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scrabble-game/ui/src/lib/preload.test.ts
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Ilia Denisov d7337d24ea
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feat(rules): forbid repeating a word already on the board in Erudit
Russian "Эрудит" treats a word laid on the board as belonging to the
game: it cannot be laid again. Neither the solver, the backend nor the
offline JS port knew the rule, so a player (and the robot) could replay a
word freely. Official Scrabble places no such restriction, so both
Scrabble variants keep playing unrestricted.

The rule applies in two ways. A play whose main word is already on the
board is illegal, and is neither accepted nor generated. A play whose
perpendicular cross-word is already there stands — that word is
incidental to laying the main word — but scores nothing. The set of
played words is the game's own move journal, main words and cross-words
alike, compared decoded, so a word spelled with a blank is the same word.

It lives in the game layer, not the solver: only a game knows its
history, and the solver stays stateless and standard-rules. The backend
applies it at submit, at the move preview and over generated moves
(filtering and re-ranking them, so neither the robot nor the hint can
offer a play the engine would then refuse); the client port does the same
for the offline engine and for the on-device preview of an online game.

The rule is pinned per game (games.no_repeat_words, set from the variant
at creation) rather than keyed on the variant, because a game is replayed
from its journal on every open. Applied retroactively it would make an
already-played repeat illegal — closing that game as a draw — and would
rescore a play whose cross-word repeats an earlier word, shifting a live
game's totals. Games created before the rule keep playing without it. The
flag rides the wire as a trailing field because the client's preview must
score the way the server does, and offline games pin the same answer in
their own record.
2026-07-27 18:33:56 +02:00

77 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,
unreadMessages: false,
kind: 0,
status,
players: 2,
toMove: 0,
turnTimeoutSecs: 300,
multipleWordsPerTurn: true,
noRepeatWords: false,
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();
});
});