.intents,
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IDs: f.ids,
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Clock: fixedClock(f.now),
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Logger: silentLogger(),
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})
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require.NoError(t, err)
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return svc
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}
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func seedSubmittedApplication(t *testing.T, f *fixture, applicationID common.ApplicationID, userID, raceName string) application.Application {
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t.Helper()
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app, err := application.New(application.NewApplicationInput{
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ApplicationID: applicationID,
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GameID: f.openPublicGameID,
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ApplicantUserID: userID,
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RaceName: raceName,
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Now: f.now,
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})
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require.NoError(t, err)
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require.NoError(t, f.applications.Save(context.Background(), app))
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return app
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}
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func TestApproveHappyPath(t *testing.T) {
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t.Parallel()
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f := newFixture(t, 4, 1)
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app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
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svc := newService(t, f)
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got, err := svc.Handle(context.Background(), approveapplication.Input{
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Actor: shared.NewAdminActor(),
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GameID: f.openPublicGameID,
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ApplicationID: app.ApplicationID,
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})
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require.NoError(t, err)
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assert.Equal(t, common.MembershipID("membership-fixed"), got.MembershipID)
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assert.Equal(t, "SolarPilot", got.RaceName)
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assert.Equal(t, "solarpilot", got.CanonicalKey)
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assert.Equal(t, membership.StatusActive, got.Status)
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assert.Equal(t, f.now, got.JoinedAt)
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updated, err := f.applications.Get(context.Background(), app.ApplicationID)
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require.NoError(t, err)
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assert.Equal(t, application.StatusApproved, updated.Status)
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availability, err := f.directory.Check(context.Background(), "SolarPilot", "user-2")
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require.NoError(t, err)
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assert.True(t, availability.Taken)
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assert.Equal(t, "user-1", availability.HolderUserID)
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intents := f.intents.Published()
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||||
require.Len(t, intents, 1)
|
||||
assert.Equal(t, notificationintent.NotificationTypeLobbyMembershipApproved, intents[0].NotificationType)
|
||||
assert.Equal(t, []string{"user-1"}, intents[0].RecipientUserIDs)
|
||||
|
||||
assert.False(t, f.gapStore.WasActivated(f.openPublicGameID))
|
||||
}
|
||||
|
||||
func TestApproveActivatesGapAtMaxPlayers(t *testing.T) {
|
||||
t.Parallel()
|
||||
// max=2, gap=1; pre-seed 1 active member. Approval pushes count to 2 (== max).
|
||||
f := newFixture(t, 2, 1)
|
||||
preexisting, err := membership.New(membership.NewMembershipInput{
|
||||
MembershipID: "membership-pre",
|
||||
GameID: f.openPublicGameID,
|
||||
UserID: "user-pre",
|
||||
RaceName: "VoidRunner",
|
||||
CanonicalKey: "voidrunner",
|
||||
Now: f.now,
|
||||
})
|
||||
require.NoError(t, err)
|
||||
require.NoError(t, f.memberships.Save(context.Background(), preexisting))
|
||||
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
svc := newService(t, f)
|
||||
|
||||
_, err = svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.NoError(t, err)
|
||||
assert.True(t, f.gapStore.WasActivated(f.openPublicGameID))
|
||||
assert.Equal(t, f.now, f.gapStore.ActivatedAt(f.openPublicGameID))
|
||||
}
|
||||
|
||||
func TestApproveDoesNotActivateGapBelowMax(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
svc := newService(t, f)
|
||||
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.NoError(t, err)
|
||||
assert.False(t, f.gapStore.WasActivated(f.openPublicGameID))
|
||||
}
|
||||
|
||||
func TestApproveUserActorForbidden(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
svc := newService(t, f)
|
||||
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewUserActor("user-1"),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, shared.ErrForbidden)
|
||||
}
|
||||
|
||||
func TestApproveApplicationNotFound(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
svc := newService(t, f)
|
||||
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: "application-missing",
|
||||
})
|
||||
require.ErrorIs(t, err, application.ErrNotFound)
|
||||
}
|
||||
|
||||
func TestApproveCrossGameApplicationNotFound(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
svc := newService(t, f)
|
||||
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: "game-other",
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, application.ErrNotFound)
|
||||
}
|
||||
|
||||
func TestApproveAlreadyDecidedConflict(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
require.NoError(t, f.applications.UpdateStatus(context.Background(), ports.UpdateApplicationStatusInput{
|
||||
ApplicationID: app.ApplicationID,
|
||||
ExpectedFrom: application.StatusSubmitted,
|
||||
To: application.StatusRejected,
|
||||
At: f.now,
|
||||
}))
|
||||
|
||||
svc := newService(t, f)
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, application.ErrConflict)
|
||||
}
|
||||
|
||||
func TestApproveGameNotEnrollmentOpenConflict(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
|
||||
rec, err := f.games.Get(context.Background(), f.openPublicGameID)
|
||||
require.NoError(t, err)
|
||||
rec.Status = game.StatusReadyToStart
|
||||
require.NoError(t, f.games.Save(context.Background(), rec))
|
||||
|
||||
svc := newService(t, f)
|
||||
_, err = svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, game.ErrConflict)
|
||||
}
|
||||
|
||||
func TestApproveRosterFullConflict(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 2, 1)
|
||||
for i := range 3 {
|
||||
member, err := membership.New(membership.NewMembershipInput{
|
||||
MembershipID: common.MembershipID("membership-seed-" + string(rune('a'+i))),
|
||||
GameID: f.openPublicGameID,
|
||||
UserID: "seed-user-" + string(rune('a'+i)),
|
||||
RaceName: "Seed " + string(rune('A'+i)),
|
||||
CanonicalKey: "seed" + string(rune('a'+i)),
|
||||
Now: f.now,
|
||||
})
|
||||
require.NoError(t, err)
|
||||
require.NoError(t, f.memberships.Save(context.Background(), member))
|
||||
}
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
|
||||
svc := newService(t, f)
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, game.ErrConflict)
|
||||
}
|
||||
|
||||
func TestApproveNameTakenByAnotherUser(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
require.NoError(t, f.directory.Reserve(context.Background(), "game-other", "user-other", "SolarPilot"))
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
|
||||
svc := newService(t, f)
|
||||
_, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, ports.ErrNameTaken)
|
||||
|
||||
availability, err := f.directory.Check(context.Background(), "SolarPilot", "user-1")
|
||||
require.NoError(t, err)
|
||||
assert.True(t, availability.Taken)
|
||||
assert.Equal(t, "user-other", availability.HolderUserID)
|
||||
}
|
||||
|
||||
// approveCASStub wraps applicationstub.Store but injects ErrConflict on
|
||||
// the next UpdateStatus call so we can observe the rollback path.
|
||||
type approveCASStub struct {
|
||||
*applicationstub.Store
|
||||
failNext bool
|
||||
}
|
||||
|
||||
func (s *approveCASStub) UpdateStatus(ctx context.Context, input ports.UpdateApplicationStatusInput) error {
|
||||
if s.failNext {
|
||||
s.failNext = false
|
||||
return application.ErrConflict
|
||||
}
|
||||
return s.Store.UpdateStatus(ctx, input)
|
||||
}
|
||||
|
||||
func TestApproveCASConflictReleasesReservation(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
|
||||
cas := &approveCASStub{Store: f.applications, failNext: true}
|
||||
svc, err := approveapplication.NewService(approveapplication.Dependencies{
|
||||
Games: f.games,
|
||||
Memberships: f.memberships,
|
||||
Applications: cas,
|
||||
Directory: f.directory,
|
||||
GapStore: f.gapStore,
|
||||
Intents: f.intents,
|
||||
IDs: f.ids,
|
||||
Clock: fixedClock(f.now),
|
||||
Logger: silentLogger(),
|
||||
})
|
||||
require.NoError(t, err)
|
||||
|
||||
_, err = svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.ErrorIs(t, err, application.ErrConflict)
|
||||
|
||||
availability, err := f.directory.Check(context.Background(), "SolarPilot", "user-2")
|
||||
require.NoError(t, err)
|
||||
assert.False(t, availability.Taken, "reservation must have been released after CAS failure")
|
||||
assert.Empty(t, availability.HolderUserID)
|
||||
}
|
||||
|
||||
func TestApprovePublishFailureDoesNotRollback(t *testing.T) {
|
||||
t.Parallel()
|
||||
f := newFixture(t, 4, 1)
|
||||
app := seedSubmittedApplication(t, f, "application-1", "user-1", "SolarPilot")
|
||||
f.intents.SetError(errors.New("publish failed"))
|
||||
|
||||
svc := newService(t, f)
|
||||
got, err := svc.Handle(context.Background(), approveapplication.Input{
|
||||
Actor: shared.NewAdminActor(),
|
||||
GameID: f.openPublicGameID,
|
||||
ApplicationID: app.ApplicationID,
|
||||
})
|
||||
require.NoError(t, err)
|
||||
assert.Equal(t, common.MembershipID("membership-fixed"), got.MembershipID)
|
||||
|
||||
updated, err := f.applications.Get(context.Background(), app.ApplicationID)
|
||||
require.NoError(t, err)
|
||||
assert.Equal(t, application.StatusApproved, updated.Status)
|
||||
}
|
||||
Reference in New Issue
Block a user