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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
106 lines
3.9 KiB
Go
106 lines
3.9 KiB
Go
package game
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import (
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"context"
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"slices"
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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/notify"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// recordingPublisher captures every published intent for assertions.
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type recordingPublisher struct{ intents []notify.Intent }
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func (p *recordingPublisher) Publish(in ...notify.Intent) { p.intents = append(p.intents, in...) }
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// TestEmitMoveNotifiesActor checks a committed move sends opponent_moved to every
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// seat — including the actor's own account, so the mover's other devices refresh —
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// and your_turn only to the next mover.
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func TestEmitMoveNotifiesActor(t *testing.T) {
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actor, opp := uuid.New(), uuid.New()
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pub := &recordingPublisher{}
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svc := &Service{pub: pub}
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g := Game{
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ID: uuid.New(),
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Status: StatusActive,
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ToMove: 1,
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TurnStartedAt: time.Now(),
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TurnTimeout: time.Hour,
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Seats: []Seat{{Seat: 0, AccountID: actor, Score: 19}, {Seat: 1, AccountID: opp, Score: 13}},
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}
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svc.emitMove(context.Background(), g, engine.MoveRecord{Player: 0, Action: engine.ActionPlay, Words: []string{"HELLO"}, Score: 10, Total: 19}, 80)
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kinds := map[uuid.UUID][]string{}
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var yourTurn notify.Intent
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for _, in := range pub.intents {
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kinds[in.UserID] = append(kinds[in.UserID], in.Kind)
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if in.UserID == opp && in.Kind == notify.KindYourTurn {
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yourTurn = in
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}
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}
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if !slices.Contains(kinds[actor], notify.KindOpponentMoved) {
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t.Errorf("actor should get opponent_moved, got %v", kinds[actor])
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}
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if !slices.Contains(kinds[opp], notify.KindOpponentMoved) {
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t.Errorf("opponent should get opponent_moved, got %v", kinds[opp])
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}
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if !slices.Contains(kinds[opp], notify.KindYourTurn) {
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t.Errorf("next mover should get your_turn, got %v", kinds[opp])
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}
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if slices.Contains(kinds[actor], notify.KindYourTurn) {
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t.Errorf("actor is not next to move, should not get your_turn")
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}
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// The your_turn push is enriched: the last move's action and word, and a recipient-first
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// score line (the next mover, seat 1, first). The opponent name needs the account store and
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// is left empty by this store-less unit (covered at the render layer).
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yt := fb.GetRootAsYourTurnEvent(yourTurn.Payload, 0)
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if got := string(yt.LastAction()); got != "play" {
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t.Errorf("your_turn last_action = %q, want play", got)
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}
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if got := string(yt.LastWord()); got != "HELLO" {
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t.Errorf("your_turn last_word = %q, want HELLO", got)
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}
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if got := string(yt.ScoreLine()); got != "13:19" { // seat 1 (recipient) first, then seat 0
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t.Errorf("your_turn score_line = %q, want 13:19", got)
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}
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}
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// TestEmitMoveAnnouncesGameOver checks the closing move sends a game_over push to every seat,
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// each with its own outcome and a recipient-first final score.
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func TestEmitMoveAnnouncesGameOver(t *testing.T) {
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winner, loser := uuid.New(), uuid.New()
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pub := &recordingPublisher{}
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svc := &Service{pub: pub}
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g := Game{
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ID: uuid.New(),
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Status: StatusFinished,
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Players: 2,
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EndReason: "out_of_tiles",
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Seats: []Seat{{Seat: 0, AccountID: winner, Score: 120, IsWinner: true}, {Seat: 1, AccountID: loser, Score: 95}},
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}
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svc.emitMove(context.Background(), g, engine.MoveRecord{Player: 0, Action: engine.ActionPlay, Total: 120}, 0)
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over := map[uuid.UUID]notify.Intent{}
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for _, in := range pub.intents {
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if in.Kind == notify.KindGameOver {
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over[in.UserID] = in
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}
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}
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if len(over) != 2 {
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t.Fatalf("game_over should reach both seats, got %d", len(over))
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}
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w := fb.GetRootAsGameOverEvent(over[winner].Payload, 0)
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if string(w.Result()) != "won" || string(w.ScoreLine()) != "120:95" {
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t.Errorf("winner game_over = %q / %q, want won / 120:95", w.Result(), w.ScoreLine())
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}
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l := fb.GetRootAsGameOverEvent(over[loser].Payload, 0)
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if string(l.Result()) != "lost" || string(l.ScoreLine()) != "95:120" {
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t.Errorf("loser game_over = %q / %q, want lost / 95:120", l.Result(), l.ScoreLine())
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}
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}
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