Files
ruby-sea-battle/game-server/internal/game/manager_test.go
T

266 lines
7.2 KiB
Go

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