d733ce3119
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
196 lines
6.3 KiB
Go
196 lines
6.3 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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"errors"
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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/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/lobby"
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)
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// newInvitationService builds an invitation service over the shared pool, starting
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// games through a real game service and reading blocks through a social service.
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func newInvitationService() *lobby.InvitationService {
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return lobby.NewInvitationService(lobby.NewStore(testDB), newGameService(), account.NewStore(testDB), newSocialService())
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}
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func englishInvite() lobby.InvitationSettings {
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return lobby.InvitationSettings{
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Variant: engine.VariantEnglish,
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TurnTimeout: 24 * time.Hour,
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HintsAllowed: true,
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HintsPerPlayer: 1,
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}
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}
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func TestMatchmakingPairsAndStartsGame(t *testing.T) {
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ctx := context.Background()
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mm := newMatchmaker(t, newRobotService(t, newGameService()), 10*time.Second)
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a, b := provisionAccount(t), provisionAccount(t)
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r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish)
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if err != nil {
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t.Fatalf("enqueue a: %v", err)
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}
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if r1.Matched {
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t.Fatal("first enqueue must wait")
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}
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r2, err := mm.Enqueue(ctx, b, engine.VariantEnglish)
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if err != nil {
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t.Fatalf("enqueue b: %v", err)
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}
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if !r2.Matched {
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t.Fatal("second enqueue must match")
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}
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seats, _, status, err := newGameService().Participants(ctx, r2.Game.ID)
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if err != nil {
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t.Fatalf("participants: %v", err)
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}
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if status != "active" || len(seats) != 2 {
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t.Fatalf("matched game state: status %q seats %v", status, seats)
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}
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}
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func TestInvitationAllAcceptStartsGame(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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if inv.Status != "pending" || len(inv.Invitees) != 2 {
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t.Fatalf("unexpected invitation: %+v", inv)
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}
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if got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); err != nil || got.Status != "pending" {
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t.Fatalf("first accept: status %q err %v", got.Status, err)
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}
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final, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true)
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if err != nil {
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t.Fatalf("second accept: %v", err)
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}
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if final.Status != "started" || final.GameID == nil {
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t.Fatalf("invitation not started: %+v", final)
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}
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seats, _, status, err := newGameService().Participants(ctx, *final.GameID)
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if err != nil {
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t.Fatalf("participants: %v", err)
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}
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if status != "active" || len(seats) != 3 || seats[0] != inviter {
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t.Fatalf("started game: status %q seats %v (inviter %s)", status, seats, inviter)
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}
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}
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func TestInvitationDeclineCancels(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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got, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], false)
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if err != nil {
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t.Fatalf("decline: %v", err)
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}
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if got.Status != "declined" || got.GameID != nil {
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t.Fatalf("after decline: %+v", got)
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}
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// A further response is refused.
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
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t.Fatalf("respond after decline = %v, want ErrInvitationNotPending", err)
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}
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}
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func TestInvitationLazyExpiry(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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if _, err := testDB.ExecContext(ctx,
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`UPDATE backend.game_invitations SET expires_at = now() - interval '1 minute' WHERE invitation_id = $1`, inv.ID); err != nil {
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t.Fatalf("backdate expiry: %v", err)
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}
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationExpired) {
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t.Fatalf("respond expired = %v, want ErrInvitationExpired", err)
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}
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}
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func TestInvitationBlockedInvitee(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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social := newSocialService()
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inviter := provisionAccount(t)
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invitee := provisionAccount(t)
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if err := social.Block(ctx, invitee, inviter); err != nil {
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t.Fatalf("block: %v", err)
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}
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if _, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite()); !errors.Is(err, lobby.ErrInvitationBlocked) {
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t.Fatalf("create blocked = %v, want ErrInvitationBlocked", err)
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}
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}
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func TestInvitationCancelByInviter(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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// A non-inviter cannot cancel.
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if err := svc.CancelInvitation(ctx, inv.ID, invitees[0]); !errors.Is(err, lobby.ErrNotInviter) {
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t.Fatalf("stranger cancel = %v, want ErrNotInviter", err)
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}
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if err := svc.CancelInvitation(ctx, inv.ID, inviter); err != nil {
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t.Fatalf("inviter cancel: %v", err)
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}
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
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t.Fatalf("respond after cancel = %v, want ErrInvitationNotPending", err)
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}
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}
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func TestListInvitations(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitee := provisionAccount(t)
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inv, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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// An open invitation appears for both the inviter and the invitee.
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for _, who := range []uuid.UUID{inviter, invitee} {
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list, err := svc.ListInvitations(ctx, who)
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if err != nil {
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t.Fatalf("list for %s: %v", who, err)
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}
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if len(list) != 1 || list[0].ID != inv.ID {
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t.Fatalf("invitations for %s = %+v, want [%s]", who, list, inv.ID)
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}
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}
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// Once accepted (the game starts), it is no longer an open invitation.
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitee, true); err != nil {
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t.Fatalf("accept: %v", err)
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}
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if list, _ := svc.ListInvitations(ctx, inviter); len(list) != 0 {
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t.Fatalf("started invitation still listed: %+v", list)
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}
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}
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