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scrabble-game/backend/internal/inttest/lobby_test.go
T
Ilia Denisov 9d52885a6e
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fix(matchmaking): re-enqueue opens a new game, not the caller's own
A second "random opponent" enqueue with the same variant and per-turn
rule, while the caller's first game was still open (awaiting an
opponent), returned that same open game, so a player could never start a
fresh random game while one was still searching.

Drop the own-open short-circuit (step 1) in store.OpenOrJoin: a
re-enqueue now joins another player's open game or opens a fresh one.
Accumulation stays bounded by MaxActiveQuickGames, which counts open
games. Update the matchmaker/service/store doc comments and
ARCHITECTURE.md, and flip the pinning test to assert the new behavior.
2026-06-18 10:18:44 +02:00

268 lines
9.4 KiB
Go

//go:build integration
package inttest
import (
"context"
"errors"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify"
)
// newInvitationService builds an invitation service over the shared pool, starting
// games through a real game service and reading blocks through a social service.
func newInvitationService() *lobby.InvitationService {
return lobby.NewInvitationService(lobby.NewStore(testDB), newGameService(), account.NewStore(testDB), newSocialService())
}
func englishInvite() lobby.InvitationSettings {
return lobby.InvitationSettings{
Variant: engine.VariantEnglish,
TurnTimeout: 24 * time.Hour,
HintsAllowed: true,
HintsPerPlayer: 1,
}
}
func TestMatchmakingOpensThenJoins(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
mm := newMatchmaker(t, newRobotService(t, newGameService()), 90*time.Second, 90*time.Second)
a, b := provisionAccount(t), provisionAccount(t)
// The first player opens a game and enters it immediately, still awaiting an opponent.
r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
if err != nil {
t.Fatalf("enqueue a: %v", err)
}
if r1.Matched {
t.Fatal("first enqueue must open a game awaiting an opponent, not match")
}
if _, _, status, err := newGameService().Participants(ctx, r1.Game.ID); err != nil || status != "open" {
t.Fatalf("opened game status = %q err %v, want open", status, err)
}
// A second player for the same variant and rule joins that open game, which starts.
r2, err := mm.Enqueue(ctx, b, engine.VariantEnglish, true)
if err != nil {
t.Fatalf("enqueue b: %v", err)
}
if !r2.Matched || r2.Game.ID != r1.Game.ID {
t.Fatalf("second enqueue = (matched %v, game %s), want it to join the open game %s", r2.Matched, r2.Game.ID, r1.Game.ID)
}
seats, _, status, err := newGameService().Participants(ctx, r2.Game.ID)
if err != nil {
t.Fatalf("participants: %v", err)
}
has := func(id uuid.UUID) bool {
for _, s := range seats {
if s == id {
return true
}
}
return false
}
if status != "active" || len(seats) != 2 || !has(a) || !has(b) {
t.Fatalf("joined game: status %q seats %v (want active with a=%s and b=%s)", status, seats, a, b)
}
}
// TestMatchmakingReEnqueueOpensNewGame checks a re-enqueue opens a fresh open game
// rather than returning the caller's existing one: tapping "random opponent" again while
// still waiting starts a new search instead of bouncing the player back into the pending
// game. Both games stay open until an opponent (a human or the reaper's robot) joins each.
func TestMatchmakingReEnqueueOpensNewGame(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
mm := newMatchmaker(t, newRobotService(t, newGameService()), 90*time.Second, 90*time.Second)
a := provisionAccount(t)
r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
if err != nil {
t.Fatalf("enqueue: %v", err)
}
r2, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
if err != nil {
t.Fatalf("re-enqueue: %v", err)
}
if r2.Matched || r2.Game.ID == r1.Game.ID {
t.Fatalf("re-enqueue = (game %s, matched %v), want a new open game distinct from %s, unmatched", r2.Game.ID, r2.Matched, r1.Game.ID)
}
for _, g := range []uuid.UUID{r1.Game.ID, r2.Game.ID} {
if _, _, status, err := newGameService().Participants(ctx, g); err != nil || status != "open" {
t.Fatalf("game %s status = %q err %v, want open", g, status, err)
}
}
}
func TestInvitationAllAcceptStartsGame(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
if inv.Status != "pending" || len(inv.Invitees) != 2 {
t.Fatalf("unexpected invitation: %+v", inv)
}
if got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); err != nil || got.Status != "pending" {
t.Fatalf("first accept: status %q err %v", got.Status, err)
}
final, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true)
if err != nil {
t.Fatalf("second accept: %v", err)
}
if final.Status != "started" || final.GameID == nil {
t.Fatalf("invitation not started: %+v", final)
}
// Every participant is told the invitation changed so their lobby drops the (now started) card
// from any screen, and the started-game notification lands too.
for _, u := range append([]uuid.UUID{inviter}, invitees...) {
if !pub.notified(u, notify.NotifyInvitationUpdate) {
t.Errorf("participant %s missing invitation_update", u)
}
}
if !pub.notified(invitees[0], notify.NotifyGameStarted) {
t.Errorf("invitee missing game_started")
}
seats, _, status, err := newGameService().Participants(ctx, *final.GameID)
if err != nil {
t.Fatalf("participants: %v", err)
}
if status != "active" || len(seats) != 3 || seats[0] != inviter {
t.Fatalf("started game: status %q seats %v (inviter %s)", status, seats, inviter)
}
}
func TestInvitationDeclineCancels(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], false)
if err != nil {
t.Fatalf("decline: %v", err)
}
if got.Status != "declined" || got.GameID != nil {
t.Fatalf("after decline: %+v", got)
}
// A decline kills the whole invitation: every participant is notified to drop it.
for _, u := range append([]uuid.UUID{inviter}, invitees...) {
if !pub.notified(u, notify.NotifyInvitationUpdate) {
t.Errorf("participant %s missing invitation_update after decline", u)
}
}
// A further response is refused.
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
t.Fatalf("respond after decline = %v, want ErrInvitationNotPending", err)
}
}
func TestInvitationLazyExpiry(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.game_invitations SET expires_at = now() - interval '1 minute' WHERE invitation_id = $1`, inv.ID); err != nil {
t.Fatalf("backdate expiry: %v", err)
}
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationExpired) {
t.Fatalf("respond expired = %v, want ErrInvitationExpired", err)
}
}
func TestInvitationBlockedInvitee(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
social := newSocialService()
inviter := provisionAccount(t)
invitee := provisionAccount(t)
if err := social.Block(ctx, invitee, inviter); err != nil {
t.Fatalf("block: %v", err)
}
if _, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite()); !errors.Is(err, lobby.ErrInvitationBlocked) {
t.Fatalf("create blocked = %v, want ErrInvitationBlocked", err)
}
}
func TestInvitationCancelByInviter(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
pub := &capturePublisher{}
svc.SetNotifier(pub)
inviter := provisionAccount(t)
invitees := []uuid.UUID{provisionAccount(t)}
inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
// A non-inviter cannot cancel.
if err := svc.CancelInvitation(ctx, inv.ID, invitees[0]); !errors.Is(err, lobby.ErrNotInviter) {
t.Fatalf("stranger cancel = %v, want ErrNotInviter", err)
}
if err := svc.CancelInvitation(ctx, inv.ID, inviter); err != nil {
t.Fatalf("inviter cancel: %v", err)
}
// The cancellation reaches every participant so an invitee's lobby drops the card from any screen.
for _, u := range append([]uuid.UUID{inviter}, invitees...) {
if !pub.notified(u, notify.NotifyInvitationUpdate) {
t.Errorf("participant %s missing invitation_update after cancel", u)
}
}
if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
t.Fatalf("respond after cancel = %v, want ErrInvitationNotPending", err)
}
}
func TestListInvitations(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
inviter := provisionAccount(t)
invitee := provisionAccount(t)
inv, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create: %v", err)
}
// An open invitation appears for both the inviter and the invitee.
for _, who := range []uuid.UUID{inviter, invitee} {
list, err := svc.ListInvitations(ctx, who)
if err != nil {
t.Fatalf("list for %s: %v", who, err)
}
if len(list) != 1 || list[0].ID != inv.ID {
t.Fatalf("invitations for %s = %+v, want [%s]", who, list, inv.ID)
}
}
// Once accepted (the game starts), it is no longer an open invitation.
if _, err := svc.RespondInvitation(ctx, inv.ID, invitee, true); err != nil {
t.Fatalf("accept: %v", err)
}
if list, _ := svc.ListInvitations(ctx, inviter); len(list) != 0 {
t.Fatalf("started invitation still listed: %+v", list)
}
}