# Scrabble Game — Testing How the project is tested and the gate every stage must pass. Read before adding tests or touching CI. ## Layers - **Go unit tests** — table-driven where it helps; `testing` + standard library. Every functional change ships with regression coverage. Run: `go test -count=1 ./backend/... ./pkg/... ./gateway/...` (the module list grows with the workspace). - **Integration** *(Stage 1+)* — Postgres-backed tests behind the `integration` build tag spin a throwaway `postgres:17-alpine` via `testcontainers-go`. They live in `backend/internal/inttest` and run with `go test -tags=integration -count=1 -p=1 ./backend/...` (needs Docker), guarded by a separate CI workflow (`integration.yaml`; Ryuk disabled, serial). Slow. - **UI** *(introduced with the UI in Stage 7)* — Vitest (unit) + Playwright (e2e), mirroring the chosen plain-Svelte + Vite toolchain. - **Engine** *(Stage 2+)* — correctness of scoring and move generation is owned by `scrabble-solver`'s own GCG-backed tests. `backend/internal/engine` adds, on top of the embedded solver: per-variant smoke tests (load all three committed DAWGs and validate a known word, including Эрудит), bag draw/return determinism and exchange accounting, the `Game` end-conditions (empty bag with an empty rack, and six scoreless turns) with end-game rack scoring, and **dictionary-independent history replay** (`ReplayBoard` reproduces a full greedy game's final board from decoded records alone), and the **resignation win/loss rule** (the resigner keeps their score yet loses). The engine tests read the DAWGs from `BACKEND_DICT_DIR` (or the sibling `scrabble-solver` checkout) and fail loudly when it is absent. - **Game domain** *(Stage 3+)* — `backend/internal/game` adds pure unit tests (the GCG writer, the away-window / effective-deadline boundaries, the hint budget, the live-game cache and per-game lock, payload round-trips) plus Postgres-backed integration tests in `inttest` (full lifecycle to a natural end, **journal-replay equivalence**, the turn-timeout sweep with away-window grace, resign win/loss and statistics, the hint allowance-then-wallet policy, word-check and complaint capture, and per-game-lock serialisation). Stage 4 adds the engine's **multi-player drop-out** cases (continue after one resign, last-survivor win, the tile-disposition bag effect) and a domain integration test for a 3-player **timeout that continues**. The engine also gains a `Candidates` ranked/decoded test (Stage 5). - **Social & lobby** *(Stage 4+)* — `backend/internal/social` unit-tests the chat **content filter** (links/emails/phones plus obfuscated forms) and `backend/internal/lobby` unit-tests the in-memory **matchmaker** (FIFO pairing, cancel, per-variant pools, plus the Stage 5 **robot substitution** reaper and `Poll` delivery) with fake game-creator and robot-provider seams. Postgres-backed `inttest` covers the friend request/accept lifecycle with the block/toggle guards, the per-user block (and its severing of friendships), chat post/list with the IP, content and block-visibility rules, the nudge turn/rate-limit rules, the invitation flow (all-accept starts the game, decline cancels, lazy expiry, inviter-only cancel), and the email confirm-code flow (request/confirm, taken email, expiry and attempt-cap) with a fixture mailer. - **Robot** *(Stage 5+)* — `backend/internal/robot` unit-tests the pure strategy: the ≈ 40% play-to-win split over many seeds, the right-skewed move-delay (bounds, ~10-min median, determinism), the margin selection (win/lose, in-band and out-of-band fallbacks, no-play exchange/pass), the sleep window with drift and the midnight wrap, and mix restart-stability. Postgres-backed `inttest` drives a robot through a full auto-match to a natural end (asserting a robot statistics row), the matchmaker substitution end-to-end (enqueue → reap → `[human, robot]`, discoverable via `Poll`), and a proactive 12-hour nudge. - **Gateway & contracts** *(Stage 6+)* — `backend/internal/notify` unit-tests the hub fan-out (delivery, overflow drop, unsubscribe) and the FlatBuffers event constructors (payload round-trip). `gateway/...` unit-tests are hermetic (no real network — an `httptest` fake backend and fixtures): the Telegram initData HMAC validator (genuine, tampered, wrong-token, stale), the session cache (hit/miss/fallback, TTL re-resolve, invalidate), the rate limiter (burst, per-key isolation, per-window), the push hub (per-user routing, overflow, unsubscribe), the transcode round-trips (FlatBuffers↔JSON, X-User-ID forwarding, nested GameView, domain-code surfacing), the admin Basic-Auth reverse proxy (401 / forward), and a full Connect `Execute` path end to end (guest auth, unauthenticated rejection, unknown message type). The backend gains the **guest** lifecycle (a guest plays an auto-match to a natural end yet accrues no statistics) and the **email-as-login** flow (request/verify, returning user) in `inttest`. ## Principles - A green run must not depend on cached state: use `-count=1` in CI. - Tests that need infrastructure fail loudly (`t.Fatal`) when it is unavailable rather than silently skipping coverage. - No network or real platform calls in unit tests; validate platform credentials behind an interface seam and test with fixtures. ## Per-stage CI gate Every completed stage is exercised on `gitea.iliadenisov.ru` before it is marked done in [`../PLAN.md`](../PLAN.md): 1. Commit the stage on its `feature/*` branch. 2. Push to `origin`. 3. Watch the run to completion — never hand-roll a poll loop: `python3 ~/.claude/bin/gitea-ci-watch.py` (launch in the background). 4. Only after every workflow that fired is green may the stage be marked done.