Files
scrabble-game/backend/internal/inttest/draft_test.go
T
Ilia Denisov c6e0dac940 R6(c): centralize shared integration-test fixtures in helpers.go
Move the cross-file integration fixtures — the service constructors
(newGameService/newSocialService/newRobotService/newMatchmaker), the game-assembly
helpers (newMirror/newGameWithSeats/newDraftGame), account provisioning
(provisionAccount/provisionGuest) and the stats reader — out of the domain test
files (newGameService alone was used by 10 files) into a single
backend/internal/inttest/helpers.go. Helpers used by a single file stay local.

Pure relocation: the helper bodies are unchanged, no test logic changes; the
imports the moves left unused are pruned. go vet -tags=integration is clean.
2026-06-10 17:30:53 +02:00

80 lines
3.0 KiB
Go

//go:build integration
package inttest
import (
"context"
"testing"
"scrabble/backend/internal/game"
)
// TestDraftPersistAndConflictReset covers draft persistence: a round-trip of the
// rack order + board tiles, the actor's own draft cleared on their move, and an opponent's
// board draft reset when a committed play overlaps one of its cells (the rack order kept).
func TestDraftPersistAndConflictReset(t *testing.T) {
ctx := context.Background()
svc, gameID, seats, hint := newDraftGame(t)
// Round-trip seat 0's rack order + a board draft.
d0 := game.Draft{RackOrder: "QANIWE?", BoardTiles: []game.DraftTile{{Row: 1, Col: 1, Letter: "Q"}}}
if err := svc.SaveDraft(ctx, gameID, seats[0], d0); err != nil {
t.Fatalf("save draft 0: %v", err)
}
if got, err := svc.GetDraft(ctx, gameID, seats[0]); err != nil ||
got.RackOrder != "QANIWE?" || len(got.BoardTiles) != 1 || got.BoardTiles[0].Letter != "Q" {
t.Fatalf("get draft 0 = %+v (err %v)", got, err)
}
// Seat 1 drafts a board tile on a cell the opening play will commit.
overlap := hint.Tiles[0]
if err := svc.SaveDraft(ctx, gameID, seats[1], game.Draft{
RackOrder: "ABCDEFG",
BoardTiles: []game.DraftTile{{Row: overlap.Row, Col: overlap.Col, Letter: "X"}},
}); err != nil {
t.Fatalf("save draft 1: %v", err)
}
if _, err := svc.SubmitPlay(ctx, gameID, seats[0], hint.Dir, hint.Tiles); err != nil {
t.Fatalf("seat0 play: %v", err)
}
// Seat 0's own draft is cleared by their move.
if d, _ := svc.GetDraft(ctx, gameID, seats[0]); d.RackOrder != "" || len(d.BoardTiles) != 0 {
t.Errorf("actor draft not cleared: %+v", d)
}
// Seat 1's board draft overlapped the play and is reset; the rack order is kept.
if d, _ := svc.GetDraft(ctx, gameID, seats[1]); len(d.BoardTiles) != 0 || d.RackOrder != "ABCDEFG" {
t.Errorf("conflicting draft not reset (or rack order lost): %+v", d)
}
}
// TestDraftSurvivesNonConflictingMove checks an opponent's board draft is kept when a
// committed play does not touch any of its cells.
func TestDraftSurvivesNonConflictingMove(t *testing.T) {
ctx := context.Background()
svc, gameID, seats, hint := newDraftGame(t)
// Seat 1 drafts a far corner tile the central opening play cannot reach.
if err := svc.SaveDraft(ctx, gameID, seats[1], game.Draft{
BoardTiles: []game.DraftTile{{Row: 0, Col: 0, Letter: "Z"}},
}); err != nil {
t.Fatalf("save draft 1: %v", err)
}
if _, err := svc.SubmitPlay(ctx, gameID, seats[0], hint.Dir, hint.Tiles); err != nil {
t.Fatalf("seat0 play: %v", err)
}
if d, _ := svc.GetDraft(ctx, gameID, seats[1]); len(d.BoardTiles) != 1 || d.BoardTiles[0].Letter != "Z" {
t.Errorf("non-conflicting draft should survive: %+v", d)
}
}
// TestSaveDraftRejectsOutsider checks only a seated player may save a draft.
func TestSaveDraftRejectsOutsider(t *testing.T) {
ctx := context.Background()
svc, gameID, _, _ := newDraftGame(t)
if err := svc.SaveDraft(ctx, gameID, provisionAccount(t), game.Draft{RackOrder: "X"}); err == nil {
t.Fatal("outsider SaveDraft should fail")
}
}