Files
Ilia Denisov d733ce3119
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00

196 lines
6.3 KiB
Go

//go:build integration
package inttest
import (
"context"
"errors"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/lobby"
)
// newInvitationService builds an invitation service over the shared pool, starting
// games through a real game service and reading blocks through a social service.
func newInvitationService() *lobby.InvitationService {
return lobby.NewInvitationService(lobby.NewStore(testDB), newGameService(), account.NewStore(testDB), newSocialService())
}
func englishInvite() lobby.InvitationSettings {
return lobby.InvitationSettings{
Variant: engine.VariantEnglish,
TurnTimeout: 24 * time.Hour,
HintsAllowed: true,
HintsPerPlayer: 1,
}
}
func TestMatchmakingPairsAndStartsGame(t *testing.T) {
ctx := context.Background()
mm := newMatchmaker(t, newRobotService(t, newGameService()), 10*time.Second)
a, b := provisionAccount(t), provisionAccount(t)
r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish)
if err != nil {
t.Fatalf("enqueue a: %v", err)
}
if r1.Matched {
t.Fatal("first enqueue must wait")
}
r2, err := mm.Enqueue(ctx, b, engine.VariantEnglish)
if err != nil {
t.Fatalf("enqueue b: %v", err)
}
if !r2.Matched {
t.Fatal("second enqueue must match")
}
seats, _, status, err := newGameService().Participants(ctx, r2.Game.ID)
if err != nil {
t.Fatalf("participants: %v", err)
}
if status != "active" || len(seats) != 2 {
t.Fatalf("matched game state: status %q seats %v", status, seats)
}
}
func TestInvitationAllAcceptStartsGame(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
if inv.Status != "pending" || len(inv.Invitees) != 2 {
t.Fatalf("unexpected invitation: %+v", inv)
}
if got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); err != nil || got.Status != "pending" {
t.Fatalf("first accept: status %q err %v", got.Status, err)
}
final, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true)
if err != nil {
t.Fatalf("second accept: %v", err)
}
if final.Status != "started" || final.GameID == nil {
t.Fatalf("invitation not started: %+v", final)
}
seats, _, status, err := newGameService().Participants(ctx, *final.GameID)
if err != nil {
t.Fatalf("participants: %v", err)
}
if status != "active" || len(seats) != 3 || seats[0] != inviter {
t.Fatalf("started game: status %q seats %v (inviter %s)", status, seats, inviter)
}
}
func TestInvitationDeclineCancels(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], false)
if err != nil {
t.Fatalf("decline: %v", err)
}
if got.Status != "declined" || got.GameID != nil {
t.Fatalf("after decline: %+v", got)
}
// A further response is refused.
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
t.Fatalf("respond after decline = %v, want ErrInvitationNotPending", err)
}
}
func TestInvitationLazyExpiry(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.game_invitations SET expires_at = now() - interval '1 minute' WHERE invitation_id = $1`, inv.ID); err != nil {
t.Fatalf("backdate expiry: %v", err)
}
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationExpired) {
t.Fatalf("respond expired = %v, want ErrInvitationExpired", err)
}
}
func TestInvitationBlockedInvitee(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
social := newSocialService()
inviter := provisionAccount(t)
invitee := provisionAccount(t)
if err := social.Block(ctx, invitee, inviter); err != nil {
t.Fatalf("block: %v", err)
}
if _, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite()); !errors.Is(err, lobby.ErrInvitationBlocked) {
t.Fatalf("create blocked = %v, want ErrInvitationBlocked", err)
}
}
func TestInvitationCancelByInviter(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
// A non-inviter cannot cancel.
if err := svc.CancelInvitation(ctx, inv.ID, invitees[0]); !errors.Is(err, lobby.ErrNotInviter) {
t.Fatalf("stranger cancel = %v, want ErrNotInviter", err)
}
if err := svc.CancelInvitation(ctx, inv.ID, inviter); err != nil {
t.Fatalf("inviter cancel: %v", err)
}
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
t.Fatalf("respond after cancel = %v, want ErrInvitationNotPending", err)
}
}
func TestListInvitations(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitee := provisionAccount(t)
inv, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
// An open invitation appears for both the inviter and the invitee.
for _, who := range []uuid.UUID{inviter, invitee} {
list, err := svc.ListInvitations(ctx, who)
if err != nil {
t.Fatalf("list for %s: %v", who, err)
}
if len(list) != 1 || list[0].ID != inv.ID {
t.Fatalf("invitations for %s = %+v, want [%s]", who, list, inv.ID)
}
}
// Once accepted (the game starts), it is no longer an open invitation.
if _, err := svc.RespondInvitation(ctx, inv.ID, invitee, true); err != nil {
t.Fatalf("accept: %v", err)
}
if list, _ := svc.ListInvitations(ctx, inviter); len(list) != 0 {
t.Fatalf("started invitation still listed: %+v", list)
}
}