Files
gomoku/server
tiennm99 e7b6a5236f test: add PVE-after-PVP flow regression coverage
Server-side tests driving state machine through PVP→leave→PVE in every
permutation:

- TestFlow_CreatePveAfterPvpLeave: finished PVP game → ClientExit from
  gameoverState → StateHome → CreatePveRoom → verify PVE room with AI.
- TestFlow_CreatePveAfterPvpRematch: the specific residue case flagged
  in the bug report. PVP → GameReset (rematch, closes RematchCh + fresh
  GameOverCh) → force game 2 finished → ClientExit → StateHome →
  CreatePveRoom → verify clean new PVE room state.
- TestFlow_CreatePveAfterPvpForfeit: mid-game forfeit via ClientExit
  from gamePvpState → StateHome (signalGameOver + broadcastForfeit +
  leaveRoom path) → CreatePveRoom.

All pass. The server state machine has no stale residue that blocks
PVE creation after a PVP session.

If the reported symptom persists after rebuilding both server and
client, it is a client-side issue (stale scene state, event handler
accumulation) that needs a different repro and isolation.
2026-04-11 18:49:51 +07:00
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