Files
Ilia Denisov bfa8797f8c
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 9s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 9s
Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged.

New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer).

Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
2026-06-02 19:29:30 +02:00

76 lines
2.3 KiB
Go

//go:build integration
package inttest
import (
"context"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// TestMultiplayerTimeoutContinues drives a three-player game through the domain:
// the first timeout drops a seat but the game plays on, and the second leaves a
// sole survivor who wins. Empty away windows make the timeouts deterministic.
func TestMultiplayerTimeoutContinues(t *testing.T) {
ctx := context.Background()
svc := newGameService()
seats := []uuid.UUID{provisionAccount(t), provisionAccount(t), provisionAccount(t)}
for _, s := range seats {
setAway(t, s, "UTC", "00:00", "00:00") // empty window → no away grace
}
g, err := svc.Create(ctx, game.CreateParams{
Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: time.Hour, Seed: 42,
})
if err != nil {
t.Fatalf("create: %v", err)
}
if g.Players != 3 {
t.Fatalf("players = %d, want 3", g.Players)
}
// Seat 0 (to move) goes overdue. It times out, but two seats remain, so the
// game continues and the turn advances off the dropped seat.
backdate(t, g.ID, time.Now().UTC().Add(-2*time.Hour))
if _, err := svc.SweepTimeouts(ctx, time.Now().UTC()); err != nil {
t.Fatalf("first sweep: %v", err)
}
h, err := svc.History(ctx, g.ID)
if err != nil {
t.Fatalf("history: %v", err)
}
if h.Game.Status != game.StatusActive {
t.Fatalf("a three-player game must continue after one timeout, status %q", h.Game.Status)
}
if h.Game.ToMove == 0 {
t.Errorf("to-move should advance off the timed-out seat 0, got %d", h.Game.ToMove)
}
// The next seat to move also times out, leaving a single active seat: the game
// finishes and the sole survivor wins.
backdate(t, g.ID, time.Now().UTC().Add(-2*time.Hour))
if _, err := svc.SweepTimeouts(ctx, time.Now().UTC()); err != nil {
t.Fatalf("second sweep: %v", err)
}
h2, err := svc.History(ctx, g.ID)
if err != nil {
t.Fatalf("history 2: %v", err)
}
if h2.Game.Status != game.StatusFinished || h2.Game.EndReason != "timeout" {
t.Fatalf("game should finish on the second timeout: status %q reason %q", h2.Game.Status, h2.Game.EndReason)
}
winners := 0
for _, s := range h2.Game.Seats {
if s.IsWinner {
winners++
}
}
if winners != 1 {
t.Errorf("want exactly one surviving winner, got %d", winners)
}
}