Move the game-independent machinery (lobby, live-game store, websocket, deadline scheduler, match history, leaderboards) into a new tavolo-platform distribution behind a GameEngine contract, the scopone scientifico rules plus a platform adapter into tavolo-scopone, and keep only the composition root in tavolo-app. The three distributions share the tavolo namespace (PEP 420, kaya-style monorepo). Match history becomes fully generic: Match carries the engine's result JSON and MatchPlayer points/details instead of scopone-shaped team columns (migration 3 backfills existing rows). Lobby creation takes an opaque per-game options object and websocket actions dispatch to the session's engine. Tests: platform suite runs against a DummyEngine toy game, scopone keeps the rules tests plus new adapter tests, server/tests covers the wired stack end to end (194 tests, was 143).
207 lines
7.4 KiB
Python
207 lines
7.4 KiB
Python
"""Deadline-queue timeout tests (scopone game, full platform stack).
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Timeouts must be driven by the persisted deadlines and the shared queue,
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not by connected sockets: these tests seed sessions, queue their
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deadlines and let the background consumer fire them without a single
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websocket.
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"""
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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 datetime import datetime, timedelta, timezone
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from typing import Optional
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from tavolo.app import game_store, platform, scheduler
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from tavolo.platform import GameSession, Seat
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from tavolo.platform.deadlines import encode
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from tavolo.scopone.state import PlayerState, ScoponeState
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from tests.helpers import async_test
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PLAYERS = ("alice", "bob", "carol", "dave")
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def _started_session(
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game_id: str,
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code: str,
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turn_timeout: int = 3600,
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hand_ack_timeout: int = 3600,
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) -> GameSession:
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engine = platform.registry.require("scopone_scientifico")
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session = GameSession(
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id=game_id,
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game_type=engine.id,
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join_code=code,
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creator_sub="alice",
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players=[Seat(user_sub="alice", display_name="Alice")],
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)
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engine.create(session, {})
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session.state.hand_ack_timeout = hand_ack_timeout
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session.state.turn_timeout = turn_timeout
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for name in PLAYERS[1:]:
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engine.join(session, name, name.capitalize())
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return session
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def _hand_end_session(game_id: str, deadline: str) -> GameSession:
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"""A session paused on the hand-end summary, waiting for acks."""
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engine = platform.registry.require("scopone_scientifico")
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session = GameSession(
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id=game_id,
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game_type=engine.id,
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join_code="DLhend",
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creator_sub="alice",
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players=[
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Seat(user_sub=name, display_name=name.capitalize(), team=team)
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for name, team in zip(PLAYERS, ("A", "B", "A", "B"))
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],
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)
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session.state = ScoponeState(
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target_score=11,
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phase="hand_end",
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players=[
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PlayerState(sub=name, name=name.capitalize(), seat=i)
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for i, name in enumerate(PLAYERS)
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],
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hand_ack_timeout=3600,
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# Long turn timeout: the next hand's auto-play must not interfere
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# with later tests sharing this store.
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turn_timeout=3600,
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hand_end_deadline=deadline,
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)
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return session
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async def _wait_for(predicate, timeout: float = 5.0) -> Optional[GameSession]:
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"""Poll the store until ``predicate`` holds for the loaded session."""
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deadline = asyncio.get_running_loop().time() + timeout
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while asyncio.get_running_loop().time() < deadline:
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session = await predicate()
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if session is not None:
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return session
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await asyncio.sleep(0.05)
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return None
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class ConnectionIndependenceTest(unittest.TestCase):
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@async_test
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async def test_turn_timeout_fires_with_no_connections(self) -> None:
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session = _started_session("dl-turn-1", "DLT001", turn_timeout=1)
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assert session.state.turn_deadline is not None
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await game_store.save(session)
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await scheduler.sync_deadline(session)
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# Nobody ever connects: the consumer must still auto-play for Bob
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# (seat 1, first to act).
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result = await _wait_for(
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lambda: _turn_is(session.id, 2),
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)
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self.assertIsNotNone(result, "turn deadline never fired")
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assert result is not None
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self.assertEqual(
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1, result.state.last_move.seat if result.state.last_move else None
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)
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# Defuse the follow-on turn deadlines so this game cannot keep
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# auto-playing while later tests run.
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result.state.turn_timeout = 3600
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await game_store.save(result)
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@async_test
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async def test_hand_end_timeout_fires_with_no_connections(self) -> None:
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deadline = (datetime.now(timezone.utc) + timedelta(seconds=1)).isoformat()
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session = _hand_end_session("dl-handend-1", deadline)
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await game_store.save(session)
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await scheduler.sync_deadline(session)
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# Nobody acks (nobody is even connected): the deadline must deal
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# the next hand.
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result = await _wait_for(
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lambda: _phase_is("dl-handend-1", "playing"),
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)
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self.assertIsNotNone(result, "hand-end deadline never fired")
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assert result is not None
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self.assertEqual(2, result.state.hand_number)
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self.assertEqual([], result.state.acked)
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async def _turn_is(game_id: str, turn: int) -> Optional[GameSession]:
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session = await game_store.load(game_id)
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return session if session is not None and session.state.turn == turn else None
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async def _phase_is(game_id: str, phase: str) -> Optional[GameSession]:
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session = await game_store.load(game_id)
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return session if session is not None and session.state.phase == phase else None
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class ProcessDueTest(unittest.TestCase):
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"""Direct ``process_due`` behaviour: engine revalidation and idempotency."""
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@async_test
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async def test_processing_twice_is_a_no_op(self) -> None:
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# Simulates a worker dying after firing but before removing the
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# entry: another worker re-delivers the same entry.
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engine = platform.registry.require("scopone_scientifico")
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deadline = (datetime.now(timezone.utc) - timedelta(seconds=1)).isoformat()
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session = _hand_end_session("dl-idem-1", deadline)
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await game_store.save(session)
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current = engine.next_deadline(session)
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assert current is not None
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member = encode({
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"game_id": session.id,
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"kind": current.kind,
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"token": current.token,
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})
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await scheduler.process_due(member)
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await scheduler.process_due(member)
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result = await game_store.load(session.id)
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assert result is not None
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# Advanced exactly once: hand 2, not hand 3.
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self.assertEqual("playing", result.state.phase)
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self.assertEqual(2, result.state.hand_number)
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@async_test
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async def test_stale_entry_is_discarded(self) -> None:
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# A turn entry enqueued with a forged token: the live state carries
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# a different deadline, so the entry must not fire.
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session = _started_session("dl-stale-1", "DLS001")
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await game_store.save(session)
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member = encode({
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"game_id": session.id,
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"kind": "turn",
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"token": "turn:1:1:0", # not the live token
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})
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await game_store.add_deadline(member, due_at=0.0)
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await scheduler.process_due(member)
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result = await game_store.load(session.id)
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assert result is not None
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self.assertEqual(session.state.turn, result.state.turn)
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# The entry was removed after processing.
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self.assertNotIn(member, await game_store.due_deadlines(float("inf")))
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@async_test
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async def test_entry_for_expired_game_is_dropped(self) -> None:
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member = encode({
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"game_id": "dl-gone",
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"kind": "turn",
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"token": "turn:1:0:0",
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})
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await game_store.add_deadline(member, due_at=0.0)
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await scheduler.process_due(member)
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self.assertNotIn(member, await game_store.due_deadlines(float("inf")))
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@async_test
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async def test_malformed_entry_is_dropped(self) -> None:
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await game_store.add_deadline("not json", due_at=0.0)
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await scheduler.process_due("not json")
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self.assertNotIn("not json", await game_store.due_deadlines(float("inf")))
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if __name__ == "__main__":
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unittest.main()
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