feat: AI-game refinements (GCG, your_turn, admin, metrics)
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Follow-ups on the honest-AI game, same PR:
- GCG export labels the robot seat "AI" instead of its pool name (ExportGCG
  overrides via accounts.IsRobot); the in-app 🤖 is unchanged.
- vs_ai games emit no your_turn (the robot replies instantly, so it would be
  redundant); opponent_moved still advances the UI.
- Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line
  on the game card (GameRow/GameDetailView gain VsAI).
- games_started_total / games_abandoned_total gain a vs_ai attribute; the
  Grafana Game-domain dashboard splits started/abandoned into human and AI
  panels.

Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI").
This commit is contained in:
Ilia Denisov
2026-06-15 20:49:49 +02:00
parent aa765a0c06
commit d2a9441287
12 changed files with 166 additions and 41 deletions
+75
View File
@@ -5,13 +5,16 @@ package inttest
import (
"context"
"errors"
"strings"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/robot"
"scrabble/backend/internal/social"
)
@@ -173,6 +176,78 @@ func TestAIGameSevenDayTimeout(t *testing.T) {
}
}
// TestAIGameSuppressesYourTurn checks an honest-AI game emits opponent_moved but no your_turn:
// the robot replies instantly, so a "your turn" signal would arrive with the AI's move and be
// pointless (the human's UI advances from opponent_moved).
func TestAIGameSuppressesYourTurn(t *testing.T) {
ctx := context.Background()
svc := newGameService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
robots := newRobotService(t, svc)
if err := robots.EnsurePool(ctx); err != nil {
t.Fatalf("ensure pool: %v", err)
}
seed := openingSeed(t)
g, human, _ := startAIGame(t, svc, robots, true, seed) // human at seat 0, to move
hint, ok := newMirror(t, seed, 2).HintView()
if !ok || len(hint.Tiles) == 0 {
t.Fatal("no opening move for the seed")
}
if _, err := svc.SubmitPlay(ctx, g.ID, human, hint.Tiles); err != nil {
t.Fatalf("human play: %v", err)
}
var opponentMoved, yourTurn int
pub.mu.Lock()
for _, in := range pub.intents {
switch in.Kind {
case notify.KindYourTurn:
yourTurn++
case notify.KindOpponentMoved:
opponentMoved++
}
}
pub.mu.Unlock()
if yourTurn != 0 {
t.Errorf("an AI game must emit no your_turn; got %d", yourTurn)
}
if opponentMoved == 0 {
t.Error("an AI game must still emit opponent_moved so the human's UI advances")
}
}
// TestAIGameGCGLabelsRobotAI checks the GCG export of an honest-AI game labels the robot seat
// "AI" rather than leaking its human-like pool name.
func TestAIGameGCGLabelsRobotAI(t *testing.T) {
ctx := context.Background()
svc := newGameService()
robots := newRobotService(t, svc)
if err := robots.EnsurePool(ctx); err != nil {
t.Fatalf("ensure pool: %v", err)
}
g, human, robotID := startAIGame(t, svc, robots, true, openingSeed(t))
if _, err := svc.Resign(ctx, g.ID, human); err != nil { // finish the game so GCG export is allowed
t.Fatalf("resign: %v", err)
}
gcg, err := svc.ExportGCG(ctx, g.ID)
if err != nil {
t.Fatalf("export gcg: %v", err)
}
if !strings.Contains(gcg, " AI\n") {
t.Errorf("GCG must label the robot seat \"AI\"; got:\n%s", gcg)
}
robot, err := account.NewStore(testDB).GetByID(ctx, robotID)
if err != nil {
t.Fatalf("get robot: %v", err)
}
if strings.Contains(gcg, robot.DisplayName) {
t.Errorf("GCG must not leak the robot's pool name %q; got:\n%s", robot.DisplayName, gcg)
}
}
// TestAIGameChatAndNudgeRejected checks chat and nudge are both refused in a vs_ai game (the
// opponent is a robot), even though the game reports status 'active'.
func TestAIGameChatAndNudgeRejected(t *testing.T) {