pwo.async_test runs every test in a fresh event loop and TortoiseMixin builds one TortoiseContext per loop. Dropping the previous context when the loop changed orphaned its aiosqlite connections; their non-daemon worker threads then blocked threading._shutdown forever, so the suite printed OK but the interpreter never exited. Add TortoiseMixin.aclose() and a tests.helpers.async_test wrapper that closes the context in a finally on the test's own loop, and switch the test modules over to it.
191 lines
6.9 KiB
Python
191 lines
6.9 KiB
Python
"""Deadline-queue timeout tests.
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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 games, queue their deadlines
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and let the background consumer fire them without a single 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 import deadlines
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from tavolo.app import game_store
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from tavolo.game import engine
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from tavolo.game.state import GameState, PlayerState
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from tests.helpers import async_test
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PLAYERS = ("alice", "bob", "carol", "dave")
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def _ms(iso: str) -> int:
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"""Epoch milliseconds for an ISO-8601 timestamp (the queue-entry form)."""
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return int(datetime.fromisoformat(iso).timestamp() * 1000)
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def _hand_end_state(game_id: str, deadline: str) -> GameState:
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"""A game paused on the hand-end summary, waiting for acks."""
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state = GameState(
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id=game_id,
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join_code="DLhend",
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creator_sub="alice",
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target_score=11,
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phase="hand_end",
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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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)
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state.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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state.hand_end_deadline = deadline
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return state
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async def _wait_for(predicate, timeout: float = 5.0) -> Optional[GameState]:
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"""Poll the store until ``predicate`` holds for the loaded state."""
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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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state = await predicate()
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if state is not None:
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return state
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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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state = engine.create_game(
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"dl-turn-1", "DLT001", "alice", "Alice",
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target_score=11, turn_timeout=1,
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)
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for name in PLAYERS[1:]:
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engine.join_game(state, name, name.capitalize())
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assert state.turn_deadline is not None
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await game_store.save(state)
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await deadlines.sync_deadline(game_store, state)
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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(state.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(1, result.last_move.seat if result.last_move else None)
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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.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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state = _hand_end_state("dl-handend-1", deadline)
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await game_store.save(state)
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await deadlines.sync_deadline(game_store, state)
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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.hand_number)
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self.assertEqual([], result.acked)
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async def _turn_is(game_id: str, turn: int) -> Optional[GameState]:
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state = await game_store.load(game_id)
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return state if state is not None and state.turn == turn else None
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async def _phase_is(game_id: str, phase: str) -> Optional[GameState]:
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state = await game_store.load(game_id)
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return state if state is not None and state.phase == phase else None
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class ProcessDueTest(unittest.TestCase):
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"""Direct ``process_due`` behaviour: 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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deadline = (datetime.now(timezone.utc) - timedelta(seconds=1)).isoformat()
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state = _hand_end_state("dl-idem-1", deadline)
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await game_store.save(state)
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member = deadlines.encode({
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"game_id": state.id,
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"kind": deadlines.KIND_HAND_END,
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"hand": state.hand_number,
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"deadline": _ms(deadline),
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})
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await deadlines.process_due(game_store, member)
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await deadlines.process_due(game_store, member)
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result = await game_store.load(state.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.phase)
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self.assertEqual(2, result.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 before a play landed in time: the state's
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# deadline has moved, so the entry must not fire.
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state = engine.create_game(
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"dl-stale-1", "DLS001", "alice", "Alice",
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target_score=11, turn_timeout=3600,
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)
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for name in PLAYERS[1:]:
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engine.join_game(state, name, name.capitalize())
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await game_store.save(state)
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member = deadlines.encode({
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"game_id": state.id,
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"kind": deadlines.KIND_TURN,
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"hand": state.hand_number,
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"turn": state.turn,
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# Not the live deadline (epoch milliseconds).
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"deadline": 946684800000,
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})
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await game_store.add_deadline(member, due_at=0.0)
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await deadlines.process_due(game_store, member)
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result = await game_store.load(state.id)
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assert result is not None
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self.assertEqual(state.turn, result.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 = deadlines.encode({
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"game_id": "dl-gone",
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"kind": deadlines.KIND_TURN,
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"hand": 1,
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"turn": 0,
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"deadline": 946684800000,
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})
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await game_store.add_deadline(member, due_at=0.0)
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await deadlines.process_due(game_store, 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 deadlines.process_due(game_store, "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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