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scrabble-game/ui/src/lib/preload.test.ts
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Ilia Denisov 6e77de4c1e
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feat: sparser robot nudges, typed unread badge, lobby unread bump
Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
2026-06-19 16:50:48 +02:00

75 lines
2.5 KiB
TypeScript

import { beforeEach, describe, expect, it, vi } from 'vitest';
import type { GameView, StateView } from './model';
// Mock the gateway singleton so preload's fan-out is observed without a transport.
const mocks = vi.hoisted(() => ({
gameState: vi.fn(),
gameHistory: vi.fn(),
draftGet: vi.fn(),
}));
vi.mock('./gateway', () => ({
gateway: { gameState: mocks.gameState, gameHistory: mocks.gameHistory, draftGet: mocks.draftGet },
}));
import { preloadGames } from './preload';
import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
function gameView(id: string, status: GameView['status'] = 'active'): GameView {
return {
id,
variant: 'scrabble_en',
dictVersion: 'v1',
vsAi: false,
unreadChat: false,
unreadMessages: false,
status,
players: 2,
toMove: 0,
turnTimeoutSecs: 300,
multipleWordsPerTurn: true,
moveCount: 0,
endReason: '',
lastActivityUnix: 0,
seats: [],
};
}
function stateView(id: string): StateView {
return { game: gameView(id), seat: 0, rack: ['A', 'B'], bagLen: 50, hintsRemaining: 1, walletBalance: 0 };
}
beforeEach(() => {
clearGameCache();
mocks.gameState.mockReset().mockImplementation((id: string) => Promise.resolve(stateView(id)));
mocks.gameHistory.mockReset().mockImplementation((id: string) => Promise.resolve({ gameId: id, moves: [] }));
mocks.draftGet.mockReset().mockImplementation((id: string) => Promise.resolve(id === 'g1' ? 'DRAFT1' : ''));
});
describe('preloadGames', () => {
it('warms ongoing, uncached games with state, history and draft', async () => {
await preloadGames([gameView('g1'), gameView('g2')]);
expect(getCachedGame('g1')?.view.game.id).toBe('g1');
expect(getCachedGame('g1')?.draft).toBe('DRAFT1');
expect(getCachedGame('g2')?.draft).toBe('');
});
it('skips finished games', async () => {
await preloadGames([gameView('done', 'finished')]);
expect(getCachedGame('done')).toBeUndefined();
expect(mocks.gameState).not.toHaveBeenCalled();
});
it('skips games already in the cache (kept fresh by the live stream)', async () => {
setCachedGame('g1', stateView('g1'), [], 'KEEP');
await preloadGames([gameView('g1'), gameView('g2')]);
expect(mocks.gameState).toHaveBeenCalledTimes(1);
expect(mocks.gameState).toHaveBeenCalledWith('g2', expect.any(Boolean));
expect(getCachedGame('g1')?.draft).toBe('KEEP'); // untouched
});
it('does nothing for an empty list', async () => {
await preloadGames([]);
expect(mocks.gameState).not.toHaveBeenCalled();
});
});