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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
113 lines
4.2 KiB
Go
113 lines
4.2 KiB
Go
package game
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import (
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"context"
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"slices"
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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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"scrabble/backend/internal/notify"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// recordingPublisher captures every published intent for assertions.
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type recordingPublisher struct{ intents []notify.Intent }
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func (p *recordingPublisher) Publish(in ...notify.Intent) { p.intents = append(p.intents, in...) }
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// TestEmitMoveNotifiesActor checks a committed move sends opponent_moved to every
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// seat — including the actor's own account, so the mover's other devices refresh —
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// and your_turn only to the next mover.
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func TestEmitMoveNotifiesActor(t *testing.T) {
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actor, opp := uuid.New(), uuid.New()
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pub := &recordingPublisher{}
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svc := &Service{pub: pub}
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g := Game{
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ID: uuid.New(),
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Status: StatusActive,
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ToMove: 1,
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TurnStartedAt: time.Now(),
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TurnTimeout: time.Hour,
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Seats: []Seat{{Seat: 0, AccountID: actor, Score: 19}, {Seat: 1, AccountID: opp, Score: 13}},
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}
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svc.emitMove(context.Background(), g, engine.MoveRecord{Player: 0, Action: engine.ActionPlay, Words: []string{"HELLO"}, Score: 10, Total: 19}, 80)
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kinds := map[uuid.UUID][]string{}
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var yourTurn notify.Intent
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for _, in := range pub.intents {
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kinds[in.UserID] = append(kinds[in.UserID], in.Kind)
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if in.UserID == opp && in.Kind == notify.KindYourTurn {
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yourTurn = in
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}
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}
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if !slices.Contains(kinds[actor], notify.KindOpponentMoved) {
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t.Errorf("actor should get opponent_moved, got %v", kinds[actor])
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}
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if !slices.Contains(kinds[opp], notify.KindOpponentMoved) {
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t.Errorf("opponent should get opponent_moved, got %v", kinds[opp])
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}
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if !slices.Contains(kinds[opp], notify.KindYourTurn) {
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t.Errorf("next mover should get your_turn, got %v", kinds[opp])
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}
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if slices.Contains(kinds[actor], notify.KindYourTurn) {
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t.Errorf("actor is not next to move, should not get your_turn")
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}
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// The your_turn push is enriched: the last move's action and word, and a recipient-first
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// score line (the next mover, seat 1, first). The opponent name needs the account store and
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// is left empty by this store-less unit (covered at the render layer).
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yt := fb.GetRootAsYourTurnEvent(yourTurn.Payload, 0)
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if got := string(yt.LastAction()); got != "play" {
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t.Errorf("your_turn last_action = %q, want play", got)
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}
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if got := string(yt.LastWord()); got != "HELLO" {
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t.Errorf("your_turn last_word = %q, want HELLO", got)
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}
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if got := string(yt.ScoreLine()); got != "13:19" { // seat 1 (recipient) first, then seat 0
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t.Errorf("your_turn score_line = %q, want 13:19", got)
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}
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// Routed out-of-app by the game's language (the default Variant is English).
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if yourTurn.Language != "en" {
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t.Errorf("your_turn language = %q, want en", yourTurn.Language)
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}
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}
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// TestEmitMoveAnnouncesGameOver checks the closing move sends a game_over push to every seat,
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// each with its own outcome and a recipient-first final score.
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func TestEmitMoveAnnouncesGameOver(t *testing.T) {
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winner, loser := uuid.New(), uuid.New()
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pub := &recordingPublisher{}
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svc := &Service{pub: pub}
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g := Game{
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ID: uuid.New(),
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Status: StatusFinished,
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Players: 2,
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EndReason: "out_of_tiles",
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Seats: []Seat{{Seat: 0, AccountID: winner, Score: 120, IsWinner: true}, {Seat: 1, AccountID: loser, Score: 95}},
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}
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svc.emitMove(context.Background(), g, engine.MoveRecord{Player: 0, Action: engine.ActionPlay, Total: 120}, 0)
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over := map[uuid.UUID]notify.Intent{}
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for _, in := range pub.intents {
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if in.Kind == notify.KindGameOver {
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over[in.UserID] = in
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}
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}
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if len(over) != 2 {
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t.Fatalf("game_over should reach both seats, got %d", len(over))
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}
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w := fb.GetRootAsGameOverEvent(over[winner].Payload, 0)
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if string(w.Result()) != "won" || string(w.ScoreLine()) != "120:95" {
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t.Errorf("winner game_over = %q / %q, want won / 120:95", w.Result(), w.ScoreLine())
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}
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l := fb.GetRootAsGameOverEvent(over[loser].Payload, 0)
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if string(l.Result()) != "lost" || string(l.ScoreLine()) != "95:120" {
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t.Errorf("loser game_over = %q / %q, want lost / 95:120", l.Result(), l.ScoreLine())
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}
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if over[winner].Language != "en" || over[loser].Language != "en" {
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t.Errorf("game_over languages = %q/%q, want en/en", over[winner].Language, over[loser].Language)
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}
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}
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