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chore(android): de-anchor ANDROID_PLAN.md from the docs, re-enable the APK workflow
Reword every code comment and doc that referenced ANDROID_PLAN.md or its stage anchors (§E, G-step-0, O1) so the living docs no longer depend on the plan file: .claude/CLAUDE.md, deploy/README.md, docs/ARCHITECTURE.md, docs/TESTING.md, ui/README.md, ui/android/.gitignore, ui/e2e/native.spec.ts, ui/src/lib/netstate.ts.

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Scrabble Game — Testing

How the project is tested and the gate every stage must pass. Read before adding tests or touching CI.

Layers

  • Go unit tests — table-driven where it helps; testing + standard library. Every functional change ships with regression coverage. Run: go test -count=1 ./backend/... ./pkg/... ./gateway/... (the module list grows with the workspace).
  • Integration — Postgres-backed tests behind the integration build tag spin a throwaway postgres:17-alpine via testcontainers-go. They live in backend/internal/inttest and run with go test -tags=integration -count=1 -p=1 ./backend/... (needs Docker), guarded by a separate CI workflow (integration.yaml; Ryuk disabled, serial). Slow.
  • UI — Vitest (unit) + Playwright (e2e), mirroring the chosen plain-Svelte + Vite toolchain. Vitest covers the FlatBuffers codecs (friend list, invitation, stats), the win-rate derivation, the GCG share/copy/download choice and the net-state reducer (netstate.test.ts — every transition of the connectivity/version machine, the anti-flap hysteresis, the two-tier version decision and all 12 offline edge cases as pure assertions), plus Playwright specs against the mock for the friends screen (code issue/redeem, accept a request), the lobby invitations section, the stats screen, profile editing, and the export chooser's finished-only visibility + its signed-URL download flow (route-intercepted). The offline mode spec (e2e/offline.spec.ts) plays a full device-local vs_ai game end-to-end: offline is implicit now (no toggle), so it drives the mock's __net hook to auto-detect offline (asserting the toast, the greyed-from-cache server games and the disabled Stats tab), self-heals back online, then creates and plays a local game with a pinned bag seed (window.__mock.setLocalSeed, so the rack is deterministic and the human can tap out a precomputed opening), asserting the robot's real reply and the IndexedDB replay after a reload. A local game needs a real dictionary, so the mock's fetchDict serves the per-variant dawgs from the preview build's /e2edict/, copied in by scripts/e2e-dict.mjs from E2E_DICT_DIR — the ui CI job fetches the scrabble-dictionary release like the Go jobs; locally it defaults to the sibling scrabble-solver/dawg. These dawgs are never committed and never enter the production build. The native offline-first spec (e2e/native.spec.ts) injects window.androidBridge (so @capacitor/core resolves the platform to android — a bare Capacitor.getPlatform stub is clobbered by the core shim), then asserts a no-session cold boot lands in the offline guest lobby (not /login), plays a local vs_ai move from the bundled dawg tier (playwright.config.ts bundles the dicts into dist-e2e/dict/), starts a hotseat game, and drives window.__native.reconcile() to prove online lights up — the device-local game stays listed in the unified lobby — and Profile hides the Telegram/VK link buttons. The version-gate spec (e2e/update.spec.ts) drives the __update hook to prove both tiers — the hard Update / Play offline notice (and that "Play offline" drops into the offline lobby) and the soft dismissable update available nudge in the lobby; retry.test.ts covers the FailedPrecondition → update_required mapping.
  • Client-version gate (Go, two tiers) — gateway/internal/clientver unit-tests the v?MAJOR.MINOR.PATCH parse (with/without v, a -N-gSHA suffix, dev/empty ⇒ !ok) and ordering. connectsrv's server tests assert the hard tier — a too-old Execute returns result_code = "update_required" (and the op handler never ran), a too-old Subscribe returns FailedPrecondition, and an absent header / empty min / unparseable header / equal version all pass (fail-open) — and the soft tier (TestExecuteUpdateRecommended): a served build in min ≤ v < recommended carries the X-Update-Recommended: 1 response header, while a too-old, up-to-date, absent/garbled, or dormant-tier request does not. config tests reject a non-empty unparseable GATEWAY_MIN_CLIENT_VERSION / GATEWAY_RECOMMENDED_CLIENT_VERSION, and a recommended below the minimum.
  • Render sidecarrenderer/ (Node + skia-canvas executing the shared ui/src/lib/gameimage.ts) carries a node --test smoke: the committed fixture (a real self-played 35-move game) must rasterize to a plausible PNG (pnpm -C renderer test). The drawing module's pure parts (scoresheet, layout, notation) stay unit-tested in ui/ — the sidecar test guards only the skia/bundling seam. Pixel goldens are deliberately avoided (fonts differ across hosts).
  • Local-eval conformance — the client's on-device move preview (the ported dawg reader + validator, ui/src/lib/dict) is checked byte-for-byte against the authoritative Go engine. backend/cmd/dictgen and backend/cmd/validategen emit golden vectors from the release dictionaries — every stored word plus a battery of plays across both cross-word rules and all variants, each with the engine's legality, score, words and inferred direction. The gated Vitest suites (ui/src/lib/dict/*.parity.test.ts, skipped without their DICT_* env) replay them and must agree exactly; the conformance CI job runs the whole loop, so a drift in the port fails the merge.
  • Engine — correctness of scoring and move generation is owned by scrabble-solver's own GCG-backed tests. backend/internal/engine adds, on top of the embedded solver: per-variant smoke tests (load all three committed DAWGs and validate a known word, including Эрудит), bag draw/return determinism and exchange accounting, the Game end-conditions (empty bag with an empty rack, and six scoreless turns) with end-game rack scoring, and dictionary-independent history replay (ReplayBoard reproduces a full greedy game's final board from decoded records alone), and the resignation win/loss rule (the resigner keeps their score yet loses). The engine tests read the DAWGs from BACKEND_DICT_DIR (or the sibling scrabble-solver checkout) and fail loudly when it is absent.
  • Game domainbackend/internal/game adds pure unit tests (the GCG writer, the away-window / effective-deadline boundaries, the hint budget, the live-game cache and per-game lock, payload round-trips) plus Postgres-backed integration tests in inttest (full lifecycle to a natural end, journal-replay equivalence, the turn-timeout sweep with away-window grace, resign win/loss and statistics, the hint allowance-then-wallet policy, word-check and complaint capture, and per-game-lock serialisation). It also covers the engine's multi-player drop-out cases (continue after one resign, last-survivor win, the tile-disposition bag effect) and a domain integration test for a 3-player timeout that continues, and the engine's Candidates ranked/decoded test.
  • Social & lobbybackend/internal/social unit-tests the chat content filter (links/emails/phones plus obfuscated forms) and backend/internal/lobby unit-tests the in-memory matchmaker (FIFO pairing, cancel, per-variant pools, plus the robot substitution reaper and Poll delivery) with fake game-creator and robot-provider seams. Postgres-backed inttest covers the friend request/accept lifecycle with the block/toggle guards, the per-user block (and its severing of friendships), chat post/list with the IP, content and block-visibility rules, the nudge turn/rate-limit rules, the invitation flow (all-accept starts the game, decline cancels, lazy expiry, inviter-only cancel), and the email confirm-code flow (request/confirm, taken email, expiry and attempt-cap, and the guest-until-confirmed login) with a fixture mailer. The branded email template render (en/ru subject, code and body) and the per-recipient send-rate limiter (cooldown + hourly cap) are pure account-package unit tests, needing no database. It also covers the befriend-an-opponent gate (a request needs a shared game), the permanent decline and 30-day re-send rule, the one-time friend code (issue/redeem, self/single-use, decline-bypass), ListInvitations, the zero-value GetStats, and the GCG finished-only gate.
  • Robotbackend/internal/robot unit-tests the pure strategy: the ≈ 40% play-to-win split over many seeds, the right-skewed move-delay (bounds, ~10-min median, determinism), the margin selection (win/lose, in-band and out-of-band fallbacks, no-play exchange/pass), the sleep window with drift and the midnight wrap, and mix restart-stability. Postgres-backed inttest drives a robot through a full auto-match to a natural end (asserting a robot statistics row), the matchmaker substitution end-to-end (enqueue → reap → [human, robot], discoverable via Poll), and a proactive 12-hour nudge.
  • Gateway & contractsbackend/internal/notify unit-tests the hub fan-out (delivery, overflow drop, unsubscribe) and the FlatBuffers event constructors (payload round-trip). gateway/... unit-tests are hermetic (no real network — an httptest fake backend and fixtures): the Telegram initData HMAC validator (genuine, tampered, wrong-token, stale), the session cache (hit/miss/fallback, TTL re-resolve, invalidate), the rate limiter (burst, per-key isolation, per-window), the push hub (per-user routing, overflow, unsubscribe), the transcode round-trips (FlatBuffers↔JSON, X-User-ID forwarding, nested GameView, domain-code surfacing), the admin Basic-Auth reverse proxy (401 / forward), and a full Connect Execute path end to end (guest auth, unauthenticated rejection, unknown message type). The edge-hardening cases: an oversized Execute payload is refused (resource_exhausted, the GATEWAY_MAX_BODY_BYTES cap), a limiter rejection lands in gateway_rate_limited_total{class} and the rejection tracker (drain/aggregate unit tests), the report POST reaches /api/v1/internal/ratelimit/report with the agreed JSON shape, the /_gm mount is 429-guarded by the per-IP admin class, and the gateway's / 308-redirects to /app/ (the landing left the embed). The backend covers the guest lifecycle (a guest plays an auto-match to a natural end yet accrues no statistics) and the email-as-login flow (request/verify, returning user) in inttest. Gateway transcode round-trips cover the social/account operations (friends list, friend code issue/redeem, invitation create, stats, GCG, the profile-update away round-trip) and a notify-event constructor round-trip.
  • Admin & dictionary opsbackend/internal/adminconsole unit-tests the template renderer over every page plus the embedded asset; backend/internal/engine adds the dictionary cases (LoadAvailable loads only the present variants, OpenWithVersions scans version subdirectories and skips the staging area, DiffWords decodes the words added/removed between two versions); backend/internal/dictadmin unit-tests the release-archive validation and hardened extraction (path-traversal, symlink, oversize and entry-count rejection, immutable versions); backend/internal/server unit-tests the console's same-origin CSRF guard; the gateway adds the verbatim /_gm Basic-Auth proxy (401 / forward, path preserved) and the h2c console mount (routed when configured, 404 when not). Postgres-backed inttest drives the complaint resolution → dictionary-change pipeline (file → resolve with a disposition → pending change → mark applied), the dictionary update flow (upload a release archive over HTTP → preview → install → the new version becomes active and resident, persists across a restart, pins new games while in-progress games keep theirs, and is immutable), the admin list/count read queries, and the /_gm console over HTTP (pages render; a resolve POST needs a same-origin header). ratewatch has unit tests (window accumulation, the auto-flag threshold + expiry, the bounded episode map), the account-store high-rate flag round-trip (set-once / clear / re-flag) and a console flow in inttest: a gateway report auto-flags the account, the Throttled page shows the episode and the flagged queue, the user card carries the marker and the CSRF-guarded Clear reverses it.
  • Observability & performancepkg/telemetry unit-tests the exporter selection (none/stdout/otlp build providers; OTLP constructs with no collector; the nil-runtime fallback). The domain metrics are exercised through a manual sdkmetric reader: backend/internal/game and …/social assert the counters and histograms record with the right variant/kind attributes, and gateway/internal/connectsrv asserts edge_request_duration by message_type/ result. Config tests cover the new telemetry env vars (backend/gateway/connector — otlp now accepted, an unsupported exporter rejected) and the guest-reaper knobs. Postgres-backed inttest drives the guest reaper end to end (an abandoned guest is reaped; a too-young guest, a seated guest and a durable account are kept).
  • Load test & resource baseline — a reusable loadtest/ module (scrabble/loadtest) is the stress/load harness. It seeds a large account population with pre-created sessions directly in Postgres (token hashes matching backend/internal/session), drives virtual players through the edge protocol — real games assembled via invitations, mid-ranked legal moves generated locally by the embedded scrabble-solver (the edge carries no board, so the client replays history) — plus a fraction of nudge/chat/check-word/draft/profile/stats ops, and a gateway-hammer that verifies the rate limiter. Its own Go unit tests cover the pure pieces (token hashing, board replay vs. board.Parse, rack reconstruction, mid-rank selection, the report); the DAWG-backed move test runs under BACKEND_DICT_DIR (as the engine tests do). It is not part of the per-PR suite's behavioural assertions: it runs ad hoc as a one-shot container against the contour, producing a trip report (bugs
    • a per-container resource profile) read off the otelcol docker_stats + postgres_exporter Grafana dashboard on the contour. The findings — including the game.evaluate hot-path model and the gateway→backend connection-pool fix — are written up in REPORT.md. See ../loadtest/README.md.
  • User feedbackinternal/feedback unit tests cover the attachment allow-list / content-type and the channel normaliser; the UI covers detectChannel, the attachment gate and the feedback wire round-trip (channel / feedback / codec tests) plus a Playwright e2e (submit → confirm + resend blocked; an operator reply raises the badge and shows on the screen). The gateway connectsrv test asserts the guest gate (a guest's feedback.submitguest_forbidden with no backend call; a non-gated authenticated op still passes). Postgres-backed inttest drives the feedback lifecycle end to end: the guest / ban / pending gates, the reply read + one-week visibility window, the account-role grant/revoke, and the admin queue filters with delete / delete-all. The admin-console render test renders the feedback list + detail pages.
  • Native Android (manual on-device smoke) — the packaged APK is verified by hand on a device / emulator before release (the automated e2e covers the offline-first logic; WebView-specific chrome and store behaviour are not reproducible in Playwright). Checklist: installs and cold-launches; in airplane mode the cold launch lands in the guest lobby; play a local vs_ai move and a 2-player hotseat game with no network; the hardware Back button navigates then exits at the root; a share / export link resolves to erudit-game.ru (not file://); turning the network on lights up online play (a server guest is established); Profile offers email sign-in but no Telegram / VK link; and with GATEWAY_MIN_CLIENT_VERSION bumped above the build, an online action raises the terminal update overlay. Measure native chrome (safe-area / edge-to-edge) by CDP, not by eyeballing a screenshot — an emulator WebView may be newer than a user's device (see .claude/CLAUDE.md).

Principles

  • A green run must not depend on cached state: use -count=1 in CI.
  • Tests that need infrastructure fail loudly (t.Fatal) when it is unavailable rather than silently skipping coverage.
  • No network or real platform calls in unit tests; validate platform credentials behind an interface seam and test with fixtures.

CI gate

Every change is exercised on gitea.iliadenisov.ru before it is merged:

  1. Commit the change on its feature/* branch.
  2. Push to origin.
  3. Watch the run to completion — never hand-roll a poll loop: python3 ~/.claude/bin/gitea-ci-watch.py (launch in the background).
  4. Only after every workflow that fired is green may the change be merged.