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Foundation for persisting a player's client-side composition: a game_drafts table (game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods — GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's own draft and resetting any opponent's board draft whose cell the play overlapped (the draft can no longer be placed; the rack order is kept). Integration tests cover the round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the outsider rejection. The gateway op slice + UI wiring follow.
105 lines
3.8 KiB
Go
105 lines
3.8 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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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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)
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// newDraftGame creates a started two-player English game on an opening seed and returns the
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// service, game id, seats, and the opening play (from a mirror) used to drive a real commit.
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func newDraftGame(t *testing.T) (*game.Service, uuid.UUID, []uuid.UUID, engine.MoveRecord) {
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t.Helper()
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ctx := context.Background()
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svc := newGameService()
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seats := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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seed := openingSeed(t)
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g, err := svc.Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed,
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})
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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hint, ok := newMirror(t, seed, 2).HintView()
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if !ok || len(hint.Tiles) == 0 {
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t.Fatal("no opening move")
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}
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return svc, g.ID, seats, hint
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}
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// TestDraftPersistAndConflictReset covers Stage 17 draft persistence: a round-trip of the
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// rack order + board tiles, the actor's own draft cleared on their move, and an opponent's
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// board draft reset when a committed play overlaps one of its cells (the rack order kept).
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func TestDraftPersistAndConflictReset(t *testing.T) {
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ctx := context.Background()
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svc, gameID, seats, hint := newDraftGame(t)
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// Round-trip seat 0's rack order + a board draft.
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d0 := game.Draft{RackOrder: "QANIWE?", BoardTiles: []game.DraftTile{{Row: 1, Col: 1, Letter: "Q"}}}
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if err := svc.SaveDraft(ctx, gameID, seats[0], d0); err != nil {
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t.Fatalf("save draft 0: %v", err)
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}
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if got, err := svc.GetDraft(ctx, gameID, seats[0]); err != nil ||
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got.RackOrder != "QANIWE?" || len(got.BoardTiles) != 1 || got.BoardTiles[0].Letter != "Q" {
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t.Fatalf("get draft 0 = %+v (err %v)", got, err)
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}
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// Seat 1 drafts a board tile on a cell the opening play will commit.
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overlap := hint.Tiles[0]
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if err := svc.SaveDraft(ctx, gameID, seats[1], game.Draft{
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RackOrder: "ABCDEFG",
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BoardTiles: []game.DraftTile{{Row: overlap.Row, Col: overlap.Col, Letter: "X"}},
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}); err != nil {
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t.Fatalf("save draft 1: %v", err)
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}
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if _, err := svc.SubmitPlay(ctx, gameID, seats[0], hint.Dir, hint.Tiles); err != nil {
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t.Fatalf("seat0 play: %v", err)
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}
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// Seat 0's own draft is cleared by their move.
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if d, _ := svc.GetDraft(ctx, gameID, seats[0]); d.RackOrder != "" || len(d.BoardTiles) != 0 {
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t.Errorf("actor draft not cleared: %+v", d)
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}
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// Seat 1's board draft overlapped the play and is reset; the rack order is kept.
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if d, _ := svc.GetDraft(ctx, gameID, seats[1]); len(d.BoardTiles) != 0 || d.RackOrder != "ABCDEFG" {
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t.Errorf("conflicting draft not reset (or rack order lost): %+v", d)
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}
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}
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// TestDraftSurvivesNonConflictingMove checks an opponent's board draft is kept when a
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// committed play does not touch any of its cells.
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func TestDraftSurvivesNonConflictingMove(t *testing.T) {
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ctx := context.Background()
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svc, gameID, seats, hint := newDraftGame(t)
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// Seat 1 drafts a far corner tile the central opening play cannot reach.
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if err := svc.SaveDraft(ctx, gameID, seats[1], game.Draft{
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BoardTiles: []game.DraftTile{{Row: 0, Col: 0, Letter: "Z"}},
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}); err != nil {
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t.Fatalf("save draft 1: %v", err)
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}
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if _, err := svc.SubmitPlay(ctx, gameID, seats[0], hint.Dir, hint.Tiles); err != nil {
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t.Fatalf("seat0 play: %v", err)
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}
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if d, _ := svc.GetDraft(ctx, gameID, seats[1]); len(d.BoardTiles) != 1 || d.BoardTiles[0].Letter != "Z" {
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t.Errorf("non-conflicting draft should survive: %+v", d)
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}
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}
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// TestSaveDraftRejectsOutsider checks only a seated player may save a draft.
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func TestSaveDraftRejectsOutsider(t *testing.T) {
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ctx := context.Background()
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svc, gameID, _, _ := newDraftGame(t)
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if err := svc.SaveDraft(ctx, gameID, provisionAccount(t), game.Draft{RackOrder: "X"}); err == nil {
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t.Fatal("outsider SaveDraft should fail")
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}
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}
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