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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.
114 lines
3.7 KiB
Python
114 lines
3.7 KiB
Python
"""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 tavolo.game import engine
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from tavolo.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_game_type_roundtrip_and_default(self) -> None:
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store = InMemoryGameStore()
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state = engine.create_game(
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"g1b", "CODE1B", "alice", "alice", game_type="scopone_scientifico"
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)
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await store.save(state)
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loaded = await store.load("g1b")
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assert loaded is not None
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self.assertEqual("scopone_scientifico", loaded.game_type)
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# States serialized before game types existed load with the default.
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legacy = state.to_json()
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del legacy["game_type"]
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from tavolo.game.state import GameState
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self.assertEqual("scopone_scientifico", GameState.from_json(legacy).game_type)
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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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