872804e02e
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured. O1 net-state reducer (test-first). O2 store + wiring (connection/offline shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs. Wire the version gate through the deploy: GATEWAY_MIN_CLIENT_VERSION + GATEWAY_RECOMMENDED_CLIENT_VERSION are plain (unprefixed) Gitea vars, passed via compose + ci.yaml (test) + prod-deploy.yaml + write-prod-env.sh (prod) + .env.example, so the gate is live when set (a test-contour commit-hash version fails open; empty => dormant). Disable the manual android-build CI workflow for now (rename .disabled). Bump the app bundle budget 127->130 KB for the added always-loaded wiring. Tests: gateway go green (incl. two-tier gate over a real HTTP handler), compose --no-interpolate confirms the gateway env, svelte-check 0/0, vitest 617, e2e 122/122 (chromium + webkit).
241 lines
9.4 KiB
TypeScript
241 lines
9.4 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { gamePhase, groupGames, isMyTurn, orderedSeats, scoreStanding, shouldBlink } from './lobbysort';
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import type { GameView, Seat } from './model';
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const ME = 'me';
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// The self-id set the lobby passes (server user id + device-local guest id); ME is used as a bare seat
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// id where a single seat is built, MINE where a function takes the whole "you" set.
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const MINE = [ME];
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const seat = (s: number, accountId: string): Seat => ({
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seat: s,
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accountId,
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displayName: accountId,
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score: 0,
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hintsUsed: 0,
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isWinner: false,
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});
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function game(id: string, status: GameView['status'], toMove: number, lastActivityUnix: number): GameView {
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return {
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id,
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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unreadChat: false,
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unreadMessages: false,
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kind: 0,
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status,
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players: 2,
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toMove,
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turnTimeoutSecs: 0,
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multipleWordsPerTurn: true,
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moveCount: 0,
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endReason: '',
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lastActivityUnix,
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seats: [seat(0, ME), seat(1, 'opp')],
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};
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}
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describe('groupGames', () => {
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it('partitions into your-turn, their-turn and finished', () => {
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const g = groupGames(
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[
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game('a', 'active', 0, 100), // toMove 0 == my seat -> my turn
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game('b', 'active', 1, 100), // their turn
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game('c', 'finished', 0, 100),
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],
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MINE,
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{},
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['a']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['b']);
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expect(g.finished.map((x) => x.id)).toEqual(['c']);
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});
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it('orders your-turn oldest-first, the other two newest-first', () => {
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const g = groupGames(
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[
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game('y_new', 'active', 0, 200),
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game('y_old', 'active', 0, 100),
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game('t_new', 'active', 1, 200),
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game('t_old', 'active', 1, 100),
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game('f_new', 'finished', 0, 200),
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game('f_old', 'finished', 0, 100),
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],
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MINE,
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{},
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['y_old', 'y_new']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['t_new', 't_old']);
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expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_old']);
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});
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it('bumps unread games first in the active sections, leaving finished by activity', () => {
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const g = groupGames(
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[
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game('y_read', 'active', 0, 50), // my turn, oldest, read
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game('y_unread', 'active', 0, 200), // my turn, newest, unread -> bumped above y_read
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game('t_read', 'active', 1, 200), // their turn, newest, read
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game('t_unread', 'active', 1, 50), // their turn, oldest, unread -> bumped above t_read
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game('f_unread', 'finished', 0, 100),
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game('f_new', 'finished', 0, 300), // finished ignores unread, stays newest-first
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],
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MINE,
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{ y_unread: true, t_unread: true, f_unread: true },
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);
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// Unread is the primary key, so it overrides the within-section activity order.
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expect(g.yourTurn.map((x) => x.id)).toEqual(['y_unread', 'y_read']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['t_unread', 't_read']);
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// Finished ignores unread: still newest-first by activity.
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expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_unread']);
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});
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it('isMyTurn is false for a finished game even at my seat', () => {
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expect(isMyTurn(game('x', 'finished', 0, 0), MINE)).toBe(false);
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expect(isMyTurn(game('x', 'active', 0, 0), MINE)).toBe(true);
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expect(isMyTurn(game('x', 'active', 1, 0), MINE)).toBe(false);
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});
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it('treats an open game (awaiting an opponent) as in progress, not finished', () => {
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const g = groupGames(
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[
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game('open_mine', 'open', 0, 100), // my turn while waiting
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game('open_wait', 'open', 1, 100), // the empty seat's turn
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],
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MINE,
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{},
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['open_mine']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['open_wait']);
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expect(g.finished).toEqual([]);
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expect(isMyTurn(game('x', 'open', 0, 0), MINE)).toBe(true);
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});
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it('recognises "you" under any of the self ids (local game under localGuestId, server under userId)', () => {
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// After reconciliation a device-local game seats you under the local guest id and a server game
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// under the user id; the two differ (ids never collide) and both must count as your turn.
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const localGame: GameView = { ...game('local', 'active', 0, 100), seats: [seat(0, 'guest'), seat(1, 'robot')] };
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const serverGame: GameView = { ...game('server', 'active', 0, 100), seats: [seat(0, ME), seat(1, 'opp')] };
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const both = ['guest', ME];
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expect(isMyTurn(localGame, both)).toBe(true);
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expect(isMyTurn(serverGame, both)).toBe(true);
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expect(isMyTurn(localGame, [ME])).toBe(false); // a single id misses the other source's game
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const g = groupGames([localGame, serverGame], both, {});
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expect(g.yourTurn.map((x) => x.id).sort()).toEqual(['local', 'server']);
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});
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});
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describe('gamePhase', () => {
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it('maps each game to its lobby bucket (open folds into mine/theirs like active)', () => {
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expect(gamePhase(game('x', 'active', 0, 0), MINE)).toBe('mine');
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expect(gamePhase(game('x', 'active', 1, 0), MINE)).toBe('theirs');
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expect(gamePhase(game('x', 'open', 0, 0), MINE)).toBe('mine');
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expect(gamePhase(game('x', 'open', 1, 0), MINE)).toBe('theirs');
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expect(gamePhase(game('x', 'finished', 0, 0), MINE)).toBe('finished');
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});
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});
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describe('scoreStanding', () => {
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const withScores = (status: GameView['status'], myScore: number, oppScore: number): GameView => ({
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...game('g', status, 0, 0),
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seats: [
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{ ...seat(0, ME), score: myScore },
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{ ...seat(1, 'opp'), score: oppScore },
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],
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});
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const at = (g: GameView, accountId: string): Seat => g.seats.find((s) => s.accountId === accountId)!;
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it('greens the leading viewer and reds a trailing one; the opponent stays muted', () => {
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const lead = withScores('active', 30, 10);
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expect(scoreStanding(lead, MINE, at(lead, ME))).toBe('win');
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expect(scoreStanding(lead, MINE, at(lead, 'opp'))).toBeNull(); // a trailing opponent is not coloured
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const behind = withScores('active', 5, 10);
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expect(scoreStanding(behind, MINE, at(behind, ME))).toBe('lose');
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expect(scoreStanding(behind, MINE, at(behind, 'opp'))).toBeNull(); // a leading opponent is not coloured
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});
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it('greens both seats on an equal non-zero score', () => {
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const tie = withScores('active', 10, 10);
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expect(scoreStanding(tie, MINE, at(tie, ME))).toBe('win');
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expect(scoreStanding(tie, MINE, at(tie, 'opp'))).toBe('win');
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});
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it('leaves a fresh 0:0 board muted (nobody has scored yet)', () => {
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const fresh = withScores('active', 0, 0);
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expect(scoreStanding(fresh, MINE, at(fresh, ME))).toBeNull();
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expect(scoreStanding(fresh, MINE, at(fresh, 'opp'))).toBeNull();
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});
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it('is null for any non-active game (open or finished)', () => {
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const fin = withScores('finished', 30, 10);
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expect(scoreStanding(fin, MINE, at(fin, ME))).toBeNull();
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const op = withScores('open', 0, 0);
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expect(scoreStanding(op, MINE, at(op, ME))).toBeNull();
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});
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it('is null when the viewer is not seated or has no opponent', () => {
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const g = withScores('active', 30, 10);
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expect(scoreStanding(g, ['stranger'], at(g, ME))).toBeNull();
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const solo: GameView = { ...game('g', 'active', 0, 0), seats: [{ ...seat(0, ME), score: 9 }] };
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expect(scoreStanding(solo, MINE, solo.seats[0])).toBeNull();
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});
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it('compares against the strongest opponent in a multiplayer game', () => {
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const g3: GameView = {
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...game('g', 'active', 0, 0),
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players: 3,
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seats: [
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{ ...seat(0, ME), score: 40 },
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{ ...seat(1, 'a'), score: 35 },
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{ ...seat(2, 'b'), score: 50 }, // b is ahead -> the viewer is losing
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],
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};
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expect(scoreStanding(g3, MINE, at(g3, ME))).toBe('lose');
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expect(scoreStanding(g3, MINE, at(g3, 'b'))).toBeNull(); // a leading opponent is not coloured
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});
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it('greens every seat tied with the viewer for the lead in a multiplayer game', () => {
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const g3: GameView = {
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...game('g', 'active', 0, 0),
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players: 3,
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seats: [
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{ ...seat(0, ME), score: 40 },
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{ ...seat(1, 'a'), score: 40 }, // tied with the viewer for the lead -> green
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{ ...seat(2, 'b'), score: 20 }, // trailing -> muted
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],
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};
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expect(scoreStanding(g3, MINE, at(g3, ME))).toBe('win');
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expect(scoreStanding(g3, MINE, at(g3, 'a'))).toBe('win');
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expect(scoreStanding(g3, MINE, at(g3, 'b'))).toBeNull();
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});
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});
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describe('orderedSeats', () => {
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it('returns seats in seat-number order without mutating the source', () => {
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const g: GameView = {
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...game('g', 'active', 0, 0),
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seats: [seat(2, 'c'), seat(0, ME), seat(1, 'b')],
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};
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const src = g.seats;
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expect(orderedSeats(g).map((s) => s.seat)).toEqual([0, 1, 2]);
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expect(g.seats).toBe(src); // the source array is left untouched
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expect(g.seats.map((s) => s.seat)).toEqual([2, 0, 1]);
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});
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});
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describe('shouldBlink', () => {
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it('blinks on a transition into mine or finished', () => {
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expect(shouldBlink('theirs', 'mine')).toBe(true);
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expect(shouldBlink('mine', 'finished')).toBe(true);
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expect(shouldBlink('theirs', 'finished')).toBe(true);
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});
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it('stays quiet on a transition into theirs, a no-op, or a first sighting', () => {
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expect(shouldBlink('mine', 'theirs')).toBe(false);
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expect(shouldBlink('mine', 'mine')).toBe(false);
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expect(shouldBlink(undefined, 'mine')).toBe(false);
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expect(shouldBlink(undefined, 'finished')).toBe(false);
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});
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});
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