Add Sycamore/WASM frontend and restructure into server/ + web/
Repo is now a monorepo:
- server/: the kaya backend, unchanged in behaviour, plus:
- GET /api/me for SPA session detection
- last_move recorded on every play and broadcast in the game state, so
clients can show who played which card the moment they play it
- legal_moves per hand card for the player on turn (rules stay
server-side)
- static catch-all route serving the compiled SPA with index.html
fallback; Tortoise context now bound only for /api/* requests
- configurable OIDC post-login/logout redirects for dev against trunk
- web/: Sycamore 0.9 + WASM frontend (trunk): login via the OIDC flow,
lobby (create match / join by code), live game page over websocket with
card images (CC0 woodcut napoletane deck), capture picker, move banner,
game-over overlay, match history and leaderboard pages
- server/Dockerfile gains a rust+trunk stage building web/dist; the single
app image serves the SPA; compose builds from the repo root with
overridable ports/OIDC env
Verified end-to-end against the compose stack: four OIDC logins, game
creation, three joins by code, websocket play with broadcasts to all
players and out-of-turn rejection. 51 backend tests, mypy and cargo tests
all green.
This commit is contained in:
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"""In-memory game store behaviour (the Redis store shares this interface)."""
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from __future__ import annotations
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import asyncio
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import unittest
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from pwo import async_test
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from scopa.game import engine
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from scopa.store import InMemoryGameStore
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class InMemoryGameStoreTest(unittest.TestCase):
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@async_test
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async def test_save_load_roundtrip(self) -> None:
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store = InMemoryGameStore()
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state = engine.create_game("g1", "CODE01", "alice", "alice", target_score=16)
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engine.join_game(state, "bob", "bob")
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await store.save(state)
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loaded = await store.load("g1")
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self.assertIsNotNone(loaded)
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assert loaded is not None
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self.assertEqual("CODE01", loaded.join_code)
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self.assertEqual(16, loaded.target_score)
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self.assertEqual(["alice", "bob"], [p.sub for p in loaded.players])
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@async_test
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async def test_load_missing_returns_none(self) -> None:
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store = InMemoryGameStore()
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self.assertIsNone(await store.load("nope"))
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self.assertIsNone(await store.find_by_code("NOPE01"))
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@async_test
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async def test_find_by_code(self) -> None:
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store = InMemoryGameStore()
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state = engine.create_game("g2", "CODE02", "alice", "alice")
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await store.save(state)
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found = await store.find_by_code("code02") # case-insensitive
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self.assertIsNotNone(found)
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assert found is not None
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self.assertEqual("g2", found.id)
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@async_test
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async def test_load_returns_a_copy(self) -> None:
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store = InMemoryGameStore()
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state = engine.create_game("g3", "CODE03", "alice", "alice")
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await store.save(state)
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first = await store.load("g3")
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assert first is not None
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first.phase = "tampered"
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second = await store.load("g3")
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assert second is not None
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self.assertEqual("lobby", second.phase)
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@async_test
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async def test_publish_reaches_subscriber(self) -> None:
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store = InMemoryGameStore()
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state = engine.create_game("g4", "CODE04", "alice", "alice")
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await store.save(state)
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received = []
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async with store.subscribe("g4") as events:
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await store.publish("g4")
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async for _ in events:
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received.append(True)
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break
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self.assertEqual([True], received)
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@async_test
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async def test_lock_serializes_concurrent_mutations(self) -> None:
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store = InMemoryGameStore()
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order = []
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async def holder() -> None:
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async with store.lock("g5"):
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order.append("holder-enter")
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await asyncio.sleep(0.05)
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order.append("holder-exit")
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async def contender() -> None:
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await asyncio.sleep(0.01)
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async with store.lock("g5"):
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order.append("contender")
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await asyncio.gather(holder(), contender())
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self.assertEqual(
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["holder-enter", "holder-exit", "contender"], order
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)
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if __name__ == "__main__":
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unittest.main()
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