package router_test import ( "encoding/json" "net/http" "galaxy/model/order" "galaxy/model/report" "galaxy/model/rest" "galaxy/game/internal/router" "galaxy/game/internal/router/handler" "github.com/gin-gonic/gin" "github.com/google/uuid" ) var ( commandNoErrorsStatus = http.StatusAccepted commandDefaultActor = "Gorlum" apiCommandMethod = "PUT" apiCommandPath = "/api/v1/command" apiOrderPath = "/api/v1/order" validId1 = id() validId2 = id() invalidId = "fd091c69-5976-4775-b2f9-7ba77735afb" ) func id() string { return uuid.New().String() } type dummyExecutor struct { CommandsExecuted int // ValidateOrderResult, when non-nil, is returned from ValidateOrder. // When nil, ValidateOrder synthesises an order from the received args // so the response body is non-empty for status assertions. ValidateOrderResult *order.UserGamesOrder ValidateOrderErr error // FetchOrder controls and observes calls to FetchOrder. FetchOrderActor string FetchOrderTurn uint FetchOrderResult *order.UserGamesOrder FetchOrderOK bool FetchOrderErr error } func (e *dummyExecutor) ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error) { e.CommandsExecuted = len(cmd) if e.ValidateOrderErr != nil { return nil, e.ValidateOrderErr } if e.ValidateOrderResult != nil { return e.ValidateOrderResult, nil } return &order.UserGamesOrder{ GameID: uuid.New(), UpdatedAt: 1, Commands: append([]order.DecodableCommand(nil), cmd...), }, nil } func (e *dummyExecutor) FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error) { e.FetchOrderActor = actor e.FetchOrderTurn = turn return e.FetchOrderResult, e.FetchOrderOK, e.FetchOrderErr } func (e *dummyExecutor) Execute(command ...handler.Command) error { e.CommandsExecuted = len(command) return nil } func (e *dummyExecutor) GenerateGame(races []string) (rest.StateResponse, error) { return rest.StateResponse{}, nil } func (e *dummyExecutor) GenerateTurn() (rest.StateResponse, error) { return rest.StateResponse{}, nil } func (e *dummyExecutor) BanishRace(raceName string) error { return nil } func (e *dummyExecutor) GameState() (rest.StateResponse, error) { return rest.StateResponse{}, nil } func (e *dummyExecutor) LoadReport(actor string, turn uint) (*report.Report, error) { return &report.Report{}, nil } func setupRouter() *gin.Engine { return setupRouterExecutor(newExecutor()) } func setupRouterExecutor(e handler.CommandExecutor) *gin.Engine { return router.SetupRouter(e) } func newExecutor() handler.CommandExecutor { return &dummyExecutor{} } func encodeCommand(cmd any) json.RawMessage { v, err := json.Marshal(cmd) if err != nil { panic(err) } return v }