feat(online): draw who takes the first turn

Opening the game is an advantage — the first player picks from a whole
syllable, everyone after them plays what is left — and it went to whoever
created the room, making them favourite in every game of a series.

The seat list is rotated by a random offset before the engine sees it, so
everybody still plays in the order they sat down and only the starting
point moves. A bot room keeps the human opening.
This commit is contained in:
tiennm99 committed 2026-09-08 13:57:51 +07:00
1 parent a72af1f0ad
commit 49f14a1f5a
7 files changed
+351 -148

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+65 -17
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@@ -106,14 +106,27 @@ func TestStartWaitsForEveryGuest(t *testing.T) {
} }
host.startGame() host.startGame()
// Who leads is drawn, so what has to hold is that the room agrees on one
// leader and that exactly one player was dealt the turn.
lead, onTurn := "", 0
for _, c := range clients { for _, c := range clients {
start := c.await("game_started").GetGameStarted() start := c.await("game_started").GetGameStarted()
if got := len(start.GetPlayers()); got != 3 { if got := len(start.GetPlayers()); got != 3 {
t.Errorf("the game was dealt to %d players, want 3", got) t.Errorf("the game was dealt to %d players, want 3", got)
} }
if start.GetTurnPlayerId() != "p1" { switch {
t.Errorf("turn_player_id = %q, want p1 — seat order is turn order", start.GetTurnPlayerId()) case lead == "":
lead = start.GetTurnPlayerId()
case start.GetTurnPlayerId() != lead:
t.Errorf("turn_player_id = %q, want %q — the room must agree on who leads",
start.GetTurnPlayerId(), lead)
} }
if start.GetMyTurn() {
onTurn++
}
}
if onTurn != 1 {
t.Errorf("%d players were dealt the first turn, want exactly 1", onTurn)
} }
} }
@@ -177,46 +190,54 @@ func TestAGameOutlivesItsFirstElimination(t *testing.T) {
} }
// The player on turn gives up. Two are left, so the game does not end. // The player on turn gives up. Two are left, so the game does not end.
host.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_Resign{Resign: &noituv1.Resign{}}}) // Which player that is, is drawn at the start, so the test follows the
// turn rather than assuming the owner has it. Players are listed in turn
// order from the leader, so the seat after them inherits the position.
lead := onTurnClient(t, clients, starts)
leadID := starts[lead].GetTurnPlayerId()
nextID := starts[lead].GetPlayers()[1].GetPlayerId()
next := clientWithID(t, clients, starts, nextID)
lead.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_Resign{Resign: &noituv1.Resign{}}})
for _, c := range clients { for _, c := range clients {
out := c.await("player_eliminated").GetPlayerEliminated() out := c.await("player_eliminated").GetPlayerEliminated()
if out.GetPlayerId() != "p1" { if out.GetPlayerId() != leadID {
t.Errorf("%q went out, want p1", out.GetPlayerId()) t.Errorf("%q went out, want %q", out.GetPlayerId(), leadID)
} }
if got := out.GetIsMe(); got != (c == host) { if got := out.GetIsMe(); got != (c == lead) {
t.Errorf("is_me = %v for the wrong recipient", got) t.Errorf("is_me = %v for the wrong recipient", got)
} }
if c != host && len(out.GetSuggestions()) != 0 { if c != lead && len(out.GetSuggestions()) != 0 {
t.Errorf("a player who is still in was sent suggestions %v", out.GetSuggestions()) t.Errorf("a player who is still in was sent suggestions %v", out.GetSuggestions())
} }
} }
// A turn update with no word: the position survived the player who left it. // A turn update with no word: the position survived the player who left it.
update := second.await("turn_update").GetTurnUpdate() update := next.await("turn_update").GetTurnUpdate()
if update.GetPlayed() != nil { if update.GetPlayed() != nil {
t.Error("an elimination reported a word as played") t.Error("an elimination reported a word as played")
} }
if update.GetCurrentSyllable() != starts[second].GetCurrentSyllable() { if update.GetCurrentSyllable() != starts[next].GetCurrentSyllable() {
t.Errorf("the syllable moved on an elimination: %q -> %q", t.Errorf("the syllable moved on an elimination: %q -> %q",
starts[second].GetCurrentSyllable(), update.GetCurrentSyllable()) starts[next].GetCurrentSyllable(), update.GetCurrentSyllable())
} }
if update.GetTurnPlayerId() != "p2" || !update.GetMyTurn() { if update.GetTurnPlayerId() != nextID || !update.GetMyTurn() {
t.Errorf("turn went to %q, want p2", update.GetTurnPlayerId()) t.Errorf("turn went to %q, want %q", update.GetTurnPlayerId(), nextID)
} }
if update.GetTurnSeq() == starts[second].GetTurnSeq() { if update.GetTurnSeq() == starts[next].GetTurnSeq() {
t.Error("the turn sequence did not move, so a stale submission could still land") t.Error("the turn sequence did not move, so a stale submission could still land")
} }
// The player who went out is still in the room and still being told what // The player who went out is still in the room and still being told what
// is happening in it. // is happening in it.
watching := host.await("turn_update").GetTurnUpdate() watching := lead.await("turn_update").GetTurnUpdate()
if watching.GetMyTurn() { if watching.GetMyTurn() {
t.Error("an eliminated player was dealt a turn") t.Error("an eliminated player was dealt a turn")
} }
var eliminated bool var eliminated bool
for _, p := range watching.GetPlayers() { for _, p := range watching.GetPlayers() {
if p.GetPlayerId() == "p1" { if p.GetPlayerId() == leadID {
eliminated = p.GetEliminated() eliminated = p.GetEliminated()
} }
} }
@@ -225,12 +246,39 @@ func TestAGameOutlivesItsFirstElimination(t *testing.T) {
} }
// And they can still talk, which is the other half of staying in the room. // And they can still talk, which is the other half of staying in the room.
host.say("chúc may mắn") lead.say("chúc may mắn")
if got := second.await("chat_message").GetChatMessage().GetText(); got != "chúc may mắn" { if got := next.await("chat_message").GetChatMessage().GetText(); got != "chúc may mắn" {
t.Errorf("an eliminated player's message arrived as %q", got) t.Errorf("an eliminated player's message arrived as %q", got)
} }
} }
// onTurnClient is the client that drew the first turn.
func onTurnClient(t *testing.T, clients []*testClient, starts map[*testClient]*noituv1.GameStarted) *testClient {
t.Helper()
for _, c := range clients {
if starts[c].GetMyTurn() {
return c
}
}
t.Fatal("no client was dealt the first turn")
return nil
}
// clientWithID is the client seated at id, found through the is_me row it was
// sent — a client is told which seat is its own and nothing else identifies it.
func clientWithID(t *testing.T, clients []*testClient, starts map[*testClient]*noituv1.GameStarted, id string) *testClient {
t.Helper()
for _, c := range clients {
for _, p := range starts[c].GetPlayers() {
if p.GetIsMe() && p.GetPlayerId() == id {
return c
}
}
}
t.Fatalf("no client is seated at %q", id)
return nil
}
// The last elimination ends it, and everybody is shown the same table from // The last elimination ends it, and everybody is shown the same table from
// their own side. // their own side.
func TestStandingsReachEverySeat(t *testing.T) { func TestStandingsReachEverySeat(t *testing.T) {
+40 -37
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@@ -49,15 +49,16 @@ func TestNicknamesCannotStackCombiningMarks(t *testing.T) {
// each is a guard against the same mistake returning rather than a restatement // each is a guard against the same mistake returning rather than a restatement
// of behaviour already covered elsewhere. // of behaviour already covered elsewhere.
// startPvP runs two clients up to the point where the game is live. // startPvP runs two clients up to the point where the game is live, and hands
func startPvP(t *testing.T, url string) (host, guest *testClient, code string) { // them back in turn order: lead moves first, waits answers.
func startPvP(t *testing.T, url string) (lead, waits *testClient, code string) {
t.Helper() t.Helper()
host = dial(t, url) host := dial(t, url)
host.hello("Chủ phòng") host.hello("Chủ phòng")
host.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_CreateRoom{CreateRoom: &noituv1.CreateRoom{}}}) host.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_CreateRoom{CreateRoom: &noituv1.CreateRoom{}}})
code = host.await("room_state").GetRoomState().GetRoomCode() code = host.await("room_state").GetRoomState().GetRoomCode()
guest = dial(t, url) guest := dial(t, url)
guest.hello("Khách") guest.hello("Khách")
guest.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_JoinRoom{ guest.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_JoinRoom{
JoinRoom: &noituv1.JoinRoom{RoomCode: code}, JoinRoom: &noituv1.JoinRoom{RoomCode: code},
@@ -70,9 +71,11 @@ func startPvP(t *testing.T, url string) (host, guest *testClient, code string) {
guest.setReady(true) guest.setReady(true)
host.await("room_state") host.await("room_state")
host.startGame() host.startGame()
host.await("game_started") // Returned in turn order rather than as owner and joiner: the first turn
guest.await("game_started") // is drawn, so a test that plays a move has to be handed the player who
return host, guest, code // may play it.
lead, waits, _ = awaitLead(t, host, guest)
return lead, waits, code
} }
// silentFor asserts the client receives no message of the given kind within a // silentFor asserts the client receives no message of the given kind within a
@@ -234,50 +237,50 @@ func TestRoomCreationIsRateLimited(t *testing.T) {
// stopping after the first move as the alternation test does. // stopping after the first move as the alternation test does.
// //
// The dead end at the end of the chain does not decide the game by itself: // The dead end at the end of the chain does not decide the game by itself:
// the guest is left holding a turn nobody could answer, and it is the clock // the second player is left holding a turn nobody could answer, and it is the
// that ends it. The turn limit is short because this test spends one. // clock that ends it. The turn limit is short because this test spends one.
func TestPvPGameRunsToAWinner(t *testing.T) { func TestPvPGameRunsToAWinner(t *testing.T) {
_, url := newTestServer(t, chainDict(), Config{TurnLimit: time.Second}) _, url := newTestServer(t, chainDict(), Config{TurnLimit: time.Second})
host, guest, _ := startPvP(t, url) lead, waits, _ := startPvP(t, url)
// a b (opening) -> b c -> c d -> d e, after which the guest has nothing. // a b (opening) -> b c -> c d -> d e, after which waits has nothing.
host.submit("b c", 1) lead.submit("b c", 1)
guestTurn := awaitMyTurn(t, guest) waitsTurn := awaitMyTurn(t, waits)
guest.submit("c d", guestTurn.GetTurnSeq()) waits.submit("c d", waitsTurn.GetTurnSeq())
hostTurn := awaitMyTurn(t, host) leadTurn := awaitMyTurn(t, lead)
host.submit("d e", hostTurn.GetTurnSeq()) lead.submit("d e", leadTurn.GetTurnSeq())
// The elimination comes first and carries what the position had left, so // The elimination comes first and carries what the position had left, so
// it has to be read before the result it caused. // it has to be read before the result it caused.
guestOut := guest.await("player_eliminated").GetPlayerEliminated() loserOut := waits.await("player_eliminated").GetPlayerEliminated()
hostOut := host.await("player_eliminated").GetPlayerEliminated() winnerOut := lead.await("player_eliminated").GetPlayerEliminated()
if !guestOut.GetIsMe() || hostOut.GetIsMe() { if !loserOut.GetIsMe() || winnerOut.GetIsMe() {
t.Error("is_me should be true only for the player who went out") t.Error("is_me should be true only for the player who went out")
} }
hostOver := host.await("game_over").GetGameOver() winnerOver := lead.await("game_over").GetGameOver()
guestOver := guest.await("game_over").GetGameOver() loserOver := waits.await("game_over").GetGameOver()
if hostOver.GetIWon() == guestOver.GetIWon() { if winnerOver.GetIWon() == loserOver.GetIWon() {
t.Fatalf("both players were told the same outcome: host=%v guest=%v", t.Fatalf("both players were told the same outcome: lead=%v waits=%v",
hostOver.GetIWon(), guestOver.GetIWon()) winnerOver.GetIWon(), loserOver.GetIWon())
} }
if !hostOver.GetIWon() { if !winnerOver.GetIWon() {
t.Error("the player who left their opponent with no legal move should win") t.Error("the player who left their opponent with no legal move should win")
} }
if hostOver.GetReason() != noituv1.GameEndReason_GAME_END_REASON_NO_LEGAL_MOVE { if winnerOver.GetReason() != noituv1.GameEndReason_GAME_END_REASON_NO_LEGAL_MOVE {
t.Errorf("reason = %v, want NO_LEGAL_MOVE", hostOver.GetReason()) t.Errorf("reason = %v, want NO_LEGAL_MOVE", winnerOver.GetReason())
} }
// Nothing could have been played, and the empty list is how the player who // Nothing could have been played, and the empty list is how the player who
// was stuck is told so. It rides on the elimination rather than the // was stuck is told so. It rides on the elimination rather than the
// result: it describes the position they were looking at, which by the end // result: it describes the position they were looking at, which by the end
// of a longer game is nobody else's position. // of a longer game is nobody else's position.
if got := guestOut.GetSuggestions(); len(got) != 0 { if got := loserOut.GetSuggestions(); len(got) != 0 {
t.Errorf("the losing player was offered %v out of a dead end, want nothing", got) t.Errorf("the losing player was offered %v out of a dead end, want nothing", got)
} }
if got := hostOut.GetSuggestions(); len(got) != 0 { if got := winnerOut.GetSuggestions(); len(got) != 0 {
t.Errorf("the winner was sent suggestions %v, want none", got) t.Errorf("the winner was sent suggestions %v, want none", got)
} }
} }
@@ -287,23 +290,23 @@ func TestPvPGameRunsToAWinner(t *testing.T) {
// shown some of them. // shown some of them.
func TestLosingPlayerIsToldWhatCouldHaveBeenPlayed(t *testing.T) { func TestLosingPlayerIsToldWhatCouldHaveBeenPlayed(t *testing.T) {
_, url := newTestServer(t, chainDict(), Config{TurnLimit: 10 * time.Second}) _, url := newTestServer(t, chainDict(), Config{TurnLimit: 10 * time.Second})
host, guest, _ := startPvP(t, url) lead, waits, _ := startPvP(t, url)
// The opening is "a b", so "b c" is still there to be played. // The opening is "a b", so "b c" is still there to be played.
guest.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_Resign{Resign: &noituv1.Resign{}}}) waits.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_Resign{Resign: &noituv1.Resign{}}})
guestOut := guest.await("player_eliminated").GetPlayerEliminated() loserOut := waits.await("player_eliminated").GetPlayerEliminated()
hostOut := host.await("player_eliminated").GetPlayerEliminated() winnerOut := lead.await("player_eliminated").GetPlayerEliminated()
guestOver := guest.await("game_over").GetGameOver() loserOver := waits.await("game_over").GetGameOver()
if guestOver.GetIWon() { if loserOver.GetIWon() {
t.Fatal("the player who resigned was told they won") t.Fatal("the player who resigned was told they won")
} }
if got := guestOut.GetSuggestions(); !slices.Equal(got, []string{"b c"}) { if got := loserOut.GetSuggestions(); !slices.Equal(got, []string{"b c"}) {
t.Errorf("suggestions = %v, want [b c]", got) t.Errorf("suggestions = %v, want [b c]", got)
} }
if got := hostOut.GetSuggestions(); len(got) != 0 { if got := winnerOut.GetSuggestions(); len(got) != 0 {
t.Errorf("the winner was sent suggestions %v, want none", got) t.Errorf("the winner was sent suggestions %v, want none", got)
} }
} }
+17 -2
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@@ -5,6 +5,7 @@ import (
"iter" "iter"
"log/slog" "log/slog"
"math/rand/v2" "math/rand/v2"
"slices"
"time" "time"
noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1" noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
@@ -696,6 +697,19 @@ func (r *room) beginGame() error {
ids = append(ids, s.id) ids = append(ids, s.id)
} }
} }
// Who leads is drawn rather than owned. Opening the game is an advantage —
// the first player picks from a whole syllable, everyone after them plays
// what is left of it — and giving it to whoever happened to create the
// room would make the same person favourite in every game of a series.
//
// Rotating rather than shuffling keeps the table intact: everybody still
// plays in the order they sat down, the cycle just starts somewhere else.
// A bot room is left alone; it has no table to be fair about, and the
// human opens.
if r.strategy == nil {
lead := rand.IntN(len(ids))
ids = slices.Concat(ids[lead:], ids[:lead])
}
engine, err := game.New(r.dict, ids, opening, r.turnLimit, time.Now()) engine, err := game.New(r.dict, ids, opening, r.turnLimit, time.Now())
if err != nil { if err != nil {
@@ -1452,8 +1466,9 @@ func (r *room) broadcastRoomState() {
} }
} }
// playerSlots renders the seating for one recipient, in seat order — which is // playerSlots renders the seating for one recipient, in seat order. That is
// also the turn order a game started from this lobby will use. // the order they will play in, but not who plays first: the lead is drawn when
// the game starts, and the table sent with it is the one in turn order.
func (r *room) playerSlots(me game.PlayerID) []*noituv1.PlayerSlot { func (r *room) playerSlots(me game.PlayerID) []*noituv1.PlayerSlot {
slots := make([]*noituv1.PlayerSlot, 0, maxPlayers) slots := make([]*noituv1.PlayerSlot, 0, maxPlayers)
for _, s := range r.seats { for _, s := range r.seats {
+90 -30
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@@ -5,6 +5,7 @@ import (
"errors" "errors"
"fmt" "fmt"
"iter" "iter"
"math/rand/v2"
"net/http/httptest" "net/http/httptest"
"runtime" "runtime"
"slices" "slices"
@@ -15,6 +16,7 @@ import (
"github.com/coder/websocket" "github.com/coder/websocket"
noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1" noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
"github.com/tiennm99dev/noitu/server/internal/bot"
"github.com/tiennm99dev/noitu/server/internal/game" "github.com/tiennm99dev/noitu/server/internal/game"
"google.golang.org/protobuf/proto" "google.golang.org/protobuf/proto"
) )
@@ -334,6 +336,55 @@ func TestBotGamePlaysToCompletion(t *testing.T) {
} }
} }
// TestTheFirstTurnIsDrawn checks that opening the room is not the same as
// opening the game. Moving first is an advantage, and handing it to the owner
// every time would make them favourite in every game of a series.
func TestTheFirstTurnIsDrawn(t *testing.T) {
// Started here rather than over a pair of sockets: a series long enough to
// tell a draw from a fixed lead is far more starts than a lobby's rate
// limiter allows, and none of what is being checked is on the wire.
r := &room{dict: chainDict(), turnLimit: time.Second}
r.seats[0] = &seat{id: "p1"}
r.seats[1] = &seat{id: "p2"}
// There are two outcomes, so a series that only ever shows one of them is
// a lead that is not being drawn. A fixed lead fails this every time; a
// fair draw fails it about once in five hundred million runs.
const games = 30
led := map[game.PlayerID]int{}
for range games {
if err := r.beginGame(); err != nil {
t.Fatalf("beginGame: %v", err)
}
led[r.engine.Turn()]++
}
if led["p1"] == 0 || led["p2"] == 0 {
t.Errorf("over %d games p1 led %d and p2 %d; the first turn is not being drawn",
games, led["p1"], led["p2"])
}
}
// The one room where the lead is not drawn: the human opens against the bot.
func TestABotGameOpensWithTheHuman(t *testing.T) {
strategy, err := bot.New(bot.Easy, rand.New(rand.NewPCG(1, 2)))
if err != nil {
t.Fatalf("bot.New: %v", err)
}
r := &room{dict: chainDict(), turnLimit: time.Second, strategy: strategy}
r.seats[0] = &seat{id: "p1"}
r.seats[1] = &seat{id: botPlayerID}
for range 20 {
if err := r.beginGame(); err != nil {
t.Fatalf("beginGame: %v", err)
}
if got := r.engine.Turn(); got != "p1" {
t.Fatalf("the bot game opened on %q, want the human", got)
}
}
}
// TestPvPGameAlternatesTurns runs two clients through a full game and checks // TestPvPGameAlternatesTurns runs two clients through a full game and checks
// that each sees the other's move rendered from its own side. // that each sees the other's move rendered from its own side.
func TestPvPGameAlternatesTurns(t *testing.T) { func TestPvPGameAlternatesTurns(t *testing.T) {
@@ -351,37 +402,29 @@ func TestPvPGameAlternatesTurns(t *testing.T) {
}}) }})
readyAndStart(t, host, guest) readyAndStart(t, host, guest)
hostStart := host.await("game_started").GetGameStarted() lead, waits, start := awaitLead(t, host, guest)
guestStart := guest.await("game_started").GetGameStarted()
if hostStart.GetMyTurn() == guestStart.GetMyTurn() { lead.submit("b c", start.GetTurnSeq())
t.Fatal("exactly one player must be on turn")
}
if !hostStart.GetMyTurn() {
t.Fatal("the room creator takes the first turn")
}
host.submit("b c", hostStart.GetTurnSeq())
// The same move, rendered per recipient: by_me flips, my_turn flips. // The same move, rendered per recipient: by_me flips, my_turn flips.
hostUpdate := host.await("turn_update").GetTurnUpdate() moverUpdate := lead.await("turn_update").GetTurnUpdate()
guestUpdate := guest.await("turn_update").GetTurnUpdate() otherUpdate := waits.await("turn_update").GetTurnUpdate()
if !hostUpdate.GetPlayed().GetByMe() { if !moverUpdate.GetPlayed().GetByMe() {
t.Error("mover should see by_me = true") t.Error("mover should see by_me = true")
} }
if guestUpdate.GetPlayed().GetByMe() { if otherUpdate.GetPlayed().GetByMe() {
t.Error("opponent should see by_me = false") t.Error("opponent should see by_me = false")
} }
if hostUpdate.GetMyTurn() { if moverUpdate.GetMyTurn() {
t.Error("mover should not be on turn after moving") t.Error("mover should not be on turn after moving")
} }
if !guestUpdate.GetMyTurn() { if !otherUpdate.GetMyTurn() {
t.Error("opponent should now be on turn") t.Error("opponent should now be on turn")
} }
if myScore(hostUpdate) != otherScore(guestUpdate) { if myScore(moverUpdate) != otherScore(otherUpdate) {
t.Errorf("scores disagree across recipients: %d vs %d", t.Errorf("scores disagree across recipients: %d vs %d",
myScore(hostUpdate), otherScore(guestUpdate)) myScore(moverUpdate), otherScore(otherUpdate))
} }
} }
@@ -402,10 +445,9 @@ func TestTurnTimeoutEndsGameServerSide(t *testing.T) {
}}) }})
readyAndStart(t, host, guest) readyAndStart(t, host, guest)
host.await("game_started") _, waits, _ := awaitLead(t, host, guest)
guest.await("game_started")
over := guest.await("game_over").GetGameOver() over := waits.await("game_over").GetGameOver()
if !over.GetIWon() { if !over.GetIWon() {
t.Error("the player who did not time out should win") t.Error("the player who did not time out should win")
} }
@@ -471,17 +513,16 @@ func TestReplayingAWordIsRejected(t *testing.T) {
JoinRoom: &noituv1.JoinRoom{RoomCode: code}, JoinRoom: &noituv1.JoinRoom{RoomCode: code},
}}) }})
readyAndStart(t, host, guest) readyAndStart(t, host, guest)
hostStart := host.await("game_started").GetGameStarted() lead, waits, start := awaitLead(t, host, guest)
guest.await("game_started")
// Opening "a b" is used and current syllable is "b". Play "b a" so the // Opening "a b" is used and current syllable is "b". Play "b a" so the
// syllable returns to "a", where the opening word now links legally. // syllable returns to "a", where the opening word now links legally.
host.submit("b a", hostStart.GetTurnSeq()) lead.submit("b a", start.GetTurnSeq())
guestTurn := guest.await("turn_update").GetTurnUpdate() replyTurn := waits.await("turn_update").GetTurnUpdate()
guest.submit("a b", guestTurn.GetTurnSeq()) waits.submit("a b", replyTurn.GetTurnSeq())
got := guest.await("move_rejected").GetMoveRejected() got := waits.await("move_rejected").GetMoveRejected()
if got.GetReason() != noituv1.RejectReason_REJECT_REASON_ALREADY_USED { if got.GetReason() != noituv1.RejectReason_REJECT_REASON_ALREADY_USED {
t.Errorf("reason = %v, want ALREADY_USED", got.GetReason()) t.Errorf("reason = %v, want ALREADY_USED", got.GetReason())
} }
@@ -522,7 +563,7 @@ func TestResumeWithinGraceRestoresGame(t *testing.T) {
JoinRoom: &noituv1.JoinRoom{RoomCode: code}, JoinRoom: &noituv1.JoinRoom{RoomCode: code},
}}) }})
readyAndStart(t, host, guest) readyAndStart(t, host, guest)
host.await("game_started") hostStart := host.await("game_started").GetGameStarted()
guest.await("game_started") guest.await("game_started")
_ = host.conn.Close(websocket.StatusGoingAway, "") _ = host.conn.Close(websocket.StatusGoingAway, "")
@@ -547,8 +588,8 @@ func TestResumeWithinGraceRestoresGame(t *testing.T) {
if restored.GetOpeningWord() != "a b" { if restored.GetOpeningWord() != "a b" {
t.Errorf("resumed on %q, want the original opening", restored.GetOpeningWord()) t.Errorf("resumed on %q, want the original opening", restored.GetOpeningWord())
} }
if !restored.GetMyTurn() { if restored.GetMyTurn() != hostStart.GetMyTurn() {
t.Error("the resumed player was on turn and should still be") t.Error("the resumed player should come back to the turn they left")
} }
} }
@@ -1044,6 +1085,25 @@ func readyAndStart(t *testing.T, host, guest *testClient) {
host.startGame() host.startGame()
} }
// awaitLead reads both game_started messages and sorts the pair into the one
// that drew the first turn and the one that waits.
//
// The lead is random per game, so a test that needs to play a move has to ask
// who may play it rather than assume the room's creator. It returns the
// leader's GameStarted for its turn_seq.
func awaitLead(t *testing.T, host, guest *testClient) (lead, waits *testClient, started *noituv1.GameStarted) {
t.Helper()
hostStart := host.await("game_started").GetGameStarted()
guestStart := guest.await("game_started").GetGameStarted()
if hostStart.GetMyTurn() == guestStart.GetMyTurn() {
t.Fatal("exactly one player must be on turn")
}
if hostStart.GetMyTurn() {
return host, guest, hostStart
}
return guest, host, guestStart
}
func (c *testClient) setReady(ready bool) { func (c *testClient) setReady(ready bool) {
c.t.Helper() c.t.Helper()
c.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_SetReady{ c.send(&noituv1.ClientMessage{Payload: &noituv1.ClientMessage_SetReady{
+30
View File
@@ -31,6 +31,36 @@ export async function waitForMyTurn(page) {
await expect(board(page).turn).toHaveText('Đến lượt bạn', { timeout: 30_000 }); await expect(board(page).turn).toHaveText('Đến lượt bạn', { timeout: 30_000 });
} }
/**
* Waits until one of these players is on turn, and sorts them into the one who
* has it and the ones who do not.
*
* Who moves first is drawn when the game starts, so a test that plays a move
* has to ask rather than assume the room's owner. It polls the indicators
* together instead of waiting on one page, because the state being waited for
* belongs to the room and not to any single player.
*
* @param {import('@playwright/test').Page[]} pages
* @returns {Promise<{lead: import('@playwright/test').Page, waits: import('@playwright/test').Page[]}>}
*/
export async function awaitTurn(...pages) {
let onTurn = -1;
await expect
.poll(
async () => {
const shown = await Promise.all(
pages.map((page) => board(page).turn.textContent().catch(() => null))
);
onTurn = shown.findIndex((text) => (text ?? '').trim() === 'Đến lượt bạn');
return onTurn;
},
{ timeout: 30_000, message: 'nobody was dealt the turn' }
)
.toBeGreaterThanOrEqual(0);
return { lead: pages[onTurn], waits: pages.filter((_, i) => i !== onTurn) };
}
/** /**
* Types a word and sends it. The field is uncontrolled on purpose, so this * Types a word and sends it. The field is uncontrolled on purpose, so this
* fills and submits exactly as a player would. * fills and submits exactly as a player would.
+78 -46
View File
@@ -1,5 +1,6 @@
import { expect, test } from '@playwright/test'; import { expect, test } from '@playwright/test';
import { import {
awaitTurn,
board, board,
chainWords, chainWords,
chat, chat,
@@ -48,14 +49,22 @@ async function joinRoom(page, nickname, code) {
await page.getByRole('button', { name: 'Vào phòng' }).click(); await page.getByRole('button', { name: 'Vào phòng' }).click();
} }
/** Seats a pair and plays them into a game, which is where most tests start. */ /**
* Seats a pair and plays them into a game, which is where most tests start.
*
* Also handed back as lead and second: the first turn is drawn, so a test that
* plays a move takes the player who may play it rather than the owner.
*/
async function playingPair(browser) { async function playingPair(browser) {
const pair = await twoPlayers(browser); const pair = await twoPlayers(browser);
const code = await createRoom(pair.host, 'Minh'); const code = await createRoom(pair.host, 'Minh');
await joinRoom(pair.guest, 'Lan', code); await joinRoom(pair.guest, 'Lan', code);
await readyAndStart(pair.host, pair.guest); await readyAndStart(pair.host, pair.guest);
await waitForMyTurn(pair.host); const {
return { ...pair, code }; lead,
waits: [second]
} = await awaitTurn(pair.host, pair.guest);
return { ...pair, code, lead, second };
} }
test.describe('playing a stranger', () => { test.describe('playing a stranger', () => {
@@ -69,11 +78,15 @@ test.describe('playing a stranger', () => {
await joinRoom(guest, 'Lan', code); await joinRoom(guest, 'Lan', code);
await readyAndStart(host, guest); await readyAndStart(host, guest);
// Both boards come up, and exactly one player is on turn. // Both boards come up, and exactly one player is on turn — which of
await waitForMyTurn(host); // them is drawn when the game starts.
const {
lead,
waits: [waiting]
} = await awaitTurn(host, guest);
// Whose turn it is, by name: with four seats "the opponent" would stop // Whose turn it is, by name: with four seats "the opponent" would stop
// naming anybody. // naming anybody.
await expect(board(guest).turn).toHaveText('Đến lượt Minh…'); await expect(board(waiting).turn).toHaveText(`Đến lượt ${lead === host ? 'Minh' : 'Lan'}…`);
// Each side is shown the other's server-sanitized name. Scoped to the // Each side is shown the other's server-sanitized name. Scoped to the
// scoreboard: the turn indicator names a player too, so an unscoped // scoreboard: the turn indicator names a player too, so an unscoped
@@ -81,16 +94,16 @@ test.describe('playing a stranger', () => {
await expect(host.getByTestId('scoreboard').getByText('Lan')).toBeVisible(); await expect(host.getByTestId('scoreboard').getByText('Lan')).toBeVisible();
await expect(guest.getByTestId('scoreboard').getByText('Minh')).toBeVisible(); await expect(guest.getByTestId('scoreboard').getByText('Minh')).toBeVisible();
const used = new Set(await chainWords(host)); const used = new Set(await chainWords(lead));
const hostWord = await playLegalMove(host, used); const opening = await playLegalMove(lead, used);
// The move crosses to the other browser, and the turn goes with it. // The move crosses to the other browser, and the turn goes with it.
await expect(guest.getByText(hostWord, { exact: true }).first()).toBeVisible(); await expect(waiting.getByText(opening, { exact: true }).first()).toBeVisible();
await waitForMyTurn(guest); await waitForMyTurn(waiting);
const guestWord = await playLegalMove(guest, used); const reply = await playLegalMove(waiting, used);
await expect(host.getByText(guestWord, { exact: true }).first()).toBeVisible(); await expect(lead.getByText(reply, { exact: true }).first()).toBeVisible();
await waitForMyTurn(host); await waitForMyTurn(lead);
await close(); await close();
}); });
@@ -107,7 +120,7 @@ test.describe('playing a stranger', () => {
await expect(guest.getByTestId('ready')).toBeVisible(); await expect(guest.getByTestId('ready')).toBeVisible();
await readyAndStart(host, guest); await readyAndStart(host, guest);
await waitForMyTurn(host); await awaitTurn(host, guest);
await expect(board(guest).syllable).toBeVisible(); await expect(board(guest).syllable).toBeVisible();
await close(); await close();
@@ -145,7 +158,7 @@ test.describe('playing a stranger', () => {
// A new game in the same room: the code is unchanged and the board is // A new game in the same room: the code is unchanged and the board is
// back to a single opening word. // back to a single opening word.
await waitForMyTurn(host); await awaitTurn(host, guest);
await expect(host.getByText(code)).toBeVisible(); await expect(host.getByText(code)).toBeVisible();
expect(await chainWords(host)).toHaveLength(1); expect(await chainWords(host)).toHaveLength(1);
@@ -270,7 +283,7 @@ test.describe('playing a stranger', () => {
// And the conversation follows them into the game, where a screen this // And the conversation follows them into the game, where a screen this
// wide keeps it beside the board rather than folding it away. // wide keeps it beside the board rather than folding it away.
await readyAndStart(host, guest); await readyAndStart(host, guest);
await waitForMyTurn(host); await awaitTurn(host, guest);
await expect(chat(host).log).toContainText('chào bạn'); await expect(chat(host).log).toContainText('chào bạn');
await close(); await close();
@@ -294,7 +307,7 @@ test.describe('playing a stranger', () => {
await expect(chat(host).log).toContainText('hai'); await expect(chat(host).log).toContainText('hai');
await readyAndStart(host, guest); await readyAndStart(host, guest);
await waitForMyTurn(host); await awaitTurn(host, guest);
// The panel that folds on the way into the game is the one that was // The panel that folds on the way into the game is the one that was
// open in the lobby. What it had already shown is not new mail. // open in the lobby. What it had already shown is not new mail.
@@ -314,19 +327,19 @@ test.describe('playing a stranger', () => {
}); });
test('a turn arriving does not take the chat field away', async ({ browser }) => { test('a turn arriving does not take the chat field away', async ({ browser }) => {
const { host, guest, close } = await playingPair(browser); const { lead, second, close } = await playingPair(browser);
// The guest starts typing while the host is still on turn. The word // The player waiting starts typing while the other is still on turn.
// field wants focus the moment a turn lands, and taking it here would // The word field wants focus the moment a turn lands, and taking it
// drop the rest of the sentence into the game. // here would drop the rest of the sentence into the game.
await chat(guest).input.click(); await chat(second).input.click();
await chat(guest).input.fill('đang gõ dở'); await chat(second).input.fill('đang gõ dở');
await playLegalMove(host, new Set(await chainWords(host))); await playLegalMove(lead, new Set(await chainWords(lead)));
await waitForMyTurn(guest); await waitForMyTurn(second);
await expect(chat(guest).input).toBeFocused(); await expect(chat(second).input).toBeFocused();
await expect(chat(guest).input).toHaveValue('đang gõ dở'); await expect(chat(second).input).toHaveValue('đang gõ dở');
await close(); await close();
}); });
@@ -470,10 +483,17 @@ test.describe('playing a stranger', () => {
await expect(host.getByTestId('start-game')).toBeDisabled(); await expect(host.getByTestId('start-game')).toBeDisabled();
await readyAndStart(host, ...players); await readyAndStart(host, ...players);
// Four boards, and exactly one player on turn. // Four boards, and exactly one player on turn — whoever the draw dealt
await waitForMyTurn(host); // it to. The other three are all told the same name.
for (const page of [guest, ...players]) { const names = new Map([
await expect(board(page).turn).toHaveText('Đến lượt Minh…'); [host, 'Minh'],
[guest, 'Lan'],
[players[0], 'Nam'],
[players[1], 'Hà']
]);
const { lead, waits } = await awaitTurn(host, guest, ...players);
for (const page of waits) {
await expect(board(page).turn).toHaveText(`Đến lượt ${names.get(lead)}…`);
} }
await fifthContext.close(); await fifthContext.close();
@@ -496,29 +516,41 @@ test.describe('playing a stranger', () => {
await joinRoom(third, 'Nam', code); await joinRoom(third, 'Nam', code);
await readyAndStart(host, guest, third); await readyAndStart(host, guest, third);
await waitForMyTurn(host);
host.on('dialog', (dialog) => dialog.accept()); // The player who drew the first turn is the one who gives it up, so
await host.getByRole('button', { name: 'Đầu hàng' }).click(); // the position is inherited rather than merely passed over.
const names = new Map([
[host, 'Minh'],
[guest, 'Lan'],
[third, 'Nam']
]);
const { lead, waits } = await awaitTurn(host, guest, third);
lead.on('dialog', (dialog) => dialog.accept());
await lead.getByRole('button', { name: 'Đầu hàng' }).click();
// Out, but still in the room: no input, no result screen, and the game // Out, but still in the room: no input, no result screen, and the game
// carrying on in front of them. // carrying on in front of them.
await expect(host.getByTestId('eliminated')).toBeVisible(); await expect(lead.getByTestId('eliminated')).toBeVisible();
await expect(host.getByRole('textbox', { name: 'Nhập từ của bạn' })).toHaveCount(0); await expect(lead.getByRole('textbox', { name: 'Nhập từ của bạn' })).toHaveCount(0);
await expect(host.getByRole('heading', { name: 'Bạn thua.' })).toHaveCount(0); await expect(lead.getByRole('heading', { name: 'Bạn thua.' })).toHaveCount(0);
await expect(host.getByTestId('turn-indicator')).toHaveText('Đến lượt Lan…');
// The others are told who went out, and one of them is now on turn. // The others are told who went out, and the next of them is on turn —
await expect(guest.getByTestId('player-out')).toContainText('Minh'); // which the player who left is shown by name.
await waitForMyTurn(guest); const {
lead: next,
waits: [last]
} = await awaitTurn(...waits);
await expect(lead.getByTestId('turn-indicator')).toHaveText(`Đến lượt ${names.get(next)}…`);
await expect(next.getByTestId('player-out')).toContainText(names.get(lead));
// The last two settle it, and everybody sees the same table. // The last two settle it, and everybody sees the same table.
guest.on('dialog', (dialog) => dialog.accept()); next.on('dialog', (dialog) => dialog.accept());
await guest.getByRole('button', { name: 'Đầu hàng' }).click(); await next.getByRole('button', { name: 'Đầu hàng' }).click();
await expect(third.getByRole('heading', { name: 'Bạn thắng!' })).toBeVisible(); await expect(last.getByRole('heading', { name: 'Bạn thắng!' })).toBeVisible();
await expect(host.getByRole('heading', { name: 'Bạn thua.' })).toBeVisible(); await expect(lead.getByRole('heading', { name: 'Bạn thua.' })).toBeVisible();
await expect(host.getByTestId('standings').locator('li')).toHaveCount(3); await expect(lead.getByTestId('standings').locator('li')).toHaveCount(3);
await thirdContext.close(); await thirdContext.close();
await close(); await close();
+31 -16
View File
@@ -1,5 +1,6 @@
import { expect, test } from '@playwright/test'; import { expect, test } from '@playwright/test';
import { import {
awaitTurn,
board, board,
chainWords, chainWords,
playLegalMove, playLegalMove,
@@ -19,6 +20,10 @@ import { cuttableSocket } from './socket-cut.js';
/** /**
* Seats two players in a room and returns them with the room code. * Seats two players in a room and returns them with the room code.
* *
* The pair comes back twice over: as owner and joiner, which is what the seat
* ids and the names follow, and as lead and second, which is who the first
* turn was drawn for.
*
* @param {import('@playwright/test').Browser} browser * @param {import('@playwright/test').Browser} browser
*/ */
async function pvpRoom(browser) { async function pvpRoom(browser) {
@@ -37,12 +42,21 @@ async function pvpRoom(browser) {
await guest.getByLabel('Mã phòng').fill(code); await guest.getByLabel('Mã phòng').fill(code);
await guest.getByRole('button', { name: 'Vào phòng' }).click(); await guest.getByRole('button', { name: 'Vào phòng' }).click();
await readyAndStart(host, guest); await readyAndStart(host, guest);
await waitForMyTurn(host); const {
lead,
waits: [second]
} = await awaitTurn(host, guest);
return { return {
host, host,
guest, guest,
code, code,
lead,
second,
/** @param {import('@playwright/test').Page} page */
seatOf: (page) => (page === host ? 'p1' : 'p2'),
/** @param {import('@playwright/test').Page} page */
nameOf: (page) => (page === host ? 'Minh' : 'Lan'),
async close() { async close() {
await hostContext.close(); await hostContext.close();
await guestContext.close(); await guestContext.close();
@@ -54,31 +68,32 @@ test.describe('losing the connection', () => {
test('the opponent is told, and a return inside the window resumes the game', async ({ test('the opponent is told, and a return inside the window resumes the game', async ({
browser browser
}) => { }) => {
const { host, guest, close } = await pvpRoom(browser); const { lead, second, seatOf, nameOf, close } = await pvpRoom(browser);
const used = new Set(await chainWords(host)); // The player who drops is the one holding the turn, so what has to come
await playLegalMove(host, used); // back is a position somebody owes a move to.
await waitForMyTurn(guest); const used = new Set(await chainWords(lead));
await playLegalMove(lead, used);
await waitForMyTurn(second);
const hostSyllable = (await board(host).syllable.textContent())?.trim() ?? ''; const syllable = (await board(lead).syllable.textContent())?.trim() ?? '';
// Navigating away takes the socket with it, which is what the server // Navigating away takes the socket with it, which is what the server
// sees when a player loses their connection. The resume token lives in // sees when a player loses their connection. The resume token lives in
// this tab's session storage, so coming back can reclaim the seat. // this tab's session storage, so coming back can reclaim the seat.
await guest.goto('about:blank'); await second.goto('about:blank');
await expect(host.getByTestId('away-p2')).toContainText('Lan mất kết nối', { const away = lead.getByTestId(`away-${seatOf(second)}`);
timeout: 20_000 await expect(away).toContainText(`${nameOf(second)} mất kết nối`, { timeout: 20_000 });
});
// Back inside the grace window. // Back inside the grace window.
await guest.goto('/online'); await second.goto('/online');
// The seat is restored: the host stops waiting, and the returning player // The seat is restored: the other player stops waiting, and the one who
// is looking at the same position rather than the lobby. // returned is looking at the same position rather than the lobby.
await expect(host.getByTestId('away-p2')).toHaveCount(0, { timeout: 20_000 }); await expect(away).toHaveCount(0, { timeout: 20_000 });
await expect(board(guest).syllable).toHaveText(hostSyllable, { timeout: 20_000 }); await expect(board(second).syllable).toHaveText(syllable, { timeout: 20_000 });
await expect(board(guest).turn).toHaveText('Đến lượt bạn'); await expect(board(second).turn).toHaveText('Đến lượt bạn');
await close(); await close();
}); });