Files
scrabble-game/ui/src/lib/preload.test.ts
T
Ilia Denisov aaac816dc2
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
feat(chat): unread read-receipts with lobby/game dot and history-open ack
Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00

74 lines
2.5 KiB
TypeScript

import { beforeEach, describe, expect, it, vi } from 'vitest';
import type { GameView, StateView } from './model';
// Mock the gateway singleton so preload's fan-out is observed without a transport.
const mocks = vi.hoisted(() => ({
gameState: vi.fn(),
gameHistory: vi.fn(),
draftGet: vi.fn(),
}));
vi.mock('./gateway', () => ({
gateway: { gameState: mocks.gameState, gameHistory: mocks.gameHistory, draftGet: mocks.draftGet },
}));
import { preloadGames } from './preload';
import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
function gameView(id: string, status: GameView['status'] = 'active'): GameView {
return {
id,
variant: 'scrabble_en',
dictVersion: 'v1',
vsAi: false,
unreadChat: false,
status,
players: 2,
toMove: 0,
turnTimeoutSecs: 300,
multipleWordsPerTurn: true,
moveCount: 0,
endReason: '',
lastActivityUnix: 0,
seats: [],
};
}
function stateView(id: string): StateView {
return { game: gameView(id), seat: 0, rack: ['A', 'B'], bagLen: 50, hintsRemaining: 1 };
}
beforeEach(() => {
clearGameCache();
mocks.gameState.mockReset().mockImplementation((id: string) => Promise.resolve(stateView(id)));
mocks.gameHistory.mockReset().mockImplementation((id: string) => Promise.resolve({ gameId: id, moves: [] }));
mocks.draftGet.mockReset().mockImplementation((id: string) => Promise.resolve(id === 'g1' ? 'DRAFT1' : ''));
});
describe('preloadGames', () => {
it('warms ongoing, uncached games with state, history and draft', async () => {
await preloadGames([gameView('g1'), gameView('g2')]);
expect(getCachedGame('g1')?.view.game.id).toBe('g1');
expect(getCachedGame('g1')?.draft).toBe('DRAFT1');
expect(getCachedGame('g2')?.draft).toBe('');
});
it('skips finished games', async () => {
await preloadGames([gameView('done', 'finished')]);
expect(getCachedGame('done')).toBeUndefined();
expect(mocks.gameState).not.toHaveBeenCalled();
});
it('skips games already in the cache (kept fresh by the live stream)', async () => {
setCachedGame('g1', stateView('g1'), [], 'KEEP');
await preloadGames([gameView('g1'), gameView('g2')]);
expect(mocks.gameState).toHaveBeenCalledTimes(1);
expect(mocks.gameState).toHaveBeenCalledWith('g2', expect.any(Boolean));
expect(getCachedGame('g1')?.draft).toBe('KEEP'); // untouched
});
it('does nothing for an empty list', async () => {
await preloadGames([]);
expect(mocks.gameState).not.toHaveBeenCalled();
});
});