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scrabble-game/backend/internal/inttest/open_match_test.go
T
Ilia Denisov caefc8f579
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feat(game): official first-move tile draw + admin step-by-step replay
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.
2026-06-20 08:47:18 +02:00

258 lines
8.8 KiB
Go

//go:build integration
package inttest
import (
"context"
"errors"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/social"
)
// The open-game suite covers an auto-match game that a player enters immediately and
// waits inside (status 'open', the opponent seat empty) until a human or a robot joins.
// evenOpeningSeed returns a seed whose fresh two-player English opening rack (seat 0) has a
// legal move, for tests that drive or attempt an opening play. It scans even seeds; seat
// order no longer depends on the seed — the first-move draw decides it (docs/ARCHITECTURE.md §6).
func evenOpeningSeed(t *testing.T) int64 {
t.Helper()
for seed := int64(2); seed <= 400; seed += 2 {
g, err := engine.New(testRegistry, engine.Options{Variant: engine.VariantEnglish, Version: testDictVersion, Players: 2, Seed: seed})
if err != nil {
t.Fatalf("engine new: %v", err)
}
if _, ok := g.HintView(); ok {
return seed
}
}
t.Fatal("no even opening seed found")
return 0
}
// openParams are the casual auto-match settings with a pinned seed.
func openParams(seed int64) game.CreateParams {
return game.CreateParams{
Variant: engine.VariantEnglish,
TurnTimeout: 24 * time.Hour,
HintsAllowed: true,
HintsPerPlayer: 1,
MultipleWordsPerTurn: true,
Seed: seed,
}
}
func openGame(t *testing.T, svc *game.Service, starter uuid.UUID, seed int64) game.Game {
t.Helper()
g, joined, err := svc.OpenOrJoin(context.Background(), starter, openParams(seed), time.Now().Add(time.Minute), nil)
if err != nil {
t.Fatalf("open game: %v", err)
}
if joined || g.Status != game.StatusOpen {
t.Fatalf("opened game = (joined %v, status %q), want (false, open)", joined, g.Status)
}
return g
}
// TestOpenGameStarterMovesThenWaits checks the starter may move on their turn while the game
// is open (the first-move draw, run when the game opened, put them at seat 0), after which it
// is the empty opponent seat's turn and the starter just waits.
func TestOpenGameStarterMovesThenWaits(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
seed := evenOpeningSeed(t)
g := openGame(t, svc, provisionAccount(t), seed)
starter := g.Seats[0].AccountID
hint, ok := newMirror(t, seed, 2).HintView()
if !ok || len(hint.Tiles) == 0 {
t.Fatal("no opening move for the seed")
}
res, err := svc.SubmitPlay(ctx, g.ID, starter, hint.Tiles)
if err != nil {
t.Fatalf("starter play while open: %v", err)
}
if res.Game.Status != game.StatusOpen {
t.Errorf("after the starter's move the game must stay open, got %q", res.Game.Status)
}
if res.Game.ToMove != 1 {
t.Errorf("after the starter's move it must be the empty seat's turn (to_move 1), got %d", res.Game.ToMove)
}
if _, err := svc.Pass(ctx, g.ID, starter); !errors.Is(err, game.ErrNotYourTurn) {
t.Fatalf("starter acting on the opponent's turn = %v, want ErrNotYourTurn", err)
}
}
// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the first-move draw seats
// the starter at seat 1 (the synthetic opponent won the open draw), the still-empty seat 0 is
// to move, so the starter cannot act until an opponent fills it.
func TestOpenGameStarterWaitsWhenOpponentMovesFirst(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
svc.SetFirstMoveEntropy(seatOneFirstMove) // the synthetic opponent wins → the caller sits at seat 1
starter := provisionAccount(t)
g, _, err := svc.OpenOrJoin(ctx, starter, openParams(1), time.Now().Add(time.Minute), nil)
if err != nil {
t.Fatalf("open: %v", err)
}
if g.ToMove != 0 || g.Seats[0].AccountID != uuid.Nil {
t.Fatalf("opponent-won open draw: to_move %d seat0 %s, want the empty seat 0 to move", g.ToMove, g.Seats[0].AccountID)
}
if _, err := svc.Pass(ctx, g.ID, starter); !errors.Is(err, game.ErrNotYourTurn) {
t.Fatalf("starter acting on the empty seat's turn = %v, want ErrNotYourTurn", err)
}
}
// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after the
// starter has already made their first move: the seats were fixed by the draw at open, so the
// joiner takes the empty seat without disturbing the journal, and can act on their turn.
func TestOpenGameJoinAfterStarterMoved(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
seed := evenOpeningSeed(t)
g := openGame(t, svc, provisionAccount(t), seed)
starter := g.Seats[0].AccountID
hint, ok := newMirror(t, seed, 2).HintView()
if !ok {
t.Fatal("no opening move")
}
if _, err := svc.SubmitPlay(ctx, g.ID, starter, hint.Tiles); err != nil {
t.Fatalf("starter play: %v", err)
}
joiner := provisionAccount(t)
g2, joined, err := svc.OpenOrJoin(ctx, joiner, openParams(0), time.Now().Add(time.Minute), nil)
if err != nil {
t.Fatalf("join: %v", err)
}
if !joined || g2.ID != g.ID {
t.Fatalf("join = (joined %v, game %s), want it to join %s", joined, g2.ID, g.ID)
}
if g2.Status != game.StatusActive || g2.MoveCount != 1 || g2.ToMove != 1 {
t.Fatalf("joined game = (status %q, moves %d, to_move %d), want (active, 1, 1)", g2.Status, g2.MoveCount, g2.ToMove)
}
// It is the joiner's turn (seat 1); they can act.
if _, err := svc.Pass(ctx, g.ID, joiner); err != nil {
t.Fatalf("joiner pass on their turn: %v", err)
}
}
// TestOpenGameResignRejectedUntilOpponent checks resign is refused while the game is
// open and allowed once an opponent (a robot here) has joined.
func TestOpenGameResignRejectedUntilOpponent(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
robots := newRobotService(t, svc)
if err := robots.EnsurePool(ctx); err != nil {
t.Fatalf("ensure pool: %v", err)
}
g := openGame(t, svc, provisionAccount(t), evenOpeningSeed(t))
starter := g.Seats[0].AccountID
if _, err := svc.Resign(ctx, g.ID, starter); !errors.Is(err, game.ErrNoOpponentYet) {
t.Fatalf("resign while open = %v, want ErrNoOpponentYet", err)
}
robotID, name, err := robots.PickNamed(engine.VariantEnglish)
if err != nil {
t.Fatalf("pick: %v", err)
}
if _, attached, err := svc.AttachRobot(ctx, g.ID, robotID, name); err != nil || !attached {
t.Fatalf("attach robot = (attached %v, err %v), want attached", attached, err)
}
res, err := svc.Resign(ctx, g.ID, starter)
if err != nil {
t.Fatalf("resign after the opponent joined: %v", err)
}
if res.Game.Status != game.StatusFinished {
t.Errorf("resign must finish the game, got %q", res.Game.Status)
}
}
// TestOpenGameChatAndNudgeRejected checks chat and nudge are refused while the game is
// open (no opponent to converse with).
func TestOpenGameChatAndNudgeRejected(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
soc := newSocialService()
g := openGame(t, svc, provisionAccount(t), evenOpeningSeed(t))
starter := g.Seats[0].AccountID
if _, err := soc.PostMessage(ctx, g.ID, starter, "hello", ""); !errors.Is(err, social.ErrGameNotActive) {
t.Errorf("chat while open = %v, want ErrGameNotActive", err)
}
if _, err := soc.Nudge(ctx, g.ID, starter); !errors.Is(err, social.ErrGameNotActive) {
t.Errorf("nudge while open = %v, want ErrGameNotActive", err)
}
}
// TestOpenGameSweeperSkips checks the turn-timeout sweeper never finishes an open game,
// even with a long-stale turn clock (its seat is the empty opponent's).
func TestOpenGameSweeperSkips(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
g := openGame(t, svc, provisionAccount(t), evenOpeningSeed(t))
setTurnStarted(t, g.ID, time.Now().Add(-1000*time.Hour))
if _, err := svc.SweepTimeouts(ctx, time.Now()); err != nil {
t.Fatalf("sweep: %v", err)
}
g2, err := svc.GameByID(ctx, g.ID)
if err != nil {
t.Fatalf("get game: %v", err)
}
if g2.Status != game.StatusOpen {
t.Errorf("open game must survive the sweeper, got %q", g2.Status)
}
}
// TestOpenGameLobbyShowsEmptySeat checks an open game appears in the starter's lobby
// with two seats, one of them the still-empty opponent (uuid.Nil).
func TestOpenGameLobbyShowsEmptySeat(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
starter := provisionAccount(t)
g := openGame(t, svc, starter, evenOpeningSeed(t))
games, err := svc.ListForAccount(ctx, starter)
if err != nil {
t.Fatalf("list for account: %v", err)
}
var found *game.Game
for i := range games {
if games[i].ID == g.ID {
found = &games[i]
break
}
}
if found == nil {
t.Fatal("open game must appear in the starter's lobby")
}
var hasStarter, hasEmpty bool
for _, s := range found.Seats {
switch s.AccountID {
case starter:
hasStarter = true
case uuid.Nil:
hasEmpty = true
}
}
if len(found.Seats) != 2 || !hasStarter || !hasEmpty {
t.Errorf("open game seats = %+v, want the starter and one empty (nil) seat", found.Seats)
}
}