6e77de4c1e
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 53s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m26s
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.
228 lines
8.7 KiB
Go
228 lines
8.7 KiB
Go
//go:build integration
|
|
|
|
package inttest
|
|
|
|
import (
|
|
"context"
|
|
"testing"
|
|
"time"
|
|
|
|
"github.com/google/uuid"
|
|
|
|
"scrabble/backend/internal/account"
|
|
"scrabble/backend/internal/engine"
|
|
"scrabble/backend/internal/game"
|
|
"scrabble/backend/internal/social"
|
|
)
|
|
|
|
// TestChatUnreadAndMarkRead checks a text message marks every recipient seat unread (not the
|
|
// sender), surfaces through HasUnread / UnreadGames and the message-level HasUnreadMessage /
|
|
// UnreadMessageGames (it is a real message, not a nudge), and that MarkRead clears the reader's bit.
|
|
func TestChatUnreadAndMarkRead(t *testing.T) {
|
|
ctx := context.Background()
|
|
svc := newSocialService()
|
|
gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move
|
|
|
|
if _, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", ""); err != nil {
|
|
t.Fatalf("post: %v", err)
|
|
}
|
|
// The opponent has it unread; the sender does not.
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); !unread {
|
|
t.Error("recipient should have the message unread")
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); unread {
|
|
t.Error("sender should not have their own message unread")
|
|
}
|
|
if set, err := svc.UnreadGames(ctx, seats[1]); err != nil {
|
|
t.Fatalf("unread games: %v", err)
|
|
} else if !set[gameID] {
|
|
t.Error("UnreadGames should include the game for the recipient")
|
|
}
|
|
// A text message also raises the message-level flags (it is not just a nudge).
|
|
if msg, _ := svc.HasUnreadMessage(ctx, gameID, seats[1]); !msg {
|
|
t.Error("recipient should have the message flagged as an unread message")
|
|
}
|
|
if set, err := svc.UnreadMessageGames(ctx, seats[1]); err != nil {
|
|
t.Fatalf("unread message games: %v", err)
|
|
} else if !set[gameID] {
|
|
t.Error("UnreadMessageGames should include the game for a text message")
|
|
}
|
|
|
|
// Reading it clears the recipient's bit and reports one entry marked.
|
|
if n, err := svc.MarkRead(ctx, gameID, seats[1]); err != nil {
|
|
t.Fatalf("mark read: %v", err)
|
|
} else if n != 1 {
|
|
t.Errorf("marked %d, want 1", n)
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); unread {
|
|
t.Error("message should be read after MarkRead")
|
|
}
|
|
// A second MarkRead is a no-op — nothing is left unread.
|
|
if n, _ := svc.MarkRead(ctx, gameID, seats[1]); n != 0 {
|
|
t.Errorf("second mark read marked %d, want 0", n)
|
|
}
|
|
}
|
|
|
|
// TestNudgeUnreadTargetsOnlyToMove checks, in a three-player game, that a nudge marks ONLY the
|
|
// awaited (to-move) seat unread — never the other waiting players. This is the owner's nudge
|
|
// targeting invariant, now observable through the unread bitmask. It also checks a nudge raises
|
|
// HasUnread but not the message-level flags, so the badge can colour it apart from a real message.
|
|
func TestNudgeUnreadTargetsOnlyToMove(t *testing.T) {
|
|
ctx := context.Background()
|
|
svc := newSocialService()
|
|
gameID, seats := newGameWithSeats(t, 3) // seat 0 is to move
|
|
|
|
// A waiting player nudges; only the awaited seat 0 is targeted.
|
|
if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
|
|
t.Fatalf("nudge: %v", err)
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); !unread {
|
|
t.Error("the awaited seat should have the nudge unread")
|
|
}
|
|
// A nudge is not a message: it must not raise the message-level flags.
|
|
if msg, _ := svc.HasUnreadMessage(ctx, gameID, seats[0]); msg {
|
|
t.Error("a nudge must not be flagged as an unread message")
|
|
}
|
|
if set, _ := svc.UnreadMessageGames(ctx, seats[0]); set[gameID] {
|
|
t.Error("UnreadMessageGames must not include a game whose only unread entry is a nudge")
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[2]); unread {
|
|
t.Error("a non-awaited waiting seat must not receive the nudge")
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[1]); unread {
|
|
t.Error("the nudging sender must not have it unread")
|
|
}
|
|
}
|
|
|
|
// TestTextMessageUnreadReachesAllOpponents checks a text message in a three-player game marks both
|
|
// opponents (every seated player but the sender) unread.
|
|
func TestTextMessageUnreadReachesAllOpponents(t *testing.T) {
|
|
ctx := context.Background()
|
|
svc := newSocialService()
|
|
gameID, seats := newGameWithSeats(t, 3) // seat 0 is to move and may chat
|
|
|
|
if _, err := svc.PostMessage(ctx, gameID, seats[0], "hello all", ""); err != nil {
|
|
t.Fatalf("post: %v", err)
|
|
}
|
|
for _, s := range []int{1, 2} {
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[s]); !unread {
|
|
t.Errorf("seat %d should have the text message unread", s)
|
|
}
|
|
}
|
|
if unread, _ := svc.HasUnread(ctx, gameID, seats[0]); unread {
|
|
t.Error("the sender should not have their own message unread")
|
|
}
|
|
}
|
|
|
|
// TestNudgeClearedByMove checks the move path clears a nudge the actor answered by moving: the
|
|
// game service's wired NudgeClearer flips the awaited seat's nudge to read on commit.
|
|
func TestNudgeClearedByMove(t *testing.T) {
|
|
ctx := context.Background()
|
|
gameSvc, gameID, seats, play := newDraftGame(t)
|
|
socialSvc := newSocialService()
|
|
gameSvc.SetNudgeClearer(socialSvc.ClearNudges)
|
|
|
|
// The waiting seat 1 nudges the to-move seat 0.
|
|
if _, err := socialSvc.Nudge(ctx, gameID, seats[1]); err != nil {
|
|
t.Fatalf("nudge: %v", err)
|
|
}
|
|
if unread, _ := socialSvc.HasUnread(ctx, gameID, seats[0]); !unread {
|
|
t.Fatal("seat 0 should have the nudge unread before moving")
|
|
}
|
|
// Seat 0 answers by moving — the commit clears its pending nudge.
|
|
if _, err := gameSvc.SubmitPlay(ctx, gameID, seats[0], play.Tiles); err != nil {
|
|
t.Fatalf("submit play: %v", err)
|
|
}
|
|
if unread, _ := socialSvc.HasUnread(ctx, gameID, seats[0]); unread {
|
|
t.Error("the nudge should be cleared once the awaited player has moved")
|
|
}
|
|
}
|
|
|
|
// TestChatToRobotIsBornRead checks a text message to a disguised robot opponent (a pooled
|
|
// robot substituted into an ordinary, non-AI game) is born read: the robot never opens the
|
|
// chat, so the message must not linger unread (skewing the count and the read metric).
|
|
func TestChatToRobotIsBornRead(t *testing.T) {
|
|
ctx := context.Background()
|
|
svc := newSocialService()
|
|
human := provisionAccount(t)
|
|
robot, err := account.NewStore(testDB).ProvisionRobot(ctx, "robot-chat-"+uuid.NewString(), "Robbie")
|
|
if err != nil {
|
|
t.Fatalf("provision robot: %v", err)
|
|
}
|
|
g, err := newGameService().Create(ctx, game.CreateParams{
|
|
Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
|
|
TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
|
|
})
|
|
if err != nil {
|
|
t.Fatalf("create game: %v", err)
|
|
}
|
|
// The human (seat 0, to move) chats the disguised robot; the message is born read.
|
|
msg, err := svc.PostMessage(ctx, g.ID, human, "good luck", "")
|
|
if err != nil {
|
|
t.Fatalf("post: %v", err)
|
|
}
|
|
if items, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: g.ID, UnreadOnly: true}, 50, 0); len(items) != 0 {
|
|
t.Errorf("a message to a robot should be born read, but the unread filter listed %d", len(items))
|
|
}
|
|
card, err := svc.AdminMessageDetail(ctx, msg.ID)
|
|
if err != nil {
|
|
t.Fatalf("detail: %v", err)
|
|
}
|
|
for _, s := range card.Seats {
|
|
if s.AccountID == robot.ID && s.Role != "read" {
|
|
t.Errorf("robot seat role = %q, want read", s.Role)
|
|
}
|
|
}
|
|
}
|
|
|
|
// TestAdminChatUnreadFilterAndDetail checks the admin unread-only filter and the per-seat read
|
|
// breakdown of the message card.
|
|
func TestAdminChatUnreadFilterAndDetail(t *testing.T) {
|
|
ctx := context.Background()
|
|
svc := newSocialService()
|
|
gameID, seats := newGameWithSeats(t, 2)
|
|
|
|
msg, err := svc.PostMessage(ctx, gameID, seats[0], "good luck", "")
|
|
if err != nil {
|
|
t.Fatalf("post: %v", err)
|
|
}
|
|
// The unread-only filter (scoped to the game) lists the still-unread message.
|
|
if items, err := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, UnreadOnly: true}, 50, 0); err != nil {
|
|
t.Fatalf("admin list: %v", err)
|
|
} else if len(items) != 1 || items[0].ID != msg.ID {
|
|
t.Fatalf("unread filter = %+v, want the one message", items)
|
|
}
|
|
// The detail card marks the sender 'sender' and the recipient 'unread'.
|
|
card, err := svc.AdminMessageDetail(ctx, msg.ID)
|
|
if err != nil {
|
|
t.Fatalf("detail: %v", err)
|
|
}
|
|
roles := map[uuid.UUID]string{}
|
|
for _, s := range card.Seats {
|
|
roles[s.AccountID] = s.Role
|
|
}
|
|
if roles[seats[0]] != "sender" {
|
|
t.Errorf("sender role = %q, want sender", roles[seats[0]])
|
|
}
|
|
if roles[seats[1]] != "unread" {
|
|
t.Errorf("recipient role = %q, want unread", roles[seats[1]])
|
|
}
|
|
|
|
// After the recipient reads, the filter drops it and the seat flips to 'read'.
|
|
if _, err := svc.MarkRead(ctx, gameID, seats[1]); err != nil {
|
|
t.Fatalf("mark read: %v", err)
|
|
}
|
|
if items, _ := svc.AdminListMessages(ctx, social.AdminMessageFilter{GameID: gameID, UnreadOnly: true}, 50, 0); len(items) != 0 {
|
|
t.Errorf("unread filter should be empty after read, got %d", len(items))
|
|
}
|
|
card2, err := svc.AdminMessageDetail(ctx, msg.ID)
|
|
if err != nil {
|
|
t.Fatalf("detail after read: %v", err)
|
|
}
|
|
for _, s := range card2.Seats {
|
|
if s.AccountID == seats[1] && s.Role != "read" {
|
|
t.Errorf("recipient role after read = %q, want read", s.Role)
|
|
}
|
|
}
|
|
}
|