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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
169 lines
6.1 KiB
Go
169 lines
6.1 KiB
Go
//go:build integration
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package inttest
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import (
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"context"
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"testing"
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"github.com/google/uuid"
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"scrabble/backend/internal/social"
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)
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// TestChatUnreadAndMarkRead checks a text message marks every recipient seat unread (not the
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// sender), surfaces through HasUnread / UnreadGames, and that MarkRead clears the reader's bit.
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func TestChatUnreadAndMarkRead(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move
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if _, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", ""); err != nil {
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t.Fatalf("post: %v", err)
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}
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// The opponent has it unread; the sender does not.
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if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); !unread {
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t.Error("recipient should have the message unread")
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); unread {
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t.Error("sender should not have their own message unread")
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}
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if set, err := svc.UnreadGames(ctx, seats[1]); err != nil {
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t.Fatalf("unread games: %v", err)
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} else if !set[gameID] {
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t.Error("UnreadGames should include the game for the recipient")
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}
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// Reading it clears the recipient's bit and reports one entry marked.
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if n, err := svc.MarkRead(ctx, gameID, seats[1]); err != nil {
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t.Fatalf("mark read: %v", err)
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} else if n != 1 {
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t.Errorf("marked %d, want 1", n)
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); unread {
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t.Error("message should be read after MarkRead")
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}
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// A second MarkRead is a no-op — nothing is left unread.
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if n, _ := svc.MarkRead(ctx, gameID, seats[1]); n != 0 {
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t.Errorf("second mark read marked %d, want 0", n)
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}
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}
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// TestNudgeUnreadTargetsOnlyToMove checks, in a three-player game, that a nudge marks ONLY the
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// awaited (to-move) seat unread — never the other waiting players. This is the owner's nudge
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// targeting invariant, now observable through the unread bitmask.
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func TestNudgeUnreadTargetsOnlyToMove(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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gameID, seats := newGameWithSeats(t, 3) // seat 0 is to move
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// A waiting player nudges; only the awaited seat 0 is targeted.
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if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
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t.Fatalf("nudge: %v", err)
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); !unread {
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t.Error("the awaited seat should have the nudge unread")
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[2]); unread {
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t.Error("a non-awaited waiting seat must not receive the nudge")
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); unread {
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t.Error("the nudging sender must not have it unread")
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}
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}
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// TestTextMessageUnreadReachesAllOpponents checks a text message in a three-player game marks both
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// opponents (every seated player but the sender) unread.
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func TestTextMessageUnreadReachesAllOpponents(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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gameID, seats := newGameWithSeats(t, 3) // seat 0 is to move and may chat
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if _, err := svc.PostMessage(ctx, gameID, seats[0], "hello all", ""); err != nil {
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t.Fatalf("post: %v", err)
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}
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for _, s := range []int{1, 2} {
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if unread, _ := svc.HasUnread(ctx, gameID, seats[s]); !unread {
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t.Errorf("seat %d should have the text message unread", s)
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}
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}
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if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); unread {
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t.Error("the sender should not have their own message unread")
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}
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}
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// TestNudgeClearedByMove checks the move path clears a nudge the actor answered by moving: the
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// game service's wired NudgeClearer flips the awaited seat's nudge to read on commit.
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func TestNudgeClearedByMove(t *testing.T) {
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ctx := context.Background()
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gameSvc, gameID, seats, play := newDraftGame(t)
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socialSvc := newSocialService()
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gameSvc.SetNudgeClearer(socialSvc.ClearNudges)
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// The waiting seat 1 nudges the to-move seat 0.
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if _, err := socialSvc.Nudge(ctx, gameID, seats[1]); err != nil {
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t.Fatalf("nudge: %v", err)
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}
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if unread, _ := socialSvc.HasUnread(ctx, gameID, seats[0]); !unread {
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t.Fatal("seat 0 should have the nudge unread before moving")
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}
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// Seat 0 answers by moving — the commit clears its pending nudge.
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if _, err := gameSvc.SubmitPlay(ctx, gameID, seats[0], play.Tiles); err != nil {
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t.Fatalf("submit play: %v", err)
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}
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if unread, _ := socialSvc.HasUnread(ctx, gameID, seats[0]); unread {
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t.Error("the nudge should be cleared once the awaited player has moved")
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}
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}
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// TestAdminChatUnreadFilterAndDetail checks the admin unread-only filter and the per-seat read
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// breakdown of the message card.
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func TestAdminChatUnreadFilterAndDetail(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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gameID, seats := newGameWithSeats(t, 2)
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msg, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", "")
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if err != nil {
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t.Fatalf("post: %v", err)
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}
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// The unread-only filter (scoped to the game) lists the still-unread message.
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if items, err := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, UnreadOnly: true}, 50, 0); err != nil {
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t.Fatalf("admin list: %v", err)
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} else if len(items) != 1 || items[0].ID != msg.ID {
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t.Fatalf("unread filter = %+v, want the one message", items)
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}
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// The detail card marks the sender 'sender' and the recipient 'unread'.
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card, err := svc.AdminMessageDetail(ctx, msg.ID)
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if err != nil {
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t.Fatalf("detail: %v", err)
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}
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roles := map[uuid.UUID]string{}
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for _, s := range card.Seats {
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roles[s.AccountID] = s.Role
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}
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if roles[seats[0]] != "sender" {
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t.Errorf("sender role = %q, want sender", roles[seats[0]])
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}
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if roles[seats[1]] != "unread" {
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t.Errorf("recipient role = %q, want unread", roles[seats[1]])
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}
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// After the recipient reads, the filter drops it and the seat flips to 'read'.
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if _, err := svc.MarkRead(ctx, gameID, seats[1]); err != nil {
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t.Fatalf("mark read: %v", err)
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}
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if items, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, UnreadOnly: true}, 50, 0); len(items) != 0 {
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t.Errorf("unread filter should be empty after read, got %d", len(items))
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}
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card2, err := svc.AdminMessageDetail(ctx, msg.ID)
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if err != nil {
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t.Fatalf("detail after read: %v", err)
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}
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for _, s := range card2.Seats {
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if s.AccountID == seats[1] && s.Role != "read" {
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t.Errorf("recipient role after read = %q, want read", s.Role)
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}
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}
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}
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