82648a4398
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the D31 domain removal but left in the protocol as a dead 0, then synced over the real balance at game load). Finish the removal honestly. StateView carries the per-game allowance alone (hints_remaining); the purchasable wallet lives solely on the profile and the client adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView, the client model/codec/mock/localgame — and dropped the now-unused wallet arg from hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable slots after it stay stable across a rolling deploy; no accessor is generated. HintResult keeps wallet_balance (the real post-spend payments balance the client adopts into the profile). The StateView type no longer has walletBalance, so the clobber cannot return without a compile error. Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
163 lines
4.4 KiB
Go
163 lines
4.4 KiB
Go
package game
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import (
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"sync"
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"testing"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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)
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func TestPayloadPlayRoundTrip(t *testing.T) {
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rec := engine.MoveRecord{
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Action: engine.ActionPlay, Dir: engine.Vertical, MainRow: 3, MainCol: 4,
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Tiles: []engine.TileRecord{{Row: 3, Col: 4, Letter: "q", Blank: true}, {Row: 4, Col: 4, Letter: "i"}},
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Words: []string{"qi"},
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}
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s, err := buildPayload(rec, []string{"q", "i", "?"}, nil).marshal()
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if err != nil {
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t.Fatalf("marshal: %v", err)
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}
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p, err := parsePayload(s)
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if err != nil {
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t.Fatalf("parse: %v", err)
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}
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if p.direction() != engine.Vertical || p.MainRow != 3 || p.MainCol != 4 {
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t.Errorf("dir/anchor = %v/(%d,%d)", p.direction(), p.MainRow, p.MainCol)
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}
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tiles := p.tileRecords()
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if len(tiles) != 2 || tiles[0].Letter != "q" || !tiles[0].Blank || tiles[1].Letter != "i" {
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t.Errorf("tiles = %+v", tiles)
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}
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if len(p.Rack) != 3 || p.Rack[2] != "?" {
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t.Errorf("rack = %v", p.Rack)
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}
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}
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func TestPayloadExchangeRoundTrip(t *testing.T) {
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rec := engine.MoveRecord{Action: engine.ActionExchange, Count: 2}
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s, err := buildPayload(rec, []string{"a", "b", "c"}, []string{"a", "b"}).marshal()
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if err != nil {
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t.Fatalf("marshal: %v", err)
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}
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p, err := parsePayload(s)
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if err != nil {
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t.Fatalf("parse: %v", err)
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}
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if len(p.Exchanged) != 2 || p.Exchanged[0] != "a" {
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t.Errorf("exchanged = %v", p.Exchanged)
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}
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if len(p.Tiles) != 0 || p.Dir != "" {
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t.Errorf("exchange payload carried play fields: %+v", p)
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}
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}
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func TestHintsRemaining(t *testing.T) {
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cases := []struct{ allowance, used, want int }{
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{1, 0, 1},
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{1, 1, 0},
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{1, 2, 0}, // used past allowance clamps to 0
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{3, 1, 2},
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{0, 0, 0},
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}
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for _, c := range cases {
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if got := hintsRemaining(c.allowance, c.used); got != c.want {
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t.Errorf("hintsRemaining(%d,%d) = %d, want %d", c.allowance, c.used, got, c.want)
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}
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}
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}
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func TestHintUnlockLeftSeconds(t *testing.T) {
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now := time.Now()
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// A gated vs_ai game on the caller's turn, the robot having moved 10 min ago (turn started then).
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gated := Game{VsAI: true, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-10 * time.Minute)}
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cases := []struct {
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name string
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g Game
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seat int
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want int
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}{
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{"non-vs_ai is open", Game{VsAI: false, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-10 * time.Minute)}, 0, 0},
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{"not the caller's turn is open", gated, 1, 0},
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{"human first move (no robot move) is open", Game{VsAI: true, ToMove: 0, MoveCount: 0, TurnStartedAt: now}, 0, 0},
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{"robot moved 10 min ago leaves 20 min", gated, 0, 20 * 60},
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{"robot moved past the window is open", Game{VsAI: true, ToMove: 0, MoveCount: 2, TurnStartedAt: now.Add(-40 * time.Minute)}, 0, 0},
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}
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for _, c := range cases {
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if got := hintUnlockLeftSeconds(c.g, c.seat, now); got != c.want {
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t.Errorf("%s: hintUnlockLeftSeconds = %d, want %d", c.name, got, c.want)
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}
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}
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}
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func TestAllowedTimeout(t *testing.T) {
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if !allowedTimeout(24 * time.Hour) {
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t.Error("24h must be allowed")
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}
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if !allowedTimeout(5 * time.Minute) {
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t.Error("5m must be allowed")
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}
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if allowedTimeout(7 * time.Minute) {
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t.Error("7m must not be allowed")
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}
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if allowedTimeout(0) {
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t.Error("zero must not be allowed")
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}
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}
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func TestNormalizeWord(t *testing.T) {
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if got := normalizeWord(" CaT \n"); got != "cat" {
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t.Errorf("normalizeWord = %q, want cat", got)
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}
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}
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func TestGameCacheEviction(t *testing.T) {
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cur := time.Unix(1_700_000_000, 0)
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cache := newGameCache(time.Hour, func() time.Time { return cur })
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id := uuid.New()
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cache.put(id, nil, "scrabble_en", nil)
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if _, _, ok := cache.get(id); !ok {
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t.Fatal("game must be resident after put")
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}
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cur = cur.Add(30 * time.Minute)
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cache.get(id) // refresh idle timer
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cur = cur.Add(90 * time.Minute)
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if n := cache.sweep(); n != 1 {
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t.Errorf("sweep evicted %d, want 1", n)
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}
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if _, _, ok := cache.get(id); ok {
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t.Error("game must be evicted after idle TTL")
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}
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if cache.size() != 0 {
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t.Errorf("cache size = %d, want 0", cache.size())
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}
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}
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func TestKeyedMutexSerializes(t *testing.T) {
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km := newKeyedMutex()
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id := uuid.New()
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var counter int
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var wg sync.WaitGroup
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for i := 0; i < 200; i++ {
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wg.Add(1)
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go func() {
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defer wg.Done()
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unlock := km.lock(id)
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counter++ // serialised; -race would flag a missing lock
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unlock()
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}()
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}
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wg.Wait()
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if counter != 200 {
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t.Errorf("counter = %d, want 200", counter)
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}
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km.mu.Lock()
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left := len(km.locks)
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km.mu.Unlock()
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if left != 0 {
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t.Errorf("lock map not cleaned up: %d entries left", left)
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}
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}
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