266 lines
7.2 KiB
Go
266 lines
7.2 KiB
Go
package game
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import (
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"context"
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"encoding/json"
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"sync"
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"testing"
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"time"
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"github.com/golang-jwt/jwt/v5"
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"github.com/ruby-sea-battle/game-server/internal/auth"
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"github.com/ruby-sea-battle/game-server/internal/protocol"
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)
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type fakeConn struct {
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mu sync.Mutex
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sent [][]byte
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closed bool
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closeCode int
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}
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func (f *fakeConn) Send(_ context.Context, data []byte) error {
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f.mu.Lock()
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defer f.mu.Unlock()
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cp := make([]byte, len(data))
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copy(cp, data)
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f.sent = append(f.sent, cp)
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return nil
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}
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func (f *fakeConn) Close(code int, _ string) error {
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f.mu.Lock()
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defer f.mu.Unlock()
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f.closed = true
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f.closeCode = code
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return nil
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}
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func (f *fakeConn) messages() [][]byte {
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f.mu.Lock()
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defer f.mu.Unlock()
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out := make([][]byte, len(f.sent))
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copy(out, f.sent)
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return out
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}
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func (f *fakeConn) isClosed() (bool, int) {
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f.mu.Lock()
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defer f.mu.Unlock()
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return f.closed, f.closeCode
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}
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func claims(exp time.Time) *auth.GameClaims {
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return &auth.GameClaims{
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MatchID: "match-1",
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Player1ID: 10,
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Player2ID: 20,
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GameServer: "ws://game.example.com/ws",
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RegisteredClaims: jwt.RegisteredClaims{
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ExpiresAt: jwt.NewNumericDate(exp),
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},
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}
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}
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func parseMsg(t *testing.T, data []byte) []any {
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t.Helper()
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var v []any
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if err := json.Unmarshal(data, &v); err != nil {
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t.Fatalf("unmarshal %s: %v", data, err)
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}
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return v
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}
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func TestJoinFirstPlayerWaits(t *testing.T) {
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m := NewManager(time.Minute)
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c1 := &fakeConn{}
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gc := claims(time.Now().Add(time.Hour))
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_, idx, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
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if err != nil {
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t.Fatalf("join: %v", err)
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}
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if idx != 0 {
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t.Fatalf("slot = %d, want 0", idx)
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}
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if got := len(c1.messages()); got != 0 {
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t.Fatalf("first player got %d messages, want 0", got)
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}
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}
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func TestSecondJoinStartsMatch(t *testing.T) {
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m := NewManager(time.Minute)
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gc := claims(time.Now().Add(time.Hour))
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c1, c2 := &fakeConn{}, &fakeConn{}
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if _, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID); err != nil {
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t.Fatalf("join p1: %v", err)
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}
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if _, idx, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
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t.Fatalf("join p2: %v", err)
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} else if idx != 1 {
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t.Fatalf("slot = %d, want 1", idx)
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}
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for i, c := range []*fakeConn{c1, c2} {
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msgs := c.messages()
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if len(msgs) != 1 {
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t.Fatalf("player %d got %d messages, want 1", i, len(msgs))
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}
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v := parseMsg(t, msgs[0])
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// [3, seq, StatePlacingShips]
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if v[0] != float64(protocol.OpState) || v[1] != float64(1) || v[2] != float64(protocol.StatePlacingShips) {
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t.Fatalf("player %d got unexpected message: %v", i, v)
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}
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}
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}
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func TestJoinTimeoutEndsMatch(t *testing.T) {
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m := NewManager(50 * time.Millisecond)
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gc := claims(time.Now().Add(time.Hour))
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c1 := &fakeConn{}
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if _, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID); err != nil {
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t.Fatalf("join: %v", err)
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}
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deadline := time.Now().Add(2 * time.Second)
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for {
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if closed, _ := c1.isClosed(); closed {
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break
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}
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if time.Now().After(deadline) {
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t.Fatal("timed out waiting for the match to end")
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}
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time.Sleep(10 * time.Millisecond)
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}
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msgs := c1.messages()
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if len(msgs) != 1 {
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t.Fatalf("got %d messages, want 1", len(msgs))
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}
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v := parseMsg(t, msgs[0])
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// [2, seq, -1, "join timeout exceeded"]
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if v[0] != float64(protocol.OpEnd) || v[1] != float64(1) || v[2] != float64(protocol.EndCodeJoinTimeout) || v[3] != "join timeout exceeded" {
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t.Fatalf("unexpected END message: %v", v)
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}
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if closed, code := c1.isClosed(); !closed || code != protocol.CloseCodeNormal {
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t.Fatalf("conn closed=%v code=%d, want closed with %d", closed, code, protocol.CloseCodeNormal)
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}
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}
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func TestJoinAfterFinishReplaysEnd(t *testing.T) {
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m := NewManager(50 * time.Millisecond)
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gc := claims(time.Now().Add(time.Hour))
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c1 := &fakeConn{}
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if _, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID); err != nil {
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t.Fatalf("join: %v", err)
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}
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time.Sleep(200 * time.Millisecond) // let the join timer fire
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// A late join with the same (still valid) token must not create a new
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// match; the stored END is replayed instead. This also works for the
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// player who never connected at all.
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for _, userID := range []int64{gc.Player1ID, gc.Player2ID} {
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c := &fakeConn{}
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_, _, err := m.Join(context.Background(), c, gc, userID)
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if err != ErrMatchFinished {
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t.Fatalf("join after finish: err = %v, want ErrMatchFinished", err)
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}
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msgs := c.messages()
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if len(msgs) != 1 {
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t.Fatalf("replayed %d messages, want 1", len(msgs))
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}
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v := parseMsg(t, msgs[0])
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if v[0] != float64(protocol.OpEnd) || v[2] != float64(protocol.EndCodeJoinTimeout) {
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t.Fatalf("unexpected replayed message: %v", v)
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}
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if closed, _ := c.isClosed(); !closed {
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t.Fatal("connection was not closed after replaying END")
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}
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}
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}
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func TestReconnectReplacesConnection(t *testing.T) {
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m := NewManager(time.Minute)
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gc := claims(time.Now().Add(time.Hour))
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old, c2 := &fakeConn{}, &fakeConn{}
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if _, _, err := m.Join(context.Background(), old, gc, gc.Player1ID); err != nil {
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t.Fatalf("join p1: %v", err)
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}
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if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
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t.Fatalf("join p2: %v", err)
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}
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// Game started: both got STATE, nobody acknowledged it yet.
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// Player 1 reconnects: old connection must be closed, the unacknowledged
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// STATE must be replayed to the new one.
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fresh := &fakeConn{}
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if _, idx, err := m.Join(context.Background(), fresh, gc, gc.Player1ID); err != nil {
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t.Fatalf("rejoin p1: %v", err)
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} else if idx != 0 {
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t.Fatalf("slot = %d, want 0", idx)
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}
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if closed, code := old.isClosed(); !closed || code != protocol.CloseCodeReplaced {
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t.Fatalf("old conn closed=%v code=%d, want closed with %d", closed, code, protocol.CloseCodeReplaced)
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}
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msgs := fresh.messages()
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if len(msgs) != 1 {
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t.Fatalf("replayed %d messages, want 1", len(msgs))
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}
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v := parseMsg(t, msgs[0])
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if v[0] != float64(protocol.OpState) || v[2] != float64(protocol.StatePlacingShips) {
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t.Fatalf("unexpected replayed message: %v", v)
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}
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// Leave with the old connection must not detach the new one.
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m.Leave(old, mustMatch(t, m, gc.MatchID), 0)
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m.Leave(fresh, mustMatch(t, m, gc.MatchID), 0)
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}
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func TestAckThenReconnectResendsCurrentState(t *testing.T) {
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m := NewManager(time.Minute)
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gc := claims(time.Now().Add(time.Hour))
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c1, c2 := &fakeConn{}, &fakeConn{}
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match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
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if err != nil {
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t.Fatalf("join p1: %v", err)
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}
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if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
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t.Fatalf("join p2: %v", err)
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}
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// Player 1 acknowledges the STATE message, then reconnects. The queue
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// is empty, so the server re-sends the current state with a fresh seq.
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m.Ack(match, 0, 1)
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fresh := &fakeConn{}
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if _, _, err := m.Join(context.Background(), fresh, gc, gc.Player1ID); err != nil {
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t.Fatalf("rejoin p1: %v", err)
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}
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msgs := fresh.messages()
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if len(msgs) != 1 {
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t.Fatalf("got %d messages, want 1", len(msgs))
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}
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v := parseMsg(t, msgs[0])
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if v[0] != float64(protocol.OpState) || v[1] != float64(2) || v[2] != float64(protocol.StatePlacingShips) {
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t.Fatalf("unexpected message: %v", v)
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}
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}
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func mustMatch(t *testing.T, m *Manager, id string) *Match {
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t.Helper()
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m.mu.Lock()
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defer m.mu.Unlock()
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match, ok := m.matches[id]
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if !ok {
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t.Fatalf("match %q not found", id)
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}
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return match
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}
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