Files
noitu/web/tests/ws-client.test.js
T
tiennm99 e6f2d1922c feat(web): a play-now button that skips the room code
QuickMatch/CancelQuickMatch join and leave the pairing queue; the
store tracks the wait as `queued` and clears it the moment a RoomState
seats the connection. The /online screen shows a waiting panel with
elapsed time, a cancel button, and — past 20 seconds — a nudge toward
the bot; leaving the page while queued cancels it. Adds the two new
error codes and a sentence to the room-code rules copy.
2026-09-21 01:39:54 +07:00

631 lines
16 KiB
JavaScript

// @vitest-environment jsdom
// The socket client owns three things the UI cannot see going wrong: the
// handshake, the reconnect schedule, and the clock offset the countdown is
// drawn from. All three are driven here through injected fakes, so the
// assertions are about the client rather than about a real network.
import { beforeEach, describe, expect, it } from 'vitest';
import { create, toBinary } from '@bufbuild/protobuf';
import { PROTOCOL_VERSION, cancelQuickMatch, quickMatch } from '../src/lib/ws/messages.js';
import {
ClientMessageSchema,
ServerMessageSchema
} from '../src/lib/proto/noitu/v1/game_pb.js';
import {
BACKOFF_MS,
LIVENESS_TIMEOUT_MS,
PING_INTERVAL_MS,
Status,
createClient,
socketUrl
} from '../src/lib/ws/client.js';
class FakeSocket {
/** @param {string} url */
constructor(url) {
this.url = url;
this.readyState = 0;
this.binaryType = '';
/** @type {Uint8Array[]} */
this.sent = [];
this.closed = false;
this.onopen = () => {};
this.onmessage = () => {};
this.onclose = () => {};
this.onerror = () => {};
}
send(bytes) {
this.sent.push(bytes);
}
close() {
this.closed = true;
}
// --- test drivers ---
open() {
this.readyState = 1;
this.onopen();
}
/** @param {any} serverMessage */
deliver(serverMessage) {
this.onmessage({ data: toBinary(ServerMessageSchema, serverMessage).buffer });
}
deliverRaw(bytes) {
this.onmessage({ data: bytes.buffer ?? bytes });
}
drop() {
this.readyState = 3;
this.onclose();
}
}
/**
* A controllable clock. Timers are stored rather than run, so a test decides
* when time passes and can read the delay each one was scheduled with.
*/
function fakeTimers() {
let nextId = 1;
const pending = new Map();
return {
delays: /** @type {number[]} */ ([]),
schedule(fn, delay) {
this.delays.push(delay);
const id = nextId++;
pending.set(id, fn);
return id;
},
cancel(id) {
pending.delete(id);
},
/** Runs every timer queued so far, once. */
flush() {
const due = [...pending.entries()];
pending.clear();
for (const [, fn] of due) fn();
},
size: () => pending.size
};
}
function serverMsg(kind, value) {
return create(ServerMessageSchema, { payload: { case: kind, value } });
}
/**
* @param {object} [options]
*/
function setup(options = {}) {
/** @type {FakeSocket[]} */
const sockets = [];
/** @type {any[]} */
const received = [];
/** @type {string[]} */
const statuses = [];
const timers = fakeTimers();
let clock = 1_000;
const client = createClient({
nickname: () => options.nickname ?? 'Minh',
onMessage: (m) => received.push(m),
onStatus: (s) => statuses.push(s),
url: 'ws://localhost/ws',
socketFactory: (url) => {
const s = new FakeSocket(url);
sockets.push(s);
return s;
},
now: () => clock,
random: options.random ?? (() => 1),
schedule: (fn, delay) => timers.schedule(fn, delay),
cancel: (id) => timers.cancel(id)
});
return {
client,
sockets,
received,
statuses,
timers,
// The ping interval uses the same timer double, so the reconnect
// schedule has to be read out from under it.
reconnectDelays: () => timers.delays.filter((d) => d !== PING_INTERVAL_MS),
setClock: (v) => {
clock = v;
},
last: () => sockets[sockets.length - 1]
};
}
/** @param {FakeSocket} socket */
async function sentMessages(socket) {
const { fromBinary } = await import('@bufbuild/protobuf');
return socket.sent.map((b) => fromBinary(ClientMessageSchema, new Uint8Array(b)));
}
beforeEach(() => {
sessionStorage.clear();
});
describe('socketUrl', () => {
it('follows the page scheme so a TLS page never opens a plaintext socket', () => {
expect(socketUrl({ protocol: 'https:', host: 'noitu.example' })).toBe(
'wss://noitu.example/ws'
);
expect(socketUrl({ protocol: 'http:', host: 'localhost:5173' })).toBe(
'ws://localhost:5173/ws'
);
});
});
describe('handshake', () => {
it('sends Hello with the protocol version as the first message', async () => {
const h = setup();
h.client.connect();
h.last().open();
const [first] = await sentMessages(h.last());
expect(first.payload.case).toBe('hello');
expect(first.payload.value.protocolVersion).toBe(PROTOCOL_VERSION);
expect(first.payload.value.nickname).toBe('Minh');
expect(first.payload.value.resumeToken).toBe('');
});
it('replays the resume token from the previous Welcome on the next connect', async () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().deliver(
serverMsg('welcome', {
sessionId: 's1',
resumeToken: 'token-1',
protocolVersion: 1,
acceptedNickname: 'Minh'
})
);
h.last().drop();
h.timers.flush();
h.last().open();
const [hello] = await sentMessages(h.last());
expect(hello.payload.value.resumeToken).toBe('token-1');
});
it('forgets the token on request, so the next Hello starts a fresh session', async () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().deliver(
serverMsg('welcome', {
sessionId: 's1',
resumeToken: 'token-1',
protocolVersion: 1,
acceptedNickname: 'Minh'
})
);
h.client.forgetSession();
h.last().drop();
h.timers.flush();
h.last().open();
const [hello] = await sentMessages(h.last());
expect(hello.payload.value.resumeToken).toBe('');
});
});
describe('reconnect', () => {
it('backs off along the documented schedule and then holds at the cap', () => {
const h = setup({ random: () => 1 });
h.client.connect();
// Each attempt fails before it opens, so the delay grows every time.
for (let i = 0; i < BACKOFF_MS.length + 2; i += 1) {
h.last().drop();
h.timers.flush();
}
const expected = [...BACKOFF_MS, BACKOFF_MS.at(-1), BACKOFF_MS.at(-1)];
expect(h.reconnectDelays()).toEqual(expected);
});
it('jitters below the base delay, never above it', () => {
const h = setup({ random: () => 0 });
h.client.connect();
h.last().drop();
expect(h.reconnectDelays()[0]).toBe(BACKOFF_MS[0] / 2);
});
it('does not reconnect after a deliberate close', () => {
const h = setup();
h.client.connect();
h.last().open();
const socketsBefore = h.sockets.length;
h.client.close();
h.timers.flush();
expect(h.sockets.length).toBe(socketsBefore);
expect(h.client.status()).toBe(Status.CLOSED);
});
it('reports reconnecting while it waits, and open once it lands', () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().drop();
h.timers.flush();
h.last().open();
expect(h.statuses).toEqual([
Status.CONNECTING,
Status.OPEN,
Status.RECONNECTING,
Status.OPEN
]);
});
});
describe('clock offset', () => {
it('estimates the server clock from the midpoint of the round trip', () => {
const h = setup();
h.client.connect();
h.last().open();
// Ping left at 1000, the reply is read at 1100, and the server stamped
// it 5050. The one-way delay is half of 100, so the server clock is
// 5050 + 50 - 1100 = 4000 ahead.
h.setClock(1100);
h.last().deliver(serverMsg('pong', { clientTimeMs: 1000n, serverTimeMs: 5050n }));
expect(h.client.clockOffset()).toBe(4000);
expect(h.client.serverNow()).toBe(5100);
});
it('starts at zero offset, so the countdown works before the first Pong', () => {
const h = setup();
expect(h.client.clockOffset()).toBe(0);
});
it('probes the clock on an interval while the socket is open', async () => {
const h = setup();
h.client.connect();
h.last().open();
expect(h.timers.delays).toContain(PING_INTERVAL_MS);
h.timers.flush();
const sent = await sentMessages(h.last());
expect(sent.map((m) => m.payload.case)).toEqual(['hello', 'ping', 'ping']);
});
it('probes immediately on connect, so the opening turn is already corrected', async () => {
// GameStarted arrives about one round trip after Hello. Waiting out the
// first interval would draw that whole turn against the device clock.
const h = setup();
h.client.connect();
h.last().open();
const sent = await sentMessages(h.last());
expect(sent.map((m) => m.payload.case)).toEqual(['hello', 'ping']);
});
});
describe('frames', () => {
it('forwards a decoded server message to the caller', () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().deliver(serverMsg('roomState', { roomCode: 'ABCD' }));
expect(h.received).toHaveLength(1);
expect(h.received[0].payload.case).toBe('roomState');
});
it('drops an undecodable frame instead of ending the session', () => {
const h = setup();
h.client.connect();
h.last().open();
// Field 1 declared as a varint but truncated: valid framing, invalid body.
expect(() => h.last().deliverRaw(new Uint8Array([0x08]))).not.toThrow();
expect(h.received).toHaveLength(0);
expect(h.client.status()).toBe(Status.OPEN);
});
it('refuses to send while the socket is not open', () => {
const h = setup();
h.client.connect();
const before = h.last().sent.length;
expect(h.client.send(create(ClientMessageSchema, {}))).toBe(false);
expect(h.last().sent.length).toBe(before);
});
});
describe('quick match', () => {
it('encodes a QuickMatch frame the transport will carry as-is', async () => {
const h = setup();
h.client.connect();
h.last().open();
h.client.send(quickMatch());
const sent = await sentMessages(h.last());
expect(sent.at(-1).payload.case).toBe('quickMatch');
});
it('encodes a CancelQuickMatch frame the transport will carry as-is', async () => {
const h = setup();
h.client.connect();
h.last().open();
h.client.send(cancelQuickMatch());
const sent = await sentMessages(h.last());
expect(sent.at(-1).payload.case).toBe('cancelQuickMatch');
});
});
describe('handshake ordering', () => {
it('sends Hello before announcing the connection is open', async () => {
// The server refuses everything until the handshake lands, so a listener
// that reacts to "open" by sending a message must not be able to get
// ahead of it.
/** @type {string[]} */
const order = [];
/** @type {any} */
let socket;
const client = createClient({
nickname: () => 'Minh',
onMessage: () => {},
onStatus: (s) => order.push(`status:${s}`),
url: 'ws://localhost/ws',
socketFactory: () => {
socket = new FakeSocket('ws://localhost/ws');
const realSend = socket.send.bind(socket);
socket.send = (bytes) => {
order.push('send');
realSend(bytes);
};
return socket;
},
schedule: () => 1,
cancel: () => {}
});
client.connect();
socket.open();
expect(order.indexOf('send')).toBeLessThan(order.indexOf(`status:${Status.OPEN}`));
});
});
describe('a handshake the server refuses', () => {
/** @param {any} h */
function refuseVersion(h) {
h.client.connect();
h.last().open();
h.last().deliver(serverMsg('error', { code: 'protocol_version_mismatch', message: '' }));
h.last().drop();
}
it('stops reconnecting, instead of retrying a handshake that cannot succeed', () => {
const h = setup();
const before = h.sockets.length;
refuseVersion(h);
h.timers.flush();
expect(h.sockets.length).toBe(before + 1);
expect(h.client.status()).toBe(Status.CLOSED);
});
it('still shows the player why, by forwarding the error', () => {
const h = setup();
refuseVersion(h);
expect(h.received.map((m) => m.payload.case)).toContain('error');
});
it('keeps retrying an error that a fresh connection could clear', () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().deliver(serverMsg('error', { code: 'room_not_found', message: '' }));
h.last().drop();
h.timers.flush();
expect(h.client.status()).not.toBe(Status.CLOSED);
});
});
describe('reconnecting on demand', () => {
// The backoff is right for a client nobody is watching and wrong for a
// player staring at a turn timer over a dead socket, so the UI can ask for
// an attempt now. What it must not do is open a second socket, or retry a
// handshake the server has already refused outright.
/** @param {any} h */
function dropAfterOpen(h) {
h.client.connect();
h.last().open();
h.last().drop();
}
it('opens a socket immediately instead of waiting out the delay', () => {
const h = setup();
dropAfterOpen(h);
const waiting = h.sockets.length;
expect(h.client.reconnectNow()).toBe(true);
expect(h.sockets.length).toBe(waiting + 1);
});
it('cancels the pending attempt, so the retry does not become two sockets', () => {
const h = setup();
dropAfterOpen(h);
h.client.reconnectNow();
const afterRetry = h.sockets.length;
// Whatever was scheduled has been cancelled, so flushing the clock
// finds nothing left to fire.
h.timers.flush();
expect(h.sockets.length).toBe(afterRetry);
});
it('starts the schedule over, because the player asking is news about the network', () => {
const h = setup();
dropAfterOpen(h);
h.timers.flush();
h.last().drop();
// Two failures in, the next wait would be the second step of the ramp.
h.client.reconnectNow();
h.last().drop();
expect(h.reconnectDelays().at(-1)).toBe(BACKOFF_MS[0]);
});
it('refuses while a socket already exists, rather than opening a rival', () => {
const h = setup();
h.client.connect();
h.last().open();
expect(h.client.reconnectNow()).toBe(false);
expect(h.sockets.length).toBe(1);
});
it('refuses after a handshake the server rejected outright', () => {
const h = setup();
h.client.connect();
h.last().open();
h.last().deliver(serverMsg('error', { code: 'protocol_version_mismatch', message: '' }));
h.last().drop();
const before = h.sockets.length;
expect(h.client.reconnectNow()).toBe(false);
expect(h.sockets.length).toBe(before);
});
it('refuses after a deliberate close, which is not something to come back from', () => {
const h = setup();
h.client.connect();
h.last().open();
h.client.close();
expect(h.client.reconnectNow()).toBe(false);
});
});
describe('backoff and the handshake', () => {
it('resets on Welcome, not merely on the socket opening', () => {
// A server that accepts the connection and then rejects the handshake
// would otherwise look like a success, and every retry would start again
// from the shortest delay.
const h = setup({ random: () => 1 });
h.client.connect();
h.last().drop();
h.timers.flush();
h.last().open(); // opens, but no Welcome arrives
h.last().drop();
h.timers.flush();
expect(h.reconnectDelays()).toEqual([500, 1000]);
});
it('resets once the server has actually greeted the client', () => {
const h = setup({ random: () => 1 });
h.client.connect();
h.last().drop();
h.timers.flush();
h.last().open();
h.last().deliver(
serverMsg('welcome', {
sessionId: 's1',
resumeToken: 't1',
protocolVersion: 1,
acceptedNickname: 'Minh'
})
);
h.last().drop();
h.timers.flush();
expect(h.reconnectDelays().at(-1)).toBe(500);
});
});
describe('a socket that dies without closing', () => {
/**
* Fires the ping timer `ticks` times, advancing the clock by one interval
* each time — a healthy tab whose timers are running on schedule.
* @param {any} h
* @param {number} ticks
* @param {number} start
*/
function tick(h, ticks, start) {
let clock = start;
for (let i = 0; i < ticks; i += 1) {
clock += PING_INTERVAL_MS;
h.setClock(clock);
h.timers.flush();
}
return clock;
}
it('is closed by the client once frames stop arriving', () => {
// A connection that fails without closing leaves onclose unfired, so the
// page would keep showing a live connection and a running countdown over
// a socket nothing can reach.
const h = setup();
h.client.connect();
h.last().open();
const socket = h.last();
tick(h, LIVENESS_TIMEOUT_MS / PING_INTERVAL_MS + 1, 1000);
expect(socket.closed).toBe(true);
});
it('leaves a socket alone while frames are still arriving', () => {
const h = setup();
h.client.connect();
h.last().open();
const socket = h.last();
let clock = 1000;
for (let i = 0; i < 10; i += 1) {
clock += PING_INTERVAL_MS;
h.setClock(clock);
socket.deliver(serverMsg('pong', { clientTimeMs: 1n, serverTimeMs: 2n }));
h.timers.flush();
}
expect(socket.closed).toBe(false);
});
it('does not punish a tab whose timers were throttled', () => {
// A backgrounded tab fires its timers minutes late through no fault of
// the connection. Judging silence on a tick that was itself late would
// close a healthy socket every time the player switched away.
const h = setup();
h.client.connect();
h.last().open();
const socket = h.last();
h.setClock(1000 + 10 * 60_000);
h.timers.flush();
expect(socket.closed).toBe(false);
});
});