f5c2404123
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
546 lines
18 KiB
TypeScript
546 lines
18 KiB
TypeScript
// In-memory mock implementation of GatewayClient. Drives the playable slice with no
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// backend: it serves the seed data, applies plays/passes/exchanges/resigns to local
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// state, fabricates plausible scores, and emits live events (a canned opponent reply,
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// a match-found after enqueue) so the stream path is exercised too. This same fake is
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// reused by the Playwright smoke. It is tree-shaken out of a production (non-mock)
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// build.
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import type {
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GatewayClient,
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PlacedTile,
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Unsubscribe,
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} from '../client';
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import { GatewayError } from '../client';
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import type {
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AccountRef,
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ChatMessage,
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EvalResult,
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FriendCode,
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GameList,
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GcgExport,
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History,
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HintResult,
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Invitation,
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InvitationSettings,
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LinkResult,
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MatchResult,
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MoveResult,
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Profile,
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ProfileUpdate,
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PushEvent,
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Session,
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StateView,
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Stats,
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Variant,
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WordCheckResult,
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} from '../model';
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import { valueForLetter } from '../alphabet';
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import { seedMockAlphabets } from './alphabet';
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import {
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ME,
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MOCK_FRIENDS,
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MOCK_INCOMING,
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MOCK_STATS,
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PROFILE,
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SESSION,
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mockInvitations,
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seedGames,
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type MockGame,
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} from './data';
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// emptyLinked is a "linked" LinkResult with no secondary summary or session switch.
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function emptyLinked(): LinkResult {
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return {
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status: 'linked',
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secondaryUserId: '',
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secondaryDisplayName: '',
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secondaryGames: 0,
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secondaryFriends: 0,
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session: null,
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};
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}
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const POOL: Record<Variant, string> = {
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english: 'AAAAEEEEIIIOONNRRTTLLSSUDGBCMPFHVWYK',
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russian_scrabble: 'ОООААЕЕИИННТТСРРВЛКМДПУЯЫЬГЗБ',
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erudit: 'ОООААЕЕИИННТТСРРВЛКМДПУЯЫЬГЗБ',
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};
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function draw(variant: Variant, n: number): string[] {
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const pool = POOL[variant];
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const out: string[] = [];
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for (let i = 0; i < n; i++) out.push(pool[Math.floor(Math.random() * pool.length)]);
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return out;
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}
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function removeFromRack(rack: string[], tiles: PlacedTile[]): string[] {
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const next = [...rack];
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for (const t of tiles) {
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const want = t.blank ? '?' : t.letter.toUpperCase();
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const i = next.indexOf(want);
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if (i >= 0) next.splice(i, 1);
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}
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return next;
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}
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export class MockGateway implements GatewayClient {
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private readonly games = seedGames();
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private readonly profile: Profile = { ...PROFILE };
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private readonly subs = new Set<(e: PushEvent) => void>();
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private pendingMatch: string | null = null;
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private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
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private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
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private blocks: AccountRef[] = [];
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private invitations: Invitation[] = mockInvitations();
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private readonly stats: Stats = { ...MOCK_STATS };
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private readonly drafts = new Map<string, string>();
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constructor() {
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// Seed the per-variant alphabet cache the rack, blank chooser and scoring read, so the
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// mock-driven UI is alphabet-agnostic without a backend (Stage 13).
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seedMockAlphabets();
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}
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setToken(_token: string | null): void {
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// The mock needs no auth; the real transport stores the bearer token.
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}
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private emit(e: PushEvent): void {
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for (const cb of this.subs) cb(e);
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}
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private game(id: string): MockGame {
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const g = this.games.get(id);
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if (!g) throw new GatewayError('not_found');
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return g;
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}
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private mySeat(g: MockGame): number {
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const s = g.view.seats.find((x) => x.accountId === ME);
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return s ? s.seat : 0;
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}
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// --- auth ---
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async authTelegram(): Promise<Session> {
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return { ...SESSION, isGuest: false };
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}
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async authGuest(): Promise<Session> {
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return { ...SESSION };
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}
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async authEmailRequest(): Promise<void> {}
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async authEmailLogin(): Promise<Session> {
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return { ...SESSION, isGuest: false };
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}
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// --- profile / lists ---
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async profileGet(): Promise<Profile> {
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return { ...this.profile };
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}
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async gamesList(): Promise<GameList> {
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return { games: [...this.games.values()].map((g) => structuredClone(g.view)) };
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}
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// --- lobby ---
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async lobbyEnqueue(variant: Variant): Promise<MatchResult> {
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// Simulate a 10s-style robot substitution, sped up: match found shortly.
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const id = crypto.randomUUID();
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const g: MockGame = {
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view: {
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id,
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variant,
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dictVersion: 'v1',
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status: 'active',
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players: 2,
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toMove: 0,
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turnTimeoutSecs: 86400,
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moveCount: 0,
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endReason: '',
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seats: [
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{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
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{ seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false },
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],
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},
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moves: [],
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rack: draw(variant, 7),
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bagLen: 86,
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hintsRemaining: 1,
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chat: [],
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};
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this.games.set(id, g);
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this.pendingMatch = id;
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setTimeout(() => this.emit({ kind: 'match_found', gameId: id }), 1400);
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return { matched: false };
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}
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async lobbyPoll(): Promise<MatchResult> {
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if (this.pendingMatch) {
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const g = this.games.get(this.pendingMatch);
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this.pendingMatch = null;
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if (g) return { matched: true, game: structuredClone(g.view) };
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}
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return { matched: false };
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}
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async lobbyCancel(): Promise<void> {
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// Dequeue: drop the pending substitution so a cancelled quick-match never arrives.
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this.pendingMatch = null;
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}
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// --- game ---
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async gameState(gameId: string, _includeAlphabet: boolean): Promise<StateView> {
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const g = this.game(gameId);
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return {
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game: structuredClone(g.view),
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seat: this.mySeat(g),
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rack: [...g.rack],
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bagLen: g.bagLen,
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hintsRemaining: g.hintsRemaining,
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};
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}
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async gameHistory(gameId: string): Promise<History> {
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const g = this.game(gameId);
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return { gameId, moves: structuredClone(g.moves) };
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}
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async submitPlay(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], _variant: Variant): Promise<MoveResult> {
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const g = this.game(gameId);
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const seat = this.mySeat(g);
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if (g.view.toMove !== seat) throw new GatewayError('not_your_turn');
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const variant = g.view.variant;
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let score = tiles.reduce((s, t) => s + valueForLetter(variant, t.blank ? '?' : t.letter), 0);
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if (tiles.length === 7) score += 50;
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const total = g.view.seats[seat].score + score;
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const move = {
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player: seat,
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action: 'play' as const,
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dir,
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mainRow: tiles[0]?.row ?? 7,
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mainCol: tiles[0]?.col ?? 7,
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tiles: tiles.map((t) => ({ row: t.row, col: t.col, letter: t.letter, blank: t.blank })),
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words: [tiles.map((t) => t.letter).join('')],
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count: 1,
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score,
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total,
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};
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g.moves.push(move);
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g.view.seats[seat].score = total;
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g.view.moveCount += 1;
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g.rack = removeFromRack(g.rack, tiles);
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const drawn = Math.min(7 - g.rack.length, g.bagLen);
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g.rack.push(...draw(variant, drawn));
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g.bagLen -= drawn;
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g.view.toMove = (seat + 1) % g.view.players;
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this.drafts.delete(gameId);
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this.scheduleOpponentReply(gameId);
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return { move: structuredClone(move), game: structuredClone(g.view) };
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}
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private async simpleAction(
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gameId: string,
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action: 'pass' | 'exchange' | 'resign',
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tiles: string[] = [],
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): Promise<MoveResult> {
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const g = this.game(gameId);
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const seat = this.mySeat(g);
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if (g.view.toMove !== seat) throw new GatewayError('not_your_turn');
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if (action === 'exchange' && tiles.length > 0) {
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g.rack = removeFromRack(
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g.rack,
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tiles.map((l) => ({ row: 0, col: 0, letter: l, blank: l === '?' })),
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);
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g.rack.push(...draw(g.view.variant, tiles.length));
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}
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const move = {
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player: seat,
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action,
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dir: '',
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mainRow: 0,
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mainCol: 0,
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tiles: [],
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words: [],
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count: 0,
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score: 0,
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total: g.view.seats[seat].score,
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};
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g.moves.push(move);
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g.view.moveCount += 1;
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this.drafts.delete(gameId);
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if (action === 'resign') {
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g.view.status = 'finished';
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g.view.endReason = 'resignation';
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for (const s of g.view.seats) s.isWinner = s.seat !== seat;
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} else {
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g.view.toMove = (seat + 1) % g.view.players;
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this.scheduleOpponentReply(gameId);
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}
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return { move: structuredClone(move), game: structuredClone(g.view) };
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}
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pass(gameId: string): Promise<MoveResult> {
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return this.simpleAction(gameId, 'pass');
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}
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exchange(gameId: string, tiles: string[], _variant: Variant): Promise<MoveResult> {
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return this.simpleAction(gameId, 'exchange', tiles);
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}
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resign(gameId: string): Promise<MoveResult> {
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return this.simpleAction(gameId, 'resign');
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}
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async hint(gameId: string): Promise<HintResult> {
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const g = this.game(gameId);
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if (g.hintsRemaining <= 0) throw new GatewayError('hint_unavailable');
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g.hintsRemaining -= 1;
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const letter = g.rack.find((l) => l !== '?') ?? 'A';
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return {
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move: {
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player: this.mySeat(g),
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action: 'play',
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dir: 'H',
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mainRow: 7,
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mainCol: 7,
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tiles: [{ row: 7, col: 7, letter, blank: false }],
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words: [letter],
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count: 1,
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score: valueForLetter(g.view.variant, letter),
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total: 0,
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},
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hintsRemaining: g.hintsRemaining,
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};
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}
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async evaluate(gameId: string, _dir: 'H' | 'V', tiles: PlacedTile[], _variant: Variant): Promise<EvalResult> {
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const g = this.game(gameId);
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if (tiles.length === 0) return { legal: false, score: 0, words: [] };
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let score = tiles.reduce((s, t) => s + valueForLetter(g.view.variant, t.blank ? '?' : t.letter), 0);
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if (tiles.length === 7) score += 50;
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return { legal: true, score, words: [tiles.map((t) => t.letter).join('')] };
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}
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async checkWord(_gameId: string, word: string, _variant: Variant): Promise<WordCheckResult> {
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return { word, legal: word.trim().length >= 2 };
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}
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async complaint(): Promise<void> {}
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// --- draft (Stage 17): an in-memory composition store, so the reload/off-turn flow is
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// exercised without a backend. A committed move clears the actor's own draft, as on the server.
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async draftGet(gameId: string): Promise<string> {
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return this.drafts.get(gameId) ?? '';
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}
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async draftSave(gameId: string, json: string): Promise<void> {
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this.drafts.set(gameId, json);
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}
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// --- chat ---
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async chatPost(gameId: string, body: string): Promise<ChatMessage> {
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const g = this.game(gameId);
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const msg: ChatMessage = {
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id: crypto.randomUUID(),
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gameId,
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senderId: ME,
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kind: 'message',
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body,
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createdAtUnix: Math.floor(Date.now() / 1000),
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};
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g.chat.push(msg);
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return msg;
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}
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async chatList(gameId: string): Promise<ChatMessage[]> {
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return [...this.game(gameId).chat];
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}
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async nudge(gameId: string): Promise<ChatMessage> {
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const g = this.game(gameId);
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const msg: ChatMessage = {
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id: crypto.randomUUID(),
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gameId,
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senderId: ME,
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kind: 'nudge',
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body: '',
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createdAtUnix: Math.floor(Date.now() / 1000),
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};
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g.chat.push(msg);
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return msg;
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}
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// --- friends ---
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private nameFor(id: string): string {
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return this.friends.find((f) => f.accountId === id)?.displayName ?? id;
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}
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async friendsList(): Promise<AccountRef[]> {
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return this.friends.map((f) => ({ ...f }));
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}
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async friendsIncoming(): Promise<AccountRef[]> {
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return this.incoming.map((f) => ({ ...f }));
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}
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async friendRequest(_accountId: string): Promise<void> {
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// The real backend requires a shared game; the mock simply acknowledges.
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}
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async friendRespond(requesterId: string, accept: boolean): Promise<void> {
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const i = this.incoming.findIndex((r) => r.accountId === requesterId);
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if (i < 0) throw new GatewayError('request_not_found');
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const [r] = this.incoming.splice(i, 1);
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if (accept) this.friends.push(r);
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this.emit({ kind: 'notify', sub: 'friend_request' });
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}
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async friendCancel(_accountId: string): Promise<void> {}
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async unfriend(accountId: string): Promise<void> {
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this.friends = this.friends.filter((f) => f.accountId !== accountId);
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}
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async friendCodeIssue(): Promise<FriendCode> {
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return { code: '246813', expiresAtUnix: Math.floor(Date.now() / 1000) + 12 * 3600 };
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}
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async friendCodeRedeem(code: string): Promise<AccountRef> {
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const friend = { accountId: `code-${code}`, displayName: `Friend ${code}` };
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this.friends.push(friend);
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return { ...friend };
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}
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// --- blocks ---
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async blocksList(): Promise<AccountRef[]> {
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return this.blocks.map((b) => ({ ...b }));
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}
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async block(accountId: string): Promise<void> {
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this.friends = this.friends.filter((f) => f.accountId !== accountId);
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if (!this.blocks.some((b) => b.accountId === accountId)) {
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this.blocks.push({ accountId, displayName: this.nameFor(accountId) });
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}
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}
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async unblock(accountId: string): Promise<void> {
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this.blocks = this.blocks.filter((b) => b.accountId !== accountId);
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}
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// --- invitations ---
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async invitationsList(): Promise<Invitation[]> {
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return this.invitations.map((i) => structuredClone(i));
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}
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async invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation> {
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const inv: Invitation = {
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id: crypto.randomUUID(),
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inviter: { accountId: ME, displayName: 'You' },
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invitees: inviteeIds.map((id, k) => ({ accountId: id, displayName: this.nameFor(id), seat: k + 1, response: 'pending' })),
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variant: settings.variant,
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turnTimeoutSecs: settings.turnTimeoutSecs,
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hintsAllowed: settings.hintsAllowed,
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hintsPerPlayer: settings.hintsPerPlayer,
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dropoutTiles: settings.dropoutTiles,
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status: 'pending',
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gameId: '',
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expiresAtUnix: Math.floor(Date.now() / 1000) + 7 * 86400,
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};
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this.invitations.push(inv);
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return structuredClone(inv);
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}
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private respondInvitation(invitationId: string, status: string): Invitation {
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const inv = this.invitations.find((i) => i.id === invitationId);
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if (!inv) throw new GatewayError('invitation_not_found');
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inv.status = status;
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this.invitations = this.invitations.filter((i) => i.id !== invitationId);
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return structuredClone(inv);
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}
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async invitationAccept(invitationId: string): Promise<Invitation> {
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return this.respondInvitation(invitationId, 'started');
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}
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async invitationDecline(invitationId: string): Promise<Invitation> {
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return this.respondInvitation(invitationId, 'declined');
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}
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async invitationCancel(invitationId: string): Promise<void> {
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this.invitations = this.invitations.filter((i) => i.id !== invitationId);
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}
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// --- profile / stats / history ---
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async profileUpdate(p: ProfileUpdate): Promise<Profile> {
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Object.assign(this.profile, p);
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return { ...this.profile };
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}
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// --- account linking & merge (Stage 11) ---
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async linkEmailRequest(_email: string): Promise<void> {}
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async linkEmailConfirm(email: string, _code: string): Promise<LinkResult> {
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// An address containing "merge" stands in for one already owned by another
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// account, so the mock can drive the irreversible-merge confirmation.
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if (email.includes('merge')) {
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return {
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status: 'merge_required',
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secondaryUserId: 'mock-secondary',
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|
secondaryDisplayName: 'Ann',
|
|
secondaryGames: 7,
|
|
secondaryFriends: 3,
|
|
session: null,
|
|
};
|
|
}
|
|
this.profile.isGuest = false;
|
|
return emptyLinked();
|
|
}
|
|
async linkEmailMerge(_email: string, _code: string): Promise<LinkResult> {
|
|
this.profile.isGuest = false;
|
|
return { ...emptyLinked(), status: 'merged' };
|
|
}
|
|
async linkTelegram(_data: string): Promise<LinkResult> {
|
|
this.profile.isGuest = false;
|
|
return emptyLinked();
|
|
}
|
|
async linkTelegramMerge(_data: string): Promise<LinkResult> {
|
|
this.profile.isGuest = false;
|
|
return { ...emptyLinked(), status: 'merged' };
|
|
}
|
|
async statsGet(): Promise<Stats> {
|
|
return { ...this.stats };
|
|
}
|
|
async exportGcg(gameId: string): Promise<GcgExport> {
|
|
const g = this.game(gameId);
|
|
if (g.view.status !== 'finished') throw new GatewayError('game_active');
|
|
return {
|
|
gameId,
|
|
filename: `game-${gameId}.gcg`,
|
|
content: `#character-encoding UTF-8\n#player1 p1 You\n#player2 p2 Opp\n`,
|
|
};
|
|
}
|
|
|
|
// --- live stream ---
|
|
subscribe(onEvent: (e: PushEvent) => void): Unsubscribe {
|
|
this.subs.add(onEvent);
|
|
return () => this.subs.delete(onEvent);
|
|
}
|
|
|
|
// Fabricate an opponent reply shortly after the human moves, then hand the turn back.
|
|
private scheduleOpponentReply(gameId: string): void {
|
|
setTimeout(() => {
|
|
const g = this.games.get(gameId);
|
|
if (!g || g.view.status !== 'active') return;
|
|
const opp = (this.mySeat(g) + 1) % g.view.players;
|
|
if (g.view.toMove !== opp) return;
|
|
const cell = this.firstEmptyPair(g);
|
|
const move = {
|
|
player: opp,
|
|
action: 'play' as const,
|
|
dir: 'H' as const,
|
|
mainRow: cell.row,
|
|
mainCol: cell.col,
|
|
tiles: [
|
|
{ row: cell.row, col: cell.col, letter: 'O', blank: false },
|
|
{ row: cell.row, col: cell.col + 1, letter: 'K', blank: false },
|
|
],
|
|
words: ['OK'],
|
|
count: 1,
|
|
score: 6,
|
|
total: g.view.seats[opp].score + 6,
|
|
};
|
|
g.moves.push(move);
|
|
g.view.seats[opp].score = move.total;
|
|
g.view.moveCount += 1;
|
|
g.view.toMove = this.mySeat(g);
|
|
this.emit({ kind: 'opponent_moved', gameId, seat: opp, action: 'play', score: 6, total: move.total });
|
|
this.emit({ kind: 'your_turn', gameId, deadlineUnix: Math.floor(Date.now() / 1000) + 86400 });
|
|
}, 1600);
|
|
}
|
|
|
|
private firstEmptyPair(g: MockGame): { row: number; col: number } {
|
|
const occupied = new Set(g.moves.flatMap((m) => m.tiles.map((t) => `${t.row},${t.col}`)));
|
|
for (let row = 11; row < 15; row++) {
|
|
for (let col = 0; col < 14; col++) {
|
|
if (!occupied.has(`${row},${col}`) && !occupied.has(`${row},${col + 1}`)) return { row, col };
|
|
}
|
|
}
|
|
return { row: 0, col: 0 };
|
|
}
|
|
}
|