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scrabble-game/backend/internal/inttest/social_test.go
T
Ilia Denisov bf7dca0a09
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Stage 17: fix the robot-nudge frequency + per-game push language
Two owner-reported defects from a live contour game.

A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold
   then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule
   (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap
   growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h
   of idle, measured from the previous nudge), so a long wait gets a handful of
   increasingly-spaced reminders instead of a stream.

B. Language: out-of-app push routed by the recipient's GLOBAL service_language
   (last-login-wins), so after re-logging via the RU bot an English game's nudges came
   from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries
   the game's own language (engine.Variant.Language) on push.Event, and the gateway
   routes by it (falling back to service_language for non-game pushes). The New-Game
   variant-gating guarantees the game's bot is one the player has started, so delivery is
   never blocked.

Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage;
emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs:
ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
2026-06-09 08:06:58 +02:00

581 lines
21 KiB
Go

//go:build integration
package inttest
import (
"context"
"errors"
"strings"
"sync"
"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/social"
fb "scrabble/pkg/fbs/scrabblefb"
)
// capturePublisher records every published intent for assertions on live events.
type capturePublisher struct {
mu sync.Mutex
intents []notify.Intent
}
func (c *capturePublisher) Publish(in ...notify.Intent) {
c.mu.Lock()
defer c.mu.Unlock()
c.intents = append(c.intents, in...)
}
// notified reports whether a Notification with the given sub-kind was published to user.
func (c *capturePublisher) notified(user uuid.UUID, sub string) bool {
c.mu.Lock()
defer c.mu.Unlock()
for _, in := range c.intents {
if in.UserID == user && in.Kind == notify.KindNotification &&
string(fb.GetRootAsNotificationEvent(in.Payload, 0).Kind()) == sub {
return true
}
}
return false
}
// newSocialService builds a social service over the shared pool, reading game
// state through a real game service.
func newSocialService() *social.Service {
return social.NewService(social.NewStore(testDB), account.NewStore(testDB), newGameService())
}
// newGameWithSeats creates a started game seating n fresh accounts and returns the
// game id and the seated account ids in seat order.
func newGameWithSeats(t *testing.T, n int) (uuid.UUID, []uuid.UUID) {
t.Helper()
seats := make([]uuid.UUID, n)
for i := range seats {
seats[i] = provisionAccount(t)
}
g, err := newGameService().Create(context.Background(), game.CreateParams{
Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
})
if err != nil {
t.Fatalf("create game: %v", err)
}
return g.ID, seats
}
// TestFriendRequestToRobotStaysPending checks a friend request to a robot is accepted as
// pending rather than blocked: robots no longer block friend requests, so the request
// just sits unanswered and later expires — mirroring a human who ignores it (Stage 17).
func TestFriendRequestToRobotStaysPending(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
accs := account.NewStore(testDB)
human := provisionAccount(t)
robot, err := accs.ProvisionRobot(ctx, "robot-friend-"+uuid.NewString(), "Robbie")
if err != nil {
t.Fatalf("provision robot: %v", err)
}
if robot.BlockFriendRequests {
t.Fatal("robot must not block friend requests")
}
// A request is only allowed between players who share a game.
if _, err := newGameService().Create(ctx, game.CreateParams{
Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
}); err != nil {
t.Fatalf("create game: %v", err)
}
if err := svc.SendFriendRequest(ctx, human, robot.ID); err != nil {
t.Fatalf("request to robot = %v, want nil (accepted as pending)", err)
}
if got, _ := svc.ListIncomingRequests(ctx, robot.ID); len(got) != 1 || got[0] != human {
t.Fatalf("robot incoming = %v, want [human]", got)
}
}
func TestFriendRequestLifecycle(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
// A request is only allowed between players who share a game.
_, seats := newGameWithSeats(t, 2)
a, b := seats[0], seats[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
// A duplicate request in either direction is refused.
if err := svc.SendFriendRequest(ctx, a, b); !errors.Is(err, social.ErrRequestExists) {
t.Fatalf("duplicate = %v, want ErrRequestExists", err)
}
if got, _ := svc.ListIncomingRequests(ctx, b); len(got) != 1 || got[0] != a {
t.Fatalf("incoming for b = %v, want [a]", got)
}
if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
t.Fatalf("accept: %v", err)
}
for _, who := range []uuid.UUID{a, b} {
friends, err := svc.ListFriends(ctx, who)
if err != nil {
t.Fatalf("list friends: %v", err)
}
if len(friends) != 1 {
t.Fatalf("friends of %s = %v, want one", who, friends)
}
}
if err := svc.Unfriend(ctx, a, b); err != nil {
t.Fatalf("unfriend: %v", err)
}
if friends, _ := svc.ListFriends(ctx, a); len(friends) != 0 {
t.Errorf("friends after unfriend = %v, want none", friends)
}
}
func TestFriendRequestRefusedByToggleAndBlock(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
store := account.NewStore(testDB)
// Toggle: the addressee does not accept friend requests.
a, b := provisionAccount(t), provisionAccount(t)
if _, err := store.UpdateProfile(ctx, b, account.ProfileUpdate{DisplayName: "Player", PreferredLanguage: "en", TimeZone: "UTC", BlockFriendRequests: true}); err != nil {
t.Fatalf("set toggle: %v", err)
}
if err := svc.SendFriendRequest(ctx, a, b); !errors.Is(err, social.ErrRequestBlocked) {
t.Fatalf("toggle send = %v, want ErrRequestBlocked", err)
}
// Block: the addressee has blocked the requester.
c, d := provisionAccount(t), provisionAccount(t)
if err := svc.Block(ctx, d, c); err != nil {
t.Fatalf("block: %v", err)
}
if err := svc.SendFriendRequest(ctx, c, d); !errors.Is(err, social.ErrRequestBlocked) {
t.Fatalf("blocked send = %v, want ErrRequestBlocked", err)
}
}
func TestBlockSeversFriendship(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
_, seats := newGameWithSeats(t, 2)
a, b := seats[0], seats[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
t.Fatalf("accept: %v", err)
}
if err := svc.Block(ctx, a, b); err != nil {
t.Fatalf("block: %v", err)
}
if friends, _ := svc.ListFriends(ctx, a); len(friends) != 0 {
t.Errorf("friendship must be severed by a block, got %v", friends)
}
}
func TestFriendRequestRequiresSharedGame(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
a, b := provisionAccount(t), provisionAccount(t) // never played together
if err := svc.SendFriendRequest(ctx, a, b); !errors.Is(err, social.ErrNoSharedGame) {
t.Fatalf("send without shared game = %v, want ErrNoSharedGame", err)
}
}
func TestFriendDeclineIsPermanentUntilCode(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
_, seats := newGameWithSeats(t, 2)
a, b := seats[0], seats[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
if err := svc.RespondFriendRequest(ctx, b, a, false); err != nil { // b declines a
t.Fatalf("decline: %v", err)
}
// An explicit decline is remembered: a cannot re-send.
if err := svc.SendFriendRequest(ctx, a, b); !errors.Is(err, social.ErrRequestDeclined) {
t.Fatalf("resend after decline = %v, want ErrRequestDeclined", err)
}
// But a one-time code from b bypasses the decline.
code, err := svc.IssueFriendCode(ctx, b)
if err != nil {
t.Fatalf("issue code: %v", err)
}
issuer, err := svc.RedeemFriendCode(ctx, a, code.Code)
if err != nil {
t.Fatalf("redeem: %v", err)
}
if issuer != b {
t.Fatalf("redeem issuer = %s, want b", issuer)
}
if friends, _ := svc.ListFriends(ctx, a); len(friends) != 1 || friends[0] != b {
t.Fatalf("friends of a after code = %v, want [b]", friends)
}
}
func TestFriendRequestResendAfterExpiry(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
_, seats := newGameWithSeats(t, 2)
a, b := seats[0], seats[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
// A request older than the 30-day window lazily expires: it leaves the incoming
// list and may be re-sent.
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.friendships SET created_at = now() - interval '31 days' WHERE requester_id = $1 AND addressee_id = $2`, a, b); err != nil {
t.Fatalf("backdate: %v", err)
}
if got, _ := svc.ListIncomingRequests(ctx, b); len(got) != 0 {
t.Fatalf("expired request still incoming: %v", got)
}
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("resend after expiry: %v", err)
}
if got, _ := svc.ListIncomingRequests(ctx, b); len(got) != 1 || got[0] != a {
t.Fatalf("re-sent request not incoming: %v", got)
}
}
func TestFriendCodeSelfAndSingleUse(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
a := provisionAccount(t)
code, err := svc.IssueFriendCode(ctx, a)
if err != nil {
t.Fatalf("issue: %v", err)
}
if _, err := svc.RedeemFriendCode(ctx, a, code.Code); !errors.Is(err, social.ErrSelfRelation) {
t.Fatalf("self redeem = %v, want ErrSelfRelation", err)
}
b := provisionAccount(t)
if _, err := svc.RedeemFriendCode(ctx, b, code.Code); err != nil {
t.Fatalf("redeem: %v", err)
}
// Single-use: redeeming the same code again fails.
if _, err := svc.RedeemFriendCode(ctx, provisionAccount(t), code.Code); !errors.Is(err, social.ErrFriendCodeInvalid) {
t.Fatalf("reused code = %v, want ErrFriendCodeInvalid", err)
}
if friends, _ := svc.ListFriends(ctx, b); len(friends) != 1 || friends[0] != a {
t.Fatalf("friends of b = %v, want [a]", friends)
}
}
func TestListBlocks(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
a, b := provisionAccount(t), provisionAccount(t)
if err := svc.Block(ctx, a, b); err != nil {
t.Fatalf("block: %v", err)
}
blocked, err := svc.ListBlocks(ctx, a)
if err != nil {
t.Fatalf("list blocks: %v", err)
}
if len(blocked) != 1 || blocked[0] != b {
t.Fatalf("blocks = %v, want [b]", blocked)
}
}
func TestChatPostListAndBlocks(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
store := account.NewStore(testDB)
gameID, seats := newGameWithSeats(t, 2)
if _, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", "203.0.113.7"); err != nil {
t.Fatalf("post: %v", err)
}
msgs, err := svc.Messages(ctx, gameID, seats[1])
if err != nil {
t.Fatalf("messages: %v", err)
}
if len(msgs) != 1 || msgs[0].Body != "good luck" || msgs[0].SenderIP != "203.0.113.7" {
t.Fatalf("unexpected messages: %+v", msgs)
}
// A per-user block hides the blocked sender's messages from the viewer.
if err := svc.Block(ctx, seats[1], seats[0]); err != nil {
t.Fatalf("block: %v", err)
}
if msgs, _ := svc.Messages(ctx, gameID, seats[1]); len(msgs) != 0 {
t.Errorf("blocked sender's messages still visible: %+v", msgs)
}
// A viewer who disabled chat sees no messages.
other, seats2 := newGameWithSeats(t, 2)
if _, err := svc.PostMessage(ctx, other, seats2[0], "hi", ""); err != nil {
t.Fatalf("post 2: %v", err)
}
if _, err := store.UpdateProfile(ctx, seats2[1], account.ProfileUpdate{DisplayName: "Player", PreferredLanguage: "en", TimeZone: "UTC", BlockChat: true}); err != nil {
t.Fatalf("set block_chat: %v", err)
}
if msgs, _ := svc.Messages(ctx, other, seats2[1]); len(msgs) != 0 {
t.Errorf("block_chat viewer should see no messages, got %+v", msgs)
}
}
func TestChatRejectsBadContent(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
gameID, seats := newGameWithSeats(t, 2)
if _, err := svc.PostMessage(ctx, gameID, seats[0], "join evil.example.com now", ""); !errors.Is(err, social.ErrForbiddenContent) {
t.Fatalf("link post = %v, want ErrForbiddenContent", err)
}
if _, err := svc.PostMessage(ctx, gameID, seats[0], strings.Repeat("a", 61), ""); !errors.Is(err, social.ErrMessageTooLong) {
t.Fatalf("long post = %v, want ErrMessageTooLong", err)
}
// A non-participant cannot post.
if _, err := svc.PostMessage(ctx, gameID, provisionAccount(t), "hi", ""); !errors.Is(err, social.ErrNotParticipant) {
t.Fatalf("stranger post = %v, want ErrNotParticipant", err)
}
}
// TestChatOnlyOnYourTurn checks chat is allowed only on the sender's own turn (Stage 17):
// the player to move can post, the waiting player gets ErrChatNotYourTurn.
func TestChatOnlyOnYourTurn(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move at the opening
if _, err := svc.PostMessage(ctx, gameID, seats[1], "hi", ""); !errors.Is(err, social.ErrChatNotYourTurn) {
t.Fatalf("off-turn chat = %v, want ErrChatNotYourTurn", err)
}
if _, err := svc.PostMessage(ctx, gameID, seats[0], "hi", ""); err != nil {
t.Fatalf("on-turn chat = %v, want nil", err)
}
}
func TestNudgeRulesAndRateLimit(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move at the start
// The player to move cannot nudge; the waiting opponent can.
if _, err := svc.Nudge(ctx, gameID, seats[0]); !errors.Is(err, social.ErrNudgeOnOwnTurn) {
t.Fatalf("to-move nudge = %v, want ErrNudgeOnOwnTurn", err)
}
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
t.Fatalf("opponent nudge: %v", err)
}
// A second nudge within the hour is refused.
if _, err := svc.Nudge(ctx, gameID, seats[1]); !errors.Is(err, social.ErrNudgeTooSoon) {
t.Fatalf("rapid nudge = %v, want ErrNudgeTooSoon", err)
}
// Backdating the last nudge past the window allows another.
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.chat_messages SET created_at = now() - interval '2 hours' WHERE game_id = $1 AND kind = 'nudge'`, gameID); err != nil {
t.Fatalf("backdate nudge: %v", err)
}
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
t.Fatalf("nudge after window: %v", err)
}
}
// TestNudgeCooldownResetsOnAction checks the nudge cooldown clears once the player has
// acted (moved or chatted) since their last nudge, even within the hour (Stage 17).
func TestNudgeCooldownResetsOnAction(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
gsvc := newGameService()
gameID, seats := newGameWithSeats(t, 2) // seat 0 to move
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil { // the waiting player nudges
t.Fatalf("nudge: %v", err)
}
if _, err := svc.Nudge(ctx, gameID, seats[1]); !errors.Is(err, social.ErrNudgeTooSoon) {
t.Fatalf("rapid nudge = %v, want ErrNudgeTooSoon", err)
}
// Seat 1 takes a turn: seat 0 passes (-> seat 1's turn), seat 1 chats then passes.
if _, err := gsvc.Pass(ctx, gameID, seats[0]); err != nil {
t.Fatalf("seat0 pass: %v", err)
}
if _, err := svc.PostMessage(ctx, gameID, seats[1], "thinking", ""); err != nil {
t.Fatalf("seat1 chat: %v", err)
}
if _, err := gsvc.Pass(ctx, gameID, seats[1]); err != nil {
t.Fatalf("seat1 pass: %v", err)
}
// Back on the opponent's turn, the cooldown is reset by the action since the nudge.
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
t.Fatalf("nudge after acting = %v, want allowed (cooldown reset)", err)
}
}
// TestListOutgoingRequests checks the requester-side list that backs the in-game "add to
// friends" item (Stage 17): a pending request shows for the requester only; an accepted one
// clears (it is a friendship now); a declined one stays (cannot be re-sent, so it reads as
// still "sent"); a lazily expired pending one drops (it may be re-sent).
func TestListOutgoingRequests(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
// Pending: outgoing for the requester, not the addressee.
_, s1 := newGameWithSeats(t, 2)
a, b := s1[0], s1[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
if got, _ := svc.ListOutgoingRequests(ctx, a); len(got) != 1 || got[0] != b {
t.Fatalf("outgoing pending = %v, want [b]", got)
}
if got, _ := svc.ListOutgoingRequests(ctx, b); len(got) != 0 {
t.Fatalf("addressee outgoing = %v, want none", got)
}
// Accepted: a friendship, no longer an outgoing request.
if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
t.Fatalf("accept: %v", err)
}
if got, _ := svc.ListOutgoingRequests(ctx, a); len(got) != 0 {
t.Fatalf("outgoing after accept = %v, want none", got)
}
// Declined: stays outgoing (reads as sent; cannot re-send).
_, s2 := newGameWithSeats(t, 2)
c, d := s2[0], s2[1]
if err := svc.SendFriendRequest(ctx, c, d); err != nil {
t.Fatalf("send2: %v", err)
}
if err := svc.RespondFriendRequest(ctx, d, c, false); err != nil {
t.Fatalf("decline: %v", err)
}
if got, _ := svc.ListOutgoingRequests(ctx, c); len(got) != 1 || got[0] != d {
t.Fatalf("outgoing after decline = %v, want [d]", got)
}
// Lazily expired pending: omitted (may be re-sent).
_, s3 := newGameWithSeats(t, 2)
e, f := s3[0], s3[1]
if err := svc.SendFriendRequest(ctx, e, f); err != nil {
t.Fatalf("send3: %v", err)
}
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.friendships SET created_at = now() - interval '31 days' WHERE requester_id = $1 AND addressee_id = $2`, e, f); err != nil {
t.Fatalf("backdate: %v", err)
}
if got, _ := svc.ListOutgoingRequests(ctx, e); len(got) != 0 {
t.Fatalf("expired outgoing = %v, want none", got)
}
}
// TestRespondPublishesToRequester checks that answering a request notifies the original
// requester over the live channel (Stage 17): accept -> friend_added, decline ->
// friend_declined, so a game screen watching that opponent re-derives its friend state.
func TestRespondPublishesToRequester(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
_, s1 := newGameWithSeats(t, 2)
a, b := s1[0], s1[1]
if err := svc.SendFriendRequest(ctx, a, b); err != nil {
t.Fatalf("send: %v", err)
}
if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
t.Fatalf("accept: %v", err)
}
if !pub.notified(a, notify.NotifyFriendAdded) {
t.Errorf("accept did not notify requester with %q", notify.NotifyFriendAdded)
}
_, s2 := newGameWithSeats(t, 2)
c, d := s2[0], s2[1]
if err := svc.SendFriendRequest(ctx, c, d); err != nil {
t.Fatalf("send2: %v", err)
}
if err := svc.RespondFriendRequest(ctx, d, c, false); err != nil {
t.Fatalf("decline: %v", err)
}
if !pub.notified(c, notify.NotifyFriendDeclined) {
t.Errorf("decline did not notify requester with %q", notify.NotifyFriendDeclined)
}
}
// TestNudgeRoutedByGameLanguage checks a nudge's out-of-app push carries the game's language, so
// it is delivered by the game's bot rather than the recipient's last-login bot (Stage 17).
func TestNudgeRoutedByGameLanguage(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
gameID, seats := newGameWithSeats(t, 2) // an English game; seat 0 is to move
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
t.Fatalf("nudge: %v", err)
}
found := false
for _, in := range pub.intents {
if in.Kind == notify.KindNudge {
found = true
if in.Language != "en" {
t.Errorf("nudge language = %q, want en (the game's language)", in.Language)
}
}
}
if !found {
t.Fatal("no nudge intent published")
}
}
// TestAdminListMessages checks the admin moderation list (Stage 17): real messages only
// (nudges excluded), the game / sender pins, the sender glob masks, and the source label.
func TestAdminListMessages(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move
if _, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", "203.0.113.9"); err != nil {
t.Fatalf("post: %v", err)
}
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil { // the waiting player nudges
t.Fatalf("nudge: %v", err)
}
// Pinned to the game: the message is listed; the nudge (kind=nudge) is excluded.
msgs, err := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID}, 50, 0)
if err != nil {
t.Fatalf("admin list: %v", err)
}
if len(msgs) != 1 {
t.Fatalf("game messages = %d, want 1 (nudge excluded)", len(msgs))
}
if m := msgs[0]; m.Body != "good luck" || m.SenderID != seats[0] || m.SenderIP != "203.0.113.9" {
t.Fatalf("message = %+v, want body=good luck sender=seat0 ip=203.0.113.9", m)
}
if msgs[0].Source != "telegram" { // provisionAccount provisions a telegram identity
t.Errorf("source = %q, want telegram", msgs[0].Source)
}
if n, _ := svc.AdminCountMessages(ctx, social.AdminMessageFilter{GameID: gameID}); n != 1 {
t.Errorf("count = %d, want 1", n)
}
// Sender pin: seat 0 has the message; seat 1 has only a nudge.
if got, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{SenderID: seats[0]}, 50, 0); len(got) == 0 {
t.Error("sender=seat0 returned nothing")
}
if got, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, SenderID: seats[1]}, 50, 0); len(got) != 0 {
t.Errorf("sender=seat1 has only a nudge, got %d messages", len(got))
}
// Sender glob masks: the telegram external id matches "tg-*"; bogus masks exclude.
if got, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, ExtMask: "tg-*"}, 50, 0); len(got) != 1 {
t.Errorf("ext mask tg-* = %d, want 1", len(got))
}
if got, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, ExtMask: "zzz-*"}, 50, 0); len(got) != 0 {
t.Errorf("ext mask zzz-* = %d, want 0", len(got))
}
if got, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, NameMask: "zzz-no-such-*"}, 50, 0); len(got) != 0 {
t.Errorf("name mask miss = %d, want 0", len(got))
}
}