Add replayable debug reports.

A report dumps everything needed to understand a game that went wrong:
the full state (decks card by card, shop row and tier deck order,
discards, pending choices, banked Mana/Trumpets/apples), the round's
battles, and the whole event log. Available as JSON, which replays, or
text, which reads — and the text ends with a paste-ready repro test.

Battles now record the randomness they consume alongside what they
started from, so a result can be replayed long after the round cleared
those banks: same lineups, same dice, same events, down to the log text.
Results predating the recording say so rather than quietly re-rolling.

Three ways in: the 🐛 panel's download/copy buttons, GET
/api/debug/report (DEBUG-only, since a report holds both players' hands
and the shop deck order), and `mise run report`, which reads the
database directly so a live game can be dumped without DEBUG.
This commit is contained in:
Greyson Parrelli
2026-08-10 10:06:06 -04:00
parent a4f5f6910d
commit 8ccde03023
16 changed files with 1480 additions and 19 deletions
+115
View File
@@ -0,0 +1,115 @@
package server
import (
"encoding/json"
"io"
"net/http"
"net/http/httptest"
"strings"
"testing"
"github.com/greyson/super-auto-pets-board-game/internal/game"
"github.com/greyson/super-auto-pets-board-game/internal/store"
)
// reportServer stands up a server holding one started two-player game, and
// returns it with the credentials for seat 0.
func reportServer(t *testing.T, debug bool) (*httptest.Server, *game.Game, *game.Player) {
t.Helper()
st, err := store.Open(t.TempDir())
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() { st.Close() })
g := game.New()
p1, _ := g.AddPlayer("Alice")
g.AddPlayer("Bob")
if err := g.StartGame(); err != nil {
t.Fatal(err)
}
if err := st.Save(g); err != nil {
t.Fatal(err)
}
srv := New(st, "", debug)
srv.rooms[g.ID] = &room{game: g, conns: map[*client]struct{}{}, debug: debug}
ts := httptest.NewServer(srv.Handler())
t.Cleanup(ts.Close)
return ts, g, p1
}
func get(t *testing.T, url string) (int, string) {
t.Helper()
res, err := http.Get(url)
if err != nil {
t.Fatal(err)
}
defer res.Body.Close()
body, err := io.ReadAll(res.Body)
if err != nil {
t.Fatal(err)
}
return res.StatusCode, string(body)
}
// In DEBUG mode a seated player can pull the report, in both forms, and the
// JSON one restores to the game the server is actually holding.
func TestDebugReportEndpoint(t *testing.T) {
ts, g, p1 := reportServer(t, true)
url := ts.URL + "/api/debug/report?game=" + g.ID + "&player=" + p1.ID + "&token=" + p1.Token
status, body := get(t, url+"&note=shop+row+looked+wrong")
if status != http.StatusOK {
t.Fatalf("json report: status %d, body %s", status, body)
}
var rep game.DebugReport
if err := json.Unmarshal([]byte(body), &rep); err != nil {
t.Fatalf("the report isn't valid JSON: %v", err)
}
if rep.Note != "shop row looked wrong" {
t.Fatalf("the note didn't make it into the report: %q", rep.Note)
}
if rep.CapturedAt == "" {
t.Fatal("the server should stamp the report with a capture time")
}
restored, err := rep.Game()
if err != nil {
t.Fatal(err)
}
if restored.Code != g.Code || len(restored.Players) != len(g.Players) {
t.Fatalf("restored game %s with %d players, want %s with %d",
restored.Code, len(restored.Players), g.Code, len(g.Players))
}
status, text := get(t, url+"&format=text")
if status != http.StatusOK {
t.Fatalf("text report: status %d", status)
}
if !strings.Contains(text, g.Code) || !strings.Contains(text, "=== Players ===") {
t.Fatalf("the text report doesn't look like a report:\n%s", text)
}
}
// A report exposes both players' decks and the shop deck order, so it must not
// be reachable without DEBUG, and never on someone else's credentials.
func TestDebugReportIsGated(t *testing.T) {
ts, g, p1 := reportServer(t, false)
status, _ := get(t, ts.URL+"/api/debug/report?game="+g.ID+"&player="+p1.ID+"&token="+p1.Token)
if status != http.StatusNotFound {
t.Fatalf("without DEBUG the endpoint should 404, got %d", status)
}
ts, g, p1 = reportServer(t, true)
status, _ = get(t, ts.URL+"/api/debug/report?game="+g.ID+"&player="+p1.ID+"&token=wrong")
if status != http.StatusForbidden {
t.Fatalf("a bad token should 403, got %d", status)
}
status, _ = get(t, ts.URL+"/api/debug/report?game="+g.ID+"&player=nobody&token="+p1.Token)
if status != http.StatusForbidden {
t.Fatalf("an unknown player should 403, got %d", status)
}
status, _ = get(t, ts.URL+"/api/debug/report?game=nosuchgame&player="+p1.ID+"&token="+p1.Token)
if status != http.StatusNotFound {
t.Fatalf("an unknown game should 404, got %d", status)
}
}