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proto/noitu/v1/game.proto is the single source of truth for every WebSocket message. buf generates Go types into server/gen and JavaScript types into web/src/lib/proto; both trees are committed so building needs no codegen toolchain. The Go suite emits binary fixtures into proto/testdata and the JavaScript suite decodes the same bytes, so the two generated clients are checked against one artifact rather than against each other's assumptions. CI lints the schema, rejects breaking changes against main, and fails when the committed generated trees drift from the schema. game.NumRejectReasons and game.NumEndReasons let the mapping tests prove every engine reason has a wire value without guessing where the enum ends.
195 lines
6.6 KiB
Go
195 lines
6.6 KiB
Go
package wsapi
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import (
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"testing"
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noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
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"github.com/tiennm99dev/noitu/server/internal/bot"
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"github.com/tiennm99dev/noitu/server/internal/game"
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"google.golang.org/protobuf/reflect/protoreflect"
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)
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// engineRejectReasons enumerates the engine's constants from its own count
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// sentinel.
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//
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// The sentinel is what makes this honest. Walking until String returns
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// "unknown" would be circular — a reason added without a String case would
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// shorten the range under test and every assertion below would still pass on
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// a value that has no mapping.
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func engineRejectReasons() []game.RejectReason {
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out := make([]game.RejectReason, 0, game.NumRejectReasons)
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for i := game.RejectReason(0); i < game.NumRejectReasons; i++ {
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out = append(out, i)
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}
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return out
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}
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func engineEndReasons() []game.EndReason {
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out := make([]game.EndReason, 0, game.NumEndReasons)
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for i := game.EndReason(0); i < game.NumEndReasons; i++ {
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out = append(out, i)
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}
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return out
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}
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// TestEveryEngineReasonIsNamed catches the other half of the same problem: a
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// constant added inside the block but not to String. Such a value maps and
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// logs as "unknown", which is unreadable in exactly the situation the log
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// exists for.
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func TestEveryEngineReasonIsNamed(t *testing.T) {
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for _, r := range engineRejectReasons() {
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if r.String() == "unknown" {
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t.Errorf("game.RejectReason(%d) has no String case", int(r))
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}
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}
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for _, r := range engineEndReasons() {
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if r.String() == "unknown" {
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t.Errorf("game.EndReason(%d) has no String case", int(r))
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}
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}
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}
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// TestRejectReasonMappingIsExhaustive fails if the engine gains a rejection
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// with no wire counterpart. Only ReasonNone is allowed to land on UNSPECIFIED:
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// it means "accepted", so it never travels inside a MoveRejected.
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func TestRejectReasonMappingIsExhaustive(t *testing.T) {
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reasons := engineRejectReasons()
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if len(reasons) < 2 {
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t.Fatalf("enumerated %d engine reject reasons, expected the full set", len(reasons))
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}
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seen := make(map[noituv1.RejectReason]game.RejectReason, len(reasons))
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for _, r := range reasons {
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got := RejectReason(r)
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if r == game.ReasonNone {
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if got != noituv1.RejectReason_REJECT_REASON_UNSPECIFIED {
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t.Errorf("ReasonNone should map to UNSPECIFIED, got %v", got)
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}
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continue
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}
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if got == noituv1.RejectReason_REJECT_REASON_UNSPECIFIED {
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t.Errorf("game.RejectReason(%d) %q has no wire mapping", int(r), r)
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continue
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}
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if prev, dup := seen[got]; dup {
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t.Errorf("%v is produced by both %q and %q; a wire value must identify one reason", got, prev, r)
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}
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seen[got] = r
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}
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// Every wire value must also be reachable. An unreachable one is a contract
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// the server can never honour, which a client would be right to handle.
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for _, v := range enumValues(noituv1.RejectReason_REJECT_REASON_UNSPECIFIED.Descriptor()) {
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w := noituv1.RejectReason(v)
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if w == noituv1.RejectReason_REJECT_REASON_UNSPECIFIED {
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continue
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}
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if _, ok := seen[w]; !ok {
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t.Errorf("wire value %v is unreachable: no engine reason maps to it", w)
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}
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}
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}
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// TestEndReasonMappingIsExhaustive mirrors the reject-reason walk.
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// GAME_END_REASON_OPPONENT_LEFT is the one deliberate gap: a disconnect is a
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// transport event the engine has no concept of, so the room emits it directly.
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func TestEndReasonMappingIsExhaustive(t *testing.T) {
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seen := make(map[noituv1.GameEndReason]game.EndReason)
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for _, r := range engineEndReasons() {
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got := EndReason(r)
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if r == game.EndNone {
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if got != noituv1.GameEndReason_GAME_END_REASON_UNSPECIFIED {
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t.Errorf("EndNone should map to UNSPECIFIED, got %v", got)
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}
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continue
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}
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if got == noituv1.GameEndReason_GAME_END_REASON_UNSPECIFIED {
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t.Errorf("game.EndReason(%d) %q has no wire mapping", int(r), r)
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continue
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}
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if prev, dup := seen[got]; dup {
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t.Errorf("%v is produced by both %q and %q", got, prev, r)
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}
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seen[got] = r
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}
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transportOnly := map[noituv1.GameEndReason]bool{
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noituv1.GameEndReason_GAME_END_REASON_OPPONENT_LEFT: true,
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}
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for _, v := range enumValues(noituv1.GameEndReason_GAME_END_REASON_UNSPECIFIED.Descriptor()) {
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w := noituv1.GameEndReason(v)
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if w == noituv1.GameEndReason_GAME_END_REASON_UNSPECIFIED || transportOnly[w] {
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continue
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}
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if _, ok := seen[w]; !ok {
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t.Errorf("wire value %v is unreachable: no engine reason maps to it", w)
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}
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}
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}
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// TestDifficultyMapping checks each level and, more importantly, that an
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// unknown wire difficulty is refused rather than defaulted. Difficulty arrives
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// from the client, so silently treating garbage as Easy would let a malformed
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// frame choose the opponent.
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func TestDifficultyMapping(t *testing.T) {
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want := map[noituv1.Difficulty]bot.Difficulty{
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noituv1.Difficulty_DIFFICULTY_EASY: bot.Easy,
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noituv1.Difficulty_DIFFICULTY_MEDIUM: bot.Medium,
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noituv1.Difficulty_DIFFICULTY_HARD: bot.Hard,
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}
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for wire, expect := range want {
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got, ok := Difficulty(wire)
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if !ok || got != expect {
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t.Errorf("Difficulty(%v) = (%v, %v), want (%v, true)", wire, got, ok, expect)
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}
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}
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// Every declared level must be reachable, so adding one to the schema
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// without teaching the server about it fails here rather than at runtime.
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for _, v := range enumValues(noituv1.Difficulty_DIFFICULTY_UNSPECIFIED.Descriptor()) {
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d := noituv1.Difficulty(v)
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if d == noituv1.Difficulty_DIFFICULTY_UNSPECIFIED {
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continue
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}
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if _, ok := want[d]; !ok {
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t.Errorf("wire difficulty %v has no bot strategy", d)
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}
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}
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for _, bad := range []noituv1.Difficulty{
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noituv1.Difficulty_DIFFICULTY_UNSPECIFIED,
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noituv1.Difficulty(99),
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} {
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if _, ok := Difficulty(bad); ok {
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t.Errorf("Difficulty(%v) accepted an unknown wire value", bad)
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}
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}
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}
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// TestPlayedWordKeepsTypedInput guards the correction-visibility rule: the UI
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// has to be able to show that canonicalization changed the player's text, so
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// the raw input must survive onto the wire.
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func TestPlayedWordKeepsTypedInput(t *testing.T) {
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m := game.Move{Word: "hòa bình", Typed: "hoà bình", Syllables: 2, Points: 2}
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mine := PlayedWord(m, true)
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if mine.GetWord() != "hòa bình" || mine.GetTyped() != "hoà bình" {
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t.Errorf("canonical/typed pair lost: word=%q typed=%q", mine.GetWord(), mine.GetTyped())
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}
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if !mine.GetByMe() || mine.GetSyllables() != 2 || mine.GetPoints() != 2 {
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t.Errorf("unexpected rendering: %+v", mine)
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}
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if theirs := PlayedWord(m, false); theirs.GetByMe() {
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t.Error("by_me must be false for the opponent's copy of the same move")
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}
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}
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func enumValues(d protoreflect.EnumDescriptor) []protoreflect.EnumNumber {
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vals := d.Values()
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out := make([]protoreflect.EnumNumber, 0, vals.Len())
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for i := 0; i < vals.Len(); i++ {
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out = append(out, vals.Get(i).Number())
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}
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return out
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}
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