Files
golfgame/server/test_game_lifecycle_logging.py
adlee-was-taken 8030a3c171 fix(server): populate games_v2 metadata on game start
update_game_started (started_at, num_players, num_rounds, player_ids)
was defined in event_store but had zero callers. 289/289 staging games
had those fields NULL — queries that joined on them returned garbage,
and the denormalized player_ids GIN index was dead weight.

log_game_start now calls create_game THEN update_game_started in one
async task. If create fails, update is skipped (row doesn't exist).
handlers.py passes num_rounds and player_ids through at call time.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 00:41:58 -04:00

260 lines
9.6 KiB
Python

# SPDX-License-Identifier: GPL-3.0-or-later
"""
Tests for game lifecycle logging — ensuring games_v2 rows never leak as
stranded 'active' when a room is removed from memory without the game
transitioning to GAME_OVER.
Context: on staging we observed 42 games stuck in status='active' because
handle_player_leave and handle_end_game removed the room from memory
without updating games_v2. The periodic cleanup only scans in-memory rooms,
so those rows were orphaned forever.
These tests pin down the fix:
1. GameLogger.log_game_abandoned_async calls event_store.update_game_abandoned
2. handle_end_game marks the game abandoned when the host ends the game
"""
import asyncio
import pytest
from unittest.mock import AsyncMock, MagicMock, patch
from game import GameOptions
from room import Room, RoomManager
from services.game_logger import GameLogger
from handlers import ConnectionContext, handle_end_game, handle_start_game
from test_handlers import MockWebSocket, make_ctx
# ---------------------------------------------------------------------------
# GameLogger.log_game_abandoned — unit
# ---------------------------------------------------------------------------
class TestLogGameAbandoned:
@pytest.mark.asyncio
async def test_calls_update_game_abandoned(self):
"""log_game_abandoned_async delegates to event_store.update_game_abandoned."""
event_store = MagicMock()
event_store.update_game_abandoned = AsyncMock()
logger = GameLogger(event_store)
await logger.log_game_abandoned_async("game-uuid-123")
event_store.update_game_abandoned.assert_awaited_once_with("game-uuid-123")
@pytest.mark.asyncio
async def test_sync_wrapper_fires_task(self):
"""Sync log_game_abandoned fires an async task in async context."""
event_store = MagicMock()
event_store.update_game_abandoned = AsyncMock()
logger = GameLogger(event_store)
logger.log_game_abandoned("game-uuid-456")
# Let the fire-and-forget task run
await asyncio.sleep(0)
await asyncio.sleep(0)
event_store.update_game_abandoned.assert_awaited_once_with("game-uuid-456")
def test_sync_wrapper_noop_on_empty_id(self):
"""Empty game_id is a no-op (nothing to abandon)."""
event_store = MagicMock()
event_store.update_game_abandoned = AsyncMock()
logger = GameLogger(event_store)
logger.log_game_abandoned("")
logger.log_game_abandoned(None)
event_store.update_game_abandoned.assert_not_called()
@pytest.mark.asyncio
async def test_swallows_db_exceptions(self):
"""DB errors are logged, not re-raised (fire-and-forget guarantee)."""
event_store = MagicMock()
event_store.update_game_abandoned = AsyncMock(side_effect=Exception("db down"))
logger = GameLogger(event_store)
# Must not raise
await logger.log_game_abandoned_async("game-uuid-789")
# ---------------------------------------------------------------------------
# handle_end_game integration
# ---------------------------------------------------------------------------
class TestHandleEndGameMarksAbandoned:
@pytest.mark.asyncio
async def test_marks_game_abandoned_before_room_removal(self):
"""When host ends the game, games_v2 must be marked abandoned."""
rm = RoomManager()
room = rm.create_room()
host_ws = MockWebSocket()
room.add_player("host", "Host", host_ws)
room.get_player("host").is_host = True
room.game_log_id = "game-uuid-end"
mock_logger = MagicMock()
mock_logger.log_game_abandoned = MagicMock()
ctx = make_ctx(websocket=host_ws, player_id="host", room=room)
with patch("handlers.get_logger", return_value=mock_logger):
await handle_end_game(
{},
ctx,
room_manager=rm,
cleanup_room_profiles=lambda _code: None,
)
mock_logger.log_game_abandoned.assert_called_once_with("game-uuid-end")
assert room.code not in rm.rooms # room still removed
@pytest.mark.asyncio
async def test_no_log_when_game_log_id_missing(self):
"""If the game never logged a start, there's nothing to mark abandoned."""
rm = RoomManager()
room = rm.create_room()
host_ws = MockWebSocket()
room.add_player("host", "Host", host_ws)
room.get_player("host").is_host = True
# room.game_log_id stays None
mock_logger = MagicMock()
mock_logger.log_game_abandoned = MagicMock()
ctx = make_ctx(websocket=host_ws, player_id="host", room=room)
with patch("handlers.get_logger", return_value=mock_logger):
await handle_end_game(
{},
ctx,
room_manager=rm,
cleanup_room_profiles=lambda _code: None,
)
mock_logger.log_game_abandoned.assert_not_called()
@pytest.mark.asyncio
async def test_non_host_cannot_trigger_abandonment(self):
"""Only the host ends games — non-host requests are rejected unchanged."""
rm = RoomManager()
room = rm.create_room()
room.add_player("host", "Host", MockWebSocket())
room.get_player("host").is_host = True
joiner_ws = MockWebSocket()
room.add_player("joiner", "Joiner", joiner_ws)
room.game_log_id = "game-uuid-untouchable"
mock_logger = MagicMock()
mock_logger.log_game_abandoned = MagicMock()
ctx = make_ctx(websocket=joiner_ws, player_id="joiner", room=room)
with patch("handlers.get_logger", return_value=mock_logger):
await handle_end_game(
{},
ctx,
room_manager=rm,
cleanup_room_profiles=lambda _code: None,
)
mock_logger.log_game_abandoned.assert_not_called()
assert room.code in rm.rooms
class TestLogGameStartPopulatesMetadata:
"""
create_game only writes id/room_code/host_id/options. update_game_started
(which fills in started_at, num_players, num_rounds, player_ids) existed
but had zero callers — 100% of staging's 289 games had those fields NULL.
log_game_start must call both so the row is complete after start_game.
"""
@pytest.mark.asyncio
async def test_start_calls_create_and_update(self):
event_store = MagicMock()
event_store.create_game = AsyncMock()
event_store.update_game_started = AsyncMock()
logger = GameLogger(event_store)
options = GameOptions(initial_flips=0)
await logger.log_game_start_async(
room_code="ABCD",
num_players=3,
num_rounds=9,
player_ids=["p1", "p2", "p3"],
options=options,
)
event_store.create_game.assert_awaited_once()
event_store.update_game_started.assert_awaited_once()
call = event_store.update_game_started.await_args
assert call.kwargs.get("num_players", call.args[1] if len(call.args) > 1 else None) == 3
assert call.kwargs.get("num_rounds", call.args[2] if len(call.args) > 2 else None) == 9
assert call.kwargs.get("player_ids", call.args[3] if len(call.args) > 3 else None) == ["p1", "p2", "p3"]
@pytest.mark.asyncio
async def test_update_uses_same_game_id_as_create(self):
event_store = MagicMock()
event_store.create_game = AsyncMock()
event_store.update_game_started = AsyncMock()
logger = GameLogger(event_store)
await logger.log_game_start_async(
room_code="XYZW",
num_players=2,
num_rounds=1,
player_ids=["a", "b"],
options=GameOptions(initial_flips=0),
)
create_args = event_store.create_game.await_args
update_args = event_store.update_game_started.await_args
created_id = create_args.kwargs.get("game_id", create_args.args[0] if create_args.args else None)
updated_id = update_args.args[0] if update_args.args else update_args.kwargs.get("game_id")
assert created_id == updated_id
assert created_id # non-empty
@pytest.mark.asyncio
async def test_create_failure_skips_update(self):
"""If the row never landed, don't try to update a non-existent id."""
event_store = MagicMock()
event_store.create_game = AsyncMock(side_effect=Exception("db down"))
event_store.update_game_started = AsyncMock()
logger = GameLogger(event_store)
await logger.log_game_start_async(
room_code="ABCD",
num_players=2,
num_rounds=1,
player_ids=["a", "b"],
options=GameOptions(initial_flips=0),
)
event_store.update_game_started.assert_not_awaited()
"""Only the host ends games — non-host requests are rejected unchanged."""
rm = RoomManager()
room = rm.create_room()
room.add_player("host", "Host", MockWebSocket())
room.get_player("host").is_host = True
joiner_ws = MockWebSocket()
room.add_player("joiner", "Joiner", joiner_ws)
room.game_log_id = "game-uuid-untouchable"
mock_logger = MagicMock()
mock_logger.log_game_abandoned = MagicMock()
ctx = make_ctx(websocket=joiner_ws, player_id="joiner", room=room)
with patch("handlers.get_logger", return_value=mock_logger):
await handle_end_game(
{},
ctx,
room_manager=rm,
cleanup_room_profiles=lambda _code: None,
)
mock_logger.log_game_abandoned.assert_not_called()
assert room.code in rm.rooms # room still exists