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state_test.go
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state_test.go
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package boardgame
import (
"encoding/json"
"io/ioutil"
"testing"
jd "github.com/josephburnett/jd/lib"
"github.com/workfit/tester/assert"
)
func TestPlayerIndex(t *testing.T) {
game := testDefaultGame(t, false)
state := game.CurrentState()
for i := 0; i < game.NumPlayers(); i++ {
pState := state.ImmutablePlayerStates()[i]
assert.For(t, i).ThatActual(pState.StatePropertyRef().PlayerIndex).Equals(PlayerIndex(i))
}
}
func TestStatePropertyRefValidate(t *testing.T) {
game := testDefaultGame(t, false)
state := game.CurrentState()
tests := []struct {
description string
ref StatePropertyRef
errExpected bool
}{
{
"No prop name",
StatePropertyRef{
Group: StateGroupGame,
},
false,
},
{
"Basic existing game property",
StatePropertyRef{
Group: StateGroupGame,
PropName: "MyIntSlice",
},
false,
},
{
"Basic existing player property",
StatePropertyRef{
Group: StateGroupPlayer,
PropName: "IsFoo",
},
false,
},
{
"Basic existing dynamic component values property",
StatePropertyRef{
Group: StateGroupDynamicComponentValues,
PropName: "IntVar",
DeckName: "test",
},
false,
},
{
"Basic existing component values property",
StatePropertyRef{
Group: StateGroupComponentValues,
PropName: "Integer",
DeckName: "test",
},
false,
},
{
"Basic existing game property that doesn't exist",
StatePropertyRef{
Group: StateGroupGame,
PropName: "NonExistent",
},
true,
},
{
"Basic existing player property that doesn't exist",
StatePropertyRef{
Group: StateGroupPlayer,
PropName: "Nonexistent",
},
true,
},
{
"Basic existing dynamic component values property that doesn't exist",
StatePropertyRef{
Group: StateGroupDynamicComponentValues,
PropName: "Nonexistent",
DeckName: "test",
},
true,
},
{
"Basic existing component values property that doesn't exist",
StatePropertyRef{
Group: StateGroupComponentValues,
PropName: "Nonexistent",
DeckName: "test",
},
true,
},
{
"Basic existing dynamic component values property missing deck",
StatePropertyRef{
Group: StateGroupDynamicComponentValues,
PropName: "IntVar",
},
true,
},
{
"Basic existing component values property missing deck",
StatePropertyRef{
Group: StateGroupComponentValues,
PropName: "Integer",
},
true,
},
{
"Basic existing dynamic component values property invalid deck",
StatePropertyRef{
Group: StateGroupDynamicComponentValues,
PropName: "IntVar",
DeckName: "invaliddeckname",
},
true,
},
{
"Basic existing component values property invalid deck",
StatePropertyRef{
Group: StateGroupComponentValues,
PropName: "Integer",
DeckName: "invaliddeckname",
},
true,
},
{
"Basic existing dynamic component values property invalid index",
StatePropertyRef{
Group: StateGroupDynamicComponentValues,
PropName: "IntVar",
DeckName: "test",
DeckIndex: 1000,
},
true,
},
{
"Basic existing component values property invalid index",
StatePropertyRef{
Group: StateGroupComponentValues,
PropName: "Integer",
DeckName: "test",
DeckIndex: 1000,
},
true,
},
{
"Basic existing player property negative player index",
StatePropertyRef{
Group: StateGroupPlayer,
PropName: "IsFoo",
PlayerIndex: -2,
},
true,
},
{
"Basic existing player property too-high player index",
StatePropertyRef{
Group: StateGroupPlayer,
PropName: "IsFoo",
PlayerIndex: 10,
},
true,
},
{
"Game property with player index set",
StatePropertyRef{
Group: StateGroupGame,
PropName: "DrawDeck",
PlayerIndex: 2,
},
true,
},
{
"Game property with dynamic component deck set",
StatePropertyRef{
Group: StateGroupGame,
PropName: "DrawDeck",
DeckName: "nonempty",
},
true,
},
}
for i, test := range tests {
err := test.ref.Validate(state)
if test.errExpected {
assert.For(t, i, test.description).ThatActual(err).IsNotNil()
} else {
assert.For(t, i, test.description).ThatActual(err).IsNil()
}
}
}
func TestPlayerIndexNextPrevious(t *testing.T) {
game := testGame(t, false, 3, nil, nil)
state := game.CurrentState()
tests := []struct {
p PlayerIndex
expectedNext PlayerIndex
expectedPrev PlayerIndex
}{
{
0,
1,
2,
},
{
2,
0,
1,
},
{
AdminPlayerIndex,
AdminPlayerIndex,
AdminPlayerIndex,
},
{
ObserverPlayerIndex,
ObserverPlayerIndex,
ObserverPlayerIndex,
},
}
for i, test := range tests {
result := test.p.Next(state)
assert.For(t, "next", i).ThatActual(result).Equals(test.expectedNext)
result = test.p.Previous(state)
assert.For(t, "prev", i).ThatActual(result).Equals(test.expectedPrev)
}
}
func TestPlayerIndexValid(t *testing.T) {
gameThreePlayers := testGame(t, false, 3, nil, nil)
stateThreePlayers := gameThreePlayers.CurrentState()
tests := []struct {
p PlayerIndex
state ImmutableState
expected bool
}{
{
0,
stateThreePlayers,
true,
},
{
ObserverPlayerIndex,
stateThreePlayers,
true,
},
{
AdminPlayerIndex,
stateThreePlayers,
true,
},
{
AdminPlayerIndex - 1,
stateThreePlayers,
false,
},
{
4,
stateThreePlayers,
false,
},
{
3,
stateThreePlayers,
false,
},
}
for i, test := range tests {
result := test.p.Valid(test.state)
assert.For(t, "valid", i).ThatActual(result).Equals(test.expected)
}
}
func TestPlayerIndexEquivalent(t *testing.T) {
equivalentTests := []struct {
p PlayerIndex
other PlayerIndex
expected bool
}{
{
0,
0,
true,
},
{
0,
1,
false,
},
{
AdminPlayerIndex,
0,
true,
},
{
AdminPlayerIndex,
ObserverPlayerIndex,
false,
},
{
ObserverPlayerIndex,
1,
false,
},
{
0,
AdminPlayerIndex,
true,
},
{
AdminPlayerIndex,
AdminPlayerIndex,
true,
},
{
ObserverPlayerIndex,
ObserverPlayerIndex,
false,
},
}
for i, test := range equivalentTests {
result := test.p.Equivalent(test.other)
assert.For(t, "equivalent", i).ThatActual(result).Equals(test.expected)
}
}
func TestSecretMoveCount(t *testing.T) {
game := testDefaultGame(t, true)
currentState := game.CurrentState()
assert.For(t).ThatActual(currentState.Version()).Equals(game.Version())
gameState, _ := concreteStates(currentState)
s := currentState.(*state)
for i, c := range gameState.DrawDeck.Components() {
assert.For(t, i).ThatActual(c.secretMoveCount()).Equals(0)
}
idBefore := gameState.DrawDeck.ComponentAt(0).ID()
gameState.DrawDeck.ComponentAt(0).movedSecretly()
assert.For(t).ThatActual(gameState.DrawDeck.ComponentAt(0).ID()).DoesNotEqual(idBefore)
for i, c := range gameState.DrawDeck.Components() {
if i == 0 {
assert.For(t, i).ThatActual(c.secretMoveCount()).Equals(1)
} else {
assert.For(t, i).ThatActual(c.secretMoveCount()).Equals(0)
}
}
//We're going to do a faked save to verify that these things round trip
game.version++
blob, err := json.MarshalIndent(s, "", "\t")
assert.For(t).ThatActual(err).IsNil()
game.manager.Storage().SaveGameAndCurrentState(game.StorageRecord(), blob, nil)
//Read back in the game and verify that the secretMoveCount round-tripped.
refriedGame := game.manager.Game(game.ID())
refriedGameState, _ := concreteStates(refriedGame.CurrentState())
for i, c := range refriedGameState.DrawDeck.Components() {
if i == 0 {
assert.For(t, i).ThatActual(c.secretMoveCount()).Equals(1)
} else {
assert.For(t, i).ThatActual(c.secretMoveCount()).Equals(0)
}
}
}
func testSubStatesHaveStateSet(t *testing.T, state *state) {
assert.For(t).ThatActual(state.GameState().(*testGameState).state).Equals(state)
for i := 0; i < len(state.playerStates); i++ {
assert.For(t, i).ThatActual(state.PlayerStates()[i].(*testPlayerState).state).Equals(state)
}
for _, dynamicComponents := range state.DynamicComponentValues() {
for i, component := range dynamicComponents {
assert.For(t, i).ThatActual(component.(*testingComponentDynamic).state).Equals(state)
}
}
}
func TestRand(t *testing.T) {
game := testDefaultGame(t, false)
//Make there be more than one state
err := <-game.ProposeMove(game.Moves()[0], AdminPlayerIndex)
assert.For(t).ThatActual(err).IsNil()
zeroState := game.State(0).(State)
r := zeroState.Rand()
assert.For(t).ThatActual(r).IsNotNil()
//Test Rand() returns same object
assert.For(t).ThatActual(zeroState.Rand()).Equals(r)
first := r.Int()
second := r.Int()
zeroStateCopy := game.State(0).(State)
copyR := zeroStateCopy.Rand()
//Make sure different state gives different object
assert.For(t).ThatActual(copyR).DoesNotEqual(r)
//Make sure new object gives save values
assert.For(t).ThatActual(copyR.Int()).Equals(first)
assert.For(t).ThatActual(copyR.Int()).Equals(second)
oneState := game.State(1).(State)
//Make sure a different version gives a different value.
assert.For(t).ThatActual(oneState.Rand().Int()).DoesNotEqual(first)
//Make sure different game same version has different value.
otherGame := testDefaultGame(t, false)
otherGameState := otherGame.State(0).(State)
assert.For(t).ThatActual(otherGameState.Rand().Int()).DoesNotEqual(first)
}
func TestState(t *testing.T) {
game := testDefaultGame(t, true)
assert.For(t).ThatActual(game.CurrentState().Version()).Equals(game.Version())
theState := game.CurrentState().(*state)
testSubStatesHaveStateSet(t, theState)
theStateCopy, err := theState.Copy(false)
assert.For(t).ThatActual(err).IsNil()
testSubStatesHaveStateSet(t, theStateCopy.(*state))
record, err := game.Manager().Storage().State(game.ID(), game.Version())
if err != nil {
t.Error("Unexpected error", err)
}
state, err := game.Manager().stateFromRecord(record, game.Version())
state.game = game
if err != nil {
t.Error("StateFromBlob err", err)
}
if state == nil {
t.Error("State could not be created")
}
assert.For(t).ThatActual(state.Version()).Equals(game.Version())
testSubStatesHaveStateSet(t, state)
currentJSON, _ := json.Marshal(state)
golden := goldenJSON("base.json", t)
compareJSONObjects(currentJSON, golden, "Basic state", t)
stateCopy, err := state.Copy(false)
assert.For(t).ThatActual(err).IsNil()
copyJSON, _ := DefaultMarshalJSON(stateCopy)
compareJSONObjects(copyJSON, currentJSON, "Copy was not same", t)
_, playerStatesCopy := concreteStates(stateCopy)
playerStatesCopy[0].MovesLeftThisTurn = 10
_, playerStates := concreteStates(state)
if playerStates[0].MovesLeftThisTurn == 10 {
t.Error("Modifying a copy change the original")
}
if state.Sanitized() {
t.Error("State reported being sanitized even when it wasn't")
}
sanitizedStateCopy, err := stateCopy.Copy(true)
assert.For(t).ThatActual(err).IsNil()
if !sanitizedStateCopy.Sanitized() {
t.Error("A copy that was told it was sanitized did not report being sanitized.")
}
//TODO: test that GAmeState and UserStates are also copies
}
func TestStateSerialization(t *testing.T) {
game := testDefaultGame(t, false)
gameState, _ := concreteStates(game.CurrentState())
if gameState.Timer.state() == nil {
t.Error("The set up timer did no thave a stateptr")
}
rawMove := game.MoveByName("test")
move := rawMove.(*testMove)
move.AString = "bam"
move.ScoreIncrement = 3
move.TargetPlayerIndex = 0
move.ABool = true
if err := <-game.ProposeMove(move, AdminPlayerIndex); err != nil {
t.Fatal("Couldn't make move", err)
}
blob, err := json.Marshal(game.CurrentState())
if err != nil {
t.Fatal("Couldn't serialize state:", err)
}
reconstitutedState, err := game.Manager().stateFromRecord(blob, game.Version())
if err != nil {
t.Error("StateFromBlob returned unexpected err", err)
}
reconstitutedState.game = game
gameState, _ = concreteStates(reconstitutedState)
if gameState.DrawDeck.ComponentAt(0).DynamicValues().(*testingComponentDynamic).Stack.Deck() == nil {
t.Error("The stack on a component's dynamic value was not inflated coming back from storage.")
}
if gameState.Timer.state() == nil {
t.Error("The timer did not come back inflated from storage")
}
//This is lame, but when you create json for a State, it touches Computed,
//which will make it non-nil, so if you're doing direct comparison they
//won't compare equal even though they basically are. At this point
//CurrentState has already been touched above by creating a json blob. So
//just touch reconstitutedState, too. ¯\_(ツ)_/¯
_, _ = json.Marshal(reconstitutedState)
//Can't do ThenDiffOnFail because components and sub-states now have references back to state (loops)
assert.For(t).ThatActual(reconstitutedState).Equals(game.CurrentState())
}
func compareJSONObjects(in []byte, golden []byte, message string, t *testing.T) {
//recreated in server/internal/teststoragemanager
inJSON, err := jd.ReadJsonString(string(in))
if err != nil {
t.Fatal(message + ": Couldn't read json in: " + err.Error())
}
goldenJSON, err := jd.ReadJsonString(string(golden))
if err != nil {
t.Fatal(message + ": Couldn't read json golden: " + err.Error())
}
diff := goldenJSON.Diff(inJSON)
if len(diff) == 0 {
return
}
t.Error(message + ": JSON comparison failed: " + diff.Render())
}
func goldenJSON(fileName string, t *testing.T) []byte {
contents, err := ioutil.ReadFile("./testdata/" + fileName)
if !assert.For(t, fileName).ThatActual(err).IsNil().Passed() {
t.FailNow()
}
return contents
}