Files
galaxy-game/backend/internal/devsandbox/bootstrap_test.go
T
Ilia Denisov 6d6a384bee local-dev: auto-purge terminal Dev Sandbox games on every boot
Previously a cancelled / finished / start_failed sandbox game would
hang in the dev user's lobby until manually cleaned up — `make up`
would create a new running game alongside it but the dead tiles
piled up. Now backend's `devsandbox.Bootstrap` deletes every
terminal sandbox game owned by the dev user before find-or-create
runs, so the lobby always shows exactly one running tile.

Schema: `runtime_records` and `player_mappings` gain
`ON DELETE CASCADE` on their `game_id` foreign keys so a single
`DELETE FROM games` cleans every referencing row in one write.
Pre-prod migration rule applies — change goes into
`00001_init.sql`, not a new migration.

API: `lobby.Service.DeleteGame` is the new destructive helper that
backs the bootstrap purge. It bypasses the cancel-cascade-notify
pipeline; production callers must stay on the regular lifecycle.
The dev-sandbox docs in `tools/local-dev/README.md` spell out the
new behaviour.

Tests:
- backend/internal/lobby/lobby_e2e_test.go gains
  `TestDeleteGameCascadesEverything` proving CASCADE works
  end-to-end against a real Postgres testcontainer.
- backend/internal/devsandbox keeps its existing terminal-status
  contract test; the new `purgeTerminalSandboxGames` helper rides
  on the same `terminalSandboxStatus` predicate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 14:06:04 +02:00

107 lines
3.3 KiB
Go

package devsandbox
import (
"context"
"errors"
"testing"
"galaxy/backend/internal/config"
"github.com/google/uuid"
"go.uber.org/zap"
)
// TestBootstrapSkippedWhenEmailEmpty exercises the no-op branch: with
// the production posture (Email == "") Bootstrap must return without
// touching any dependency. The fact that Users/Lobby/EngineVersions
// are nil here doubles as a check that the early-return runs first.
func TestBootstrapSkippedWhenEmailEmpty(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{},
config.DevSandboxConfig{},
zap.NewNop(),
)
if err != nil {
t.Fatalf("expected nil error on empty email, got: %v", err)
}
}
// TestBootstrapRejectsZeroPlayerCount confirms the validation
// short-circuits the flow before any DB call when PlayerCount is
// non-positive but Email is set. The error path is fast and never
// dereferences the (still-nil) Users/Lobby deps.
func TestBootstrapRejectsZeroPlayerCount(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
config.DevSandboxConfig{
Email: "dev@local.test",
EngineImage: "galaxy-engine:local-dev",
EngineVersion: "0.0.0-local-dev",
PlayerCount: 0,
},
zap.NewNop(),
)
if err == nil {
t.Fatal("expected error on zero PlayerCount, got nil")
}
}
// TestBootstrapRejectsMissingDeps checks that a misconfigured wiring
// (Email set but one of the required services nil) fails fast rather
// than panicking when the bootstrap reaches its first service call.
func TestBootstrapRejectsMissingDeps(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
config.DevSandboxConfig{
Email: "dev@local.test",
EngineImage: "galaxy-engine:local-dev",
EngineVersion: "0.0.0-local-dev",
PlayerCount: 20,
},
zap.NewNop(),
)
if err == nil {
t.Fatal("expected error on missing deps, got nil")
}
if !errors.Is(err, errMissingDepsSentinel) && err.Error() == "" {
// The exact wording is not part of the contract; this branch
// only asserts the error is non-nil and human-readable.
t.Fatalf("error has empty message: %v", err)
}
}
// errMissingDepsSentinel exists so the assertion above can compile;
// the real error is constructed via errors.New inside Bootstrap and
// is intentionally not exported. The test only needs to confirm the
// returned error has a message.
var errMissingDepsSentinel = errors.New("sentinel")
// TestTerminalSandboxStatus pins the contract that decides whether a
// previously created sandbox game gets purged on the next boot.
// Terminal states are deleted (cascade-style) so the developer's
// lobby never piles up dead tiles between `make rebuild` cycles.
func TestTerminalSandboxStatus(t *testing.T) {
terminal := []string{"cancelled", "finished", "start_failed"}
live := []string{"draft", "enrollment_open", "ready_to_start", "starting", "running", "paused"}
for _, status := range terminal {
if !terminalSandboxStatus(status) {
t.Errorf("expected %q to be terminal", status)
}
}
for _, status := range live {
if terminalSandboxStatus(status) {
t.Errorf("expected %q to be non-terminal", status)
}
}
}
type stubEnsurer struct{}
func (stubEnsurer) EnsureByEmail(_ context.Context, _, _, _, _ string) (uuid.UUID, error) {
return uuid.UUID{}, nil
}