Files
scrabble-game/backend/internal/inttest/game_limit_test.go
T
Ilia Denisov 81b9e1529e
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feat(social): asymmetric per-user block, in-game block control, admin lists
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.

- backend: a directional blockExists guard across chat/nudge/friends/invitations
  (store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
  the matchmaker excludes a block-related pair (both directions) from auto-match;
  user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
  (red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
  composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
2026-06-18 11:50:34 +02:00

189 lines
7.3 KiB
Go

//go:build integration
package inttest
import (
"context"
"encoding/json"
"fmt"
"net/http"
"net/http/httptest"
"strings"
"testing"
"time"
"github.com/google/uuid"
"go.uber.org/zap/zaptest"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/server"
)
// The game-limit suite covers the simultaneous quick-game cap (game.MaxActiveQuickGames):
// the counting rule (Store/Service.CountActiveQuickGames) and the HTTP gate that refuses a
// new game once the cap is reached, while accepting an incoming invitation stays allowed.
// TestCountActiveQuickGames checks the count includes active and open quick games (the
// honest-AI ones among them) and excludes finished games, friend games (created by
// invitation) and games the account is not seated in.
func TestCountActiveQuickGames(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
games := newGameService()
human := provisionAccount(t)
opp := provisionAccount(t)
if n := mustCount(t, games, human); n != 0 {
t.Fatalf("fresh account count = %d, want 0", n)
}
// An open (awaiting-opponent) quick game counts.
if _, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{
Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour,
}, time.Now().Add(time.Minute), nil); err != nil {
t.Fatalf("open quick game: %v", err)
}
// An active quick game and an honest-AI quick game both count (neither has an invitation row).
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 1)
mustCreateQuick(t, games, []uuid.UUID{human, opp}, true, 2)
// A finished quick game does NOT count.
fin := mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 3)
if _, err := testDB.ExecContext(ctx, `UPDATE backend.games SET status='finished' WHERE game_id=$1`, fin); err != nil {
t.Fatalf("finish game: %v", err)
}
// A game the human is not seated in does NOT count.
mustCreateQuick(t, games, []uuid.UUID{opp, provisionAccount(t)}, false, 4)
// A friend game (created by invitation) does NOT count, even though it is active.
startFriendGame(t, human)
if n := mustCount(t, games, human); n != 3 {
t.Fatalf("active quick count = %d, want 3 (active + AI + open)", n)
}
}
// TestGameLimitGate drives the cap through the assembled HTTP server: under the cap the lobby
// reports at_game_limit false; at the cap it flips to true and both new-game endpoints (quick
// enqueue and invitation creation) are refused with 409 game_limit_reached, while accepting an
// incoming invitation is still allowed.
func TestGameLimitGate(t *testing.T) {
ctx := context.Background()
games := newGameService()
srv := server.New(":0", server.Deps{
Logger: zaptest.NewLogger(t),
DB: testDB,
Accounts: account.NewStore(testDB),
Games: games,
Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0),
Invitations: newInvitationService(),
})
human := provisionAccount(t)
opp := provisionAccount(t)
// Under the cap: the lobby reports the player is not limited.
if gamesListAtLimit(t, srv, human) {
t.Fatal("a fresh account must be under the game limit")
}
// Reach the cap with active quick games seating the human (no invitation row → quick).
for i := 0; i < game.MaxActiveQuickGames; i++ {
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, int64(i+1))
}
// At the cap: the lobby flags it and both create paths are refused with the stable code.
if !gamesListAtLimit(t, srv, human) {
t.Fatalf("at %d games at_game_limit must be true", game.MaxActiveQuickGames)
}
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", human, `{"variant":"scrabble_en"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("enqueue at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
invBody := fmt.Sprintf(`{"variant":"scrabble_en","invitee_ids":[%q]}`, opp.String())
if rec := userPost(t, srv, "/api/v1/user/invitations", human, invBody); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("invitation at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
// Accepting an incoming invitation is never blocked, even at the cap: another player invites
// the capped human, who accepts over HTTP and the game starts (friend games do not count).
inviter := provisionAccount(t)
inv := newInvitationService()
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{human}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
}
if rec := userPost(t, srv, "/api/v1/user/invitations/"+invitation.ID.String()+"/accept", human, ""); rec.Code != http.StatusOK {
t.Fatalf("accept at limit = %d (%s), want 200 — accept must bypass the cap", rec.Code, rec.Body.String())
}
}
// mustCount returns the account's active-quick-game count, failing on error.
func mustCount(t *testing.T, games *game.Service, id uuid.UUID) int {
t.Helper()
n, err := games.CountActiveQuickGames(context.Background(), id)
if err != nil {
t.Fatalf("count active quick games: %v", err)
}
return n
}
// mustCreateQuick creates an active quick game (no invitation) seating the given accounts and
// returns its id; vsAI flags an honest-AI game (the service then applies the 7-day clock).
func mustCreateQuick(t *testing.T, games *game.Service, seats []uuid.UUID, vsAI bool, seed int64) uuid.UUID {
t.Helper()
p := game.CreateParams{Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed}
if vsAI {
p.VsAI = true
p.TurnTimeout = 0 // the service applies the 7-day AI inactivity clock for vs_ai games
}
g, err := games.Create(context.Background(), p)
if err != nil {
t.Fatalf("create quick game (vsAI=%v): %v", vsAI, err)
}
return g.ID
}
// startFriendGame has a fresh inviter invite the given account to a friend game and the invitee
// accept it, so the (active) friend game exists with its game_invitations row.
func startFriendGame(t *testing.T, invitee uuid.UUID) {
t.Helper()
ctx := context.Background()
inv := newInvitationService()
inviter := provisionAccount(t)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
}
if _, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true); err != nil {
t.Fatalf("accept invitation: %v", err)
}
}
// gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag.
func gamesListAtLimit(t *testing.T, srv *server.Server, id uuid.UUID) bool {
t.Helper()
rec := userGet(t, srv, "/api/v1/user/games", id)
if rec.Code != http.StatusOK {
t.Fatalf("games.list status = %d, want 200", rec.Code)
}
var body struct {
AtGameLimit bool `json:"at_game_limit"`
}
if err := json.Unmarshal(rec.Body.Bytes(), &body); err != nil {
t.Fatalf("decode games.list: %v", err)
}
return body.AtGameLimit
}
// userPost issues an authenticated JSON POST (X-User-ID) against the assembled server.
func userPost(t *testing.T, srv *server.Server, path string, id uuid.UUID, body string) *httptest.ResponseRecorder {
t.Helper()
rec := httptest.NewRecorder()
req := httptest.NewRequest(http.MethodPost, path, strings.NewReader(body))
req.Header.Set("X-User-ID", id.String())
req.Header.Set("Content-Type", "application/json")
srv.Handler().ServeHTTP(rec, req)
return rec
}