package router_test import ( "encoding/json" "net/http" "testing" "galaxy/model/order" "galaxy/model/report" "galaxy/game/internal/controller" "galaxy/game/internal/model/game" "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" apiOrderPath = "/api/v1/order" validId1 = id() validId2 = id() invalidId = "fd091c69-5976-4775-b2f9-7ba77735afb" ) func id() string { return uuid.New().String() } type fakeEngine 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 // FetchBattle controls and observes calls to FetchBattle. FetchBattleTurn uint FetchBattleID uuid.UUID FetchBattleResult *report.BattleReport FetchBattleOK bool FetchBattleErr error } func (e *fakeEngine) 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 *fakeEngine) FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error) { e.FetchOrderActor = actor e.FetchOrderTurn = turn return e.FetchOrderResult, e.FetchOrderOK, e.FetchOrderErr } func (e *fakeEngine) FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error) { e.FetchBattleTurn = turn e.FetchBattleID = ID return e.FetchBattleResult, e.FetchBattleOK, e.FetchBattleErr } func (e *fakeEngine) GenerateGame(gameID uuid.UUID, races []string) (game.State, error) { return game.State{ID: gameID}, nil } func (e *fakeEngine) GenerateTurn() (game.State, error) { return game.State{}, nil } func (e *fakeEngine) BanishRace(raceName string) error { return nil } func (e *fakeEngine) GameState() (game.State, error) { return game.State{}, nil } func (e *fakeEngine) LoadReport(actor string, turn uint) (*report.Report, error) { return &report.Report{}, nil } func setupRouter() *gin.Engine { return setupRouterEngine(newFakeEngine()) } func setupRouterEngine(e handler.Engine) *gin.Engine { return router.SetupRouter(e) } func newFakeEngine() handler.Engine { return &fakeEngine{} } // newService builds a real controller.Service backed by a storage directory, // for handler tests that exercise the engine end to end rather than the fake. func newService(t *testing.T, root string) *controller.Service { t.Helper() svc, err := controller.NewService(root) if err != nil { t.Fatalf("new service: %v", err) } return svc } func encodeCommand(cmd any) json.RawMessage { v, err := json.Marshal(cmd) if err != nil { panic(err) } return v }