Files
tavolo/server/tests/test_store.py
T
woggioni ab4130a4ca
CI / Build and push docker image (push) Successful in 3m5s
Add preliminary support for multiple card games
A game-type registry (server/src/tavolo/games.py) is now the single
source of truth for the games the platform can host; only scopone
scientifico is registered so far. GET /api/game-types exposes it for the
lobby's new game dropdown, and POST /api/games accepts a validated
game_type (default scopone_scientifico) which is carried on the live
GameState and onto each finished Match row (new indexed column,
migration 1_20260916235833_update), so statistics can be scoped per
game: /api/me/matches and /api/leaderboard take an optional game_type
filter and every serialized match includes its game_type.

Game states serialized before this change still load with the default
game type.
2026-09-17 08:26:46 +08:00

114 lines
3.7 KiB
Python

"""In-memory game store behaviour (the Redis store shares this interface)."""
from __future__ import annotations
import asyncio
import unittest
from pwo import async_test
from tavolo.game import engine
from tavolo.store import InMemoryGameStore
class InMemoryGameStoreTest(unittest.TestCase):
@async_test
async def test_save_load_roundtrip(self) -> None:
store = InMemoryGameStore()
state = engine.create_game("g1", "CODE01", "alice", "alice", target_score=16)
engine.join_game(state, "bob", "bob")
await store.save(state)
loaded = await store.load("g1")
self.assertIsNotNone(loaded)
assert loaded is not None
self.assertEqual("CODE01", loaded.join_code)
self.assertEqual(16, loaded.target_score)
self.assertEqual(["alice", "bob"], [p.sub for p in loaded.players])
@async_test
async def test_game_type_roundtrip_and_default(self) -> None:
store = InMemoryGameStore()
state = engine.create_game(
"g1b", "CODE1B", "alice", "alice", game_type="scopone_scientifico"
)
await store.save(state)
loaded = await store.load("g1b")
assert loaded is not None
self.assertEqual("scopone_scientifico", loaded.game_type)
# States serialized before game types existed load with the default.
legacy = state.to_json()
del legacy["game_type"]
from tavolo.game.state import GameState
self.assertEqual("scopone_scientifico", GameState.from_json(legacy).game_type)
@async_test
async def test_load_missing_returns_none(self) -> None:
store = InMemoryGameStore()
self.assertIsNone(await store.load("nope"))
self.assertIsNone(await store.find_by_code("NOPE01"))
@async_test
async def test_find_by_code(self) -> None:
store = InMemoryGameStore()
state = engine.create_game("g2", "CODE02", "alice", "alice")
await store.save(state)
found = await store.find_by_code("code02") # case-insensitive
self.assertIsNotNone(found)
assert found is not None
self.assertEqual("g2", found.id)
@async_test
async def test_load_returns_a_copy(self) -> None:
store = InMemoryGameStore()
state = engine.create_game("g3", "CODE03", "alice", "alice")
await store.save(state)
first = await store.load("g3")
assert first is not None
first.phase = "tampered"
second = await store.load("g3")
assert second is not None
self.assertEqual("lobby", second.phase)
@async_test
async def test_publish_reaches_subscriber(self) -> None:
store = InMemoryGameStore()
state = engine.create_game("g4", "CODE04", "alice", "alice")
await store.save(state)
received = []
async with store.subscribe("g4") as events:
await store.publish("g4")
async for _ in events:
received.append(True)
break
self.assertEqual([True], received)
@async_test
async def test_lock_serializes_concurrent_mutations(self) -> None:
store = InMemoryGameStore()
order = []
async def holder() -> None:
async with store.lock("g5"):
order.append("holder-enter")
await asyncio.sleep(0.05)
order.append("holder-exit")
async def contender() -> None:
await asyncio.sleep(0.01)
async with store.lock("g5"):
order.append("contender")
await asyncio.gather(holder(), contender())
self.assertEqual(
["holder-enter", "holder-exit", "contender"], order
)
if __name__ == "__main__":
unittest.main()