Files
scrabble-game/backend/internal/inttest/lobby_test.go
T
Ilia Denisov 74455c7b12
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feat: "multiple words per turn" rule for Russian games
Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).

- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
  through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
  and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
  lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
  + rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
  gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
  FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
  only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
  corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
2026-06-12 02:17:30 +02:00

196 lines
6.4 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"
)
// 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 TestMatchmakingPairsAndStartsGame(t *testing.T) {
ctx := context.Background()
mm := newMatchmaker(t, newRobotService(t, newGameService()), 10*time.Second)
a, b := provisionAccount(t), provisionAccount(t)
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 wait")
}
r2, err := mm.Enqueue(ctx, b, engine.VariantEnglish, true)
if err != nil {
t.Fatalf("enqueue b: %v", err)
}
if !r2.Matched {
t.Fatal("second enqueue must match")
}
seats, _, status, err := newGameService().Participants(ctx, r2.Game.ID)
if err != nil {
t.Fatalf("participants: %v", err)
}
if status != "active" || len(seats) != 2 {
t.Fatalf("matched game state: status %q seats %v", status, seats)
}
}
func TestInvitationAllAcceptStartsGame(t *testing.T) {
ctx := context.Background()
svc := newInvitationService()
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)
}
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()
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 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()
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)
}
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)
}
}