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Decide who moves first by the official rule: each seated player draws one tile, the one closest to "A" leads (a blank beats every letter), ties re-drawing until a single leader remains. Each draw uses honest per-draw crypto/rand entropy (not the deterministic bag seed), so the recorded draw — not a seed — is the only account of the outcome. The leader takes seat 0, so the engine and journal replay are unchanged. The draw is recorded with the game (game_setup_draws, migration 00013) for future tournaments, designed as a discrete "player N draws a tile" step. Friend/AI games draw at creation. Auto-match draws when the game opens, against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are back-filled to the real opponent on join — so the opener's seat is fixed up front and the existing open-game pre-move is preserved with no reseating. Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with A-O/1-15 headers and highlighted premium squares, placed letters with their tile value as a subscript, rack panels around the board (seat 0 top, 1 bottom, 2 left, 3 right) with the current player highlighted, and a per-move log with the tiles drawn and the bag remainder. Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
155 lines
5.0 KiB
Go
155 lines
5.0 KiB
Go
//go:build integration
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package inttest
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import (
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"context"
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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/game"
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)
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// The first-move-draw suite covers the official seeding (docs/ARCHITECTURE.md §6): the draw is
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// recorded with the game, decides seat 0 (the first mover), and — in auto-match — runs against
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// a synthetic opponent at open time whose draw rows are back-filled when a real opponent joins.
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// TestCreateRecordsFirstMoveDraws checks a directly-seated game records the draw against the
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// real seated accounts and seats the drawn leader (the suite's deterministic draw elects the
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// first-listed account) at seat 0.
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func TestCreateRecordsFirstMoveDraws(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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a := provisionAccount(t)
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b := provisionAccount(t)
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g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: 1})
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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if g.Seats[0].AccountID != a || g.Seats[1].AccountID != b {
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t.Fatalf("seats = [%s %s], want [a b]", g.Seats[0].AccountID, g.Seats[1].AccountID)
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}
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draws, err := svc.SetupDraws(ctx, g.ID)
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if err != nil {
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t.Fatalf("setup draws: %v", err)
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}
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// seatZeroFirstMove resolves in one round: the first contender (a) draws a blank and wins.
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if len(draws) != 2 {
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t.Fatalf("draws = %d, want 2 (one round, two players)", len(draws))
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}
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if draws[0].Account != a || !draws[0].Blank {
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t.Fatalf("draw[0] = %+v, want a having drawn a blank", draws[0])
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}
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if draws[1].Account != b {
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t.Fatalf("draw[1] account = %s, want b", draws[1].Account)
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}
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}
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// TestAutoMatchDrawBackfilledOnJoin checks an open auto-match game records the draw at open
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// time against the synthetic opponent (a NULL account) and back-fills those rows to the real
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// opponent when they join.
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func TestAutoMatchDrawBackfilledOnJoin(t *testing.T) {
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ctx := context.Background()
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clearOpenGames(t)
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svc := newGameService()
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starter := provisionAccount(t)
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g := openGame(t, svc, starter, evenOpeningSeed(t))
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draws, err := svc.SetupDraws(ctx, g.ID)
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if err != nil {
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t.Fatalf("setup draws: %v", err)
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}
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if len(draws) != 2 {
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t.Fatalf("open draws = %d, want 2", len(draws))
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}
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var nullSeen, starterSeen bool
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for _, d := range draws {
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switch d.Account {
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case uuid.Nil:
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nullSeen = true
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case starter:
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starterSeen = true
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}
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}
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if !nullSeen || !starterSeen {
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t.Fatalf("open draws = %+v, want the starter and a NULL synthetic opponent", draws)
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}
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joiner := provisionAccount(t)
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if _, joined, err := svc.OpenOrJoin(ctx, joiner, openParams(0), time.Now().Add(time.Minute), nil); err != nil || !joined {
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t.Fatalf("join = (joined %v, err %v), want joined", joined, err)
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}
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after, err := svc.SetupDraws(ctx, g.ID)
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if err != nil {
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t.Fatalf("setup draws after join: %v", err)
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}
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for _, d := range after {
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if d.Account == uuid.Nil {
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t.Fatalf("draw still NULL after join: %+v", d)
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}
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if d.Account != starter && d.Account != joiner {
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t.Fatalf("draw account %s is neither player", d.Account)
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}
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}
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}
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// TestReplayTimeline checks the admin replay timeline reconstructs the dealt racks and one
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// played move: the step count, the drawn tiles, the bag remainder, the running score and the
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// turn cursor.
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func TestReplayTimeline(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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a := provisionAccount(t)
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b := provisionAccount(t)
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seed := evenOpeningSeed(t)
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g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: seed})
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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hint, ok := newMirror(t, seed, 2).HintView()
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if !ok || len(hint.Tiles) == 0 {
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t.Fatal("no opening move for the seed")
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}
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if _, err := svc.SubmitPlay(ctx, g.ID, a, hint.Tiles); err != nil {
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t.Fatalf("play: %v", err)
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}
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tl, err := svc.ReplayTimeline(ctx, g.ID)
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if err != nil {
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t.Fatalf("replay timeline: %v", err)
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}
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if len(tl.Steps) != 2 {
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t.Fatalf("steps = %d, want 2 (deal + one move)", len(tl.Steps))
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}
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deal := tl.Steps[0]
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if deal.Move != nil {
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t.Fatalf("step 0 must be the deal, got move %+v", deal.Move)
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}
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rackSize := len(deal.Racks[0])
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if rackSize == 0 || len(deal.Racks) != 2 || len(deal.Racks[1]) != rackSize {
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t.Fatalf("deal racks = %v, want two equal full racks", deal.Racks)
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}
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move := tl.Steps[1]
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if move.Move == nil || move.Move.Action != "play" {
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t.Fatalf("step 1 move = %+v, want a play", move.Move)
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}
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if len(move.Drawn) != len(hint.Tiles) {
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t.Fatalf("drawn = %v, want %d refilled tiles", move.Drawn, len(hint.Tiles))
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}
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if move.BagLen != deal.BagLen-len(hint.Tiles) {
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t.Fatalf("bag after play = %d, want %d", move.BagLen, deal.BagLen-len(hint.Tiles))
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}
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if len(move.Racks[0]) != rackSize {
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t.Fatalf("mover rack after refill = %d, want %d", len(move.Racks[0]), rackSize)
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}
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if move.Scores[0] <= 0 {
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t.Fatalf("seat 0 score after play = %d, want > 0", move.Scores[0])
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}
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if move.ToMove != 1 {
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t.Fatalf("to_move after seat 0 play = %d, want 1", move.ToMove)
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}
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}
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