Implement priority token.
This commit is contained in:
+23
-3
@@ -195,6 +195,18 @@ func (g *Game) resolveBattle() {
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sides[p.Seat] = s
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res.StackSizes[p.Seat] = len(p.Deck)
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}
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// seatOrder resolves the priority-token holder first, then everyone else.
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// Reveals, queued play effects, and cross-side triggers all follow it, so
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// when two pets would act simultaneously (e.g. both throwing rocks) the
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// holder acts first — its rocks can faint the enemy pet before that pet's
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// own queued rocks resolve.
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seatOrder := make([]int, 0, n)
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seatOrder = append(seatOrder, g.PrioritySeat)
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for seat := range sides {
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if seat != g.PrioritySeat {
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seatOrder = append(seatOrder, seat)
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}
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}
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// Battle-prep effects that start apples in play (Monkey): they attach
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// to the owner's first pet.
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for _, p := range g.Players {
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@@ -399,7 +411,8 @@ func (g *Game) resolveBattle() {
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// effects queue up and resolve after all reveals (simultaneous).
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var plays []queuedPlay
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newlyPlayed := make([]bool, n)
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for seat, s := range sides {
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for _, seat := range seatOrder {
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s := sides[seat]
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for s.unit == nil && len(s.stack) > 0 {
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c := s.stack[0]
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s.stack = s.stack[1:]
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@@ -447,11 +460,12 @@ func (g *Game) resolveBattle() {
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}
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// Cross-side play triggers: Rhino rocks anyone who just played;
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// Crocodile volleys when the enemy plays their last pet.
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for seat := range sides {
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for _, seat := range seatOrder {
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if !newlyPlayed[seat] {
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continue
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}
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for other, os := range sides {
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for _, other := range seatOrder {
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os := sides[other]
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if other == seat {
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continue
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}
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@@ -644,6 +658,12 @@ func (g *Game) resolveBattle() {
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res.Trophies = 2
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}
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g.Players[winner].Trophies += res.Trophies
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// Priority token: the winner hands it to the other player; a loser
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// who held it keeps it; a draw leaves it put. (Two-player rule; the
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// "other player" is unambiguous only at n == 2.)
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if winner == g.PrioritySeat {
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g.PrioritySeat = (winner + 1) % n
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}
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}
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g.Battle = res
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@@ -20,6 +20,10 @@ func testGame(t *testing.T) (*Game, *Player, *Player) {
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if g.Phase != PhaseShop {
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t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
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}
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// Pin the (otherwise random) priority token to seat 0 so tests are
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// deterministic: seat 0 shops first and wins battle simultaneity races.
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g.PrioritySeat = p1.Seat
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g.Turn = p1.Seat
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return g, p1, p2
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}
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@@ -620,3 +624,75 @@ func TestTemporariesExpireAfterBattle(t *testing.T) {
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t.Fatalf("pets should survive the round: %+v", p1.Deck)
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}
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}
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// TestPriorityTokenInitialAssignment checks the token starts on a real seat
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// and that seat opens the shop.
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func TestPriorityTokenInitialAssignment(t *testing.T) {
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g := New()
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if _, err := g.AddPlayer("Alice"); err != nil {
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t.Fatal(err)
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}
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if g.PrioritySeat < 0 || g.PrioritySeat >= len(g.Players) {
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t.Fatalf("priority token should start on a real seat, got %d", g.PrioritySeat)
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}
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if g.Turn != g.PrioritySeat {
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t.Fatalf("priority holder should open the shop: turn=%d priority=%d", g.Turn, g.PrioritySeat)
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}
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}
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// TestPriorityWinsRockRace: two pets that both throw rocks on play would each
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// kill the other, so whoever has priority throws first and survives. Flipping
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// the token flips the winner, proving the token — not seat order — decides.
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func TestPriorityWinsRockRace(t *testing.T) {
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for _, priority := range []int{0, 1} {
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g, _, _ := testGame(t)
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g.RollDie = func() int { return 2 } // 3 dice = 6, lethal to a 2-power pet
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g.PrioritySeat = priority
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res := forceBattle(t, g,
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[]Card{g.realPet(t, "Dolphin")},
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[]Card{g.realPet(t, "Dolphin")})
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if res.WinnerSeat != priority {
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t.Fatalf("priority seat %d should win the rock race, winner=%d", priority, res.WinnerSeat)
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}
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}
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}
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// TestPriorityTokenTransfer: a winner who holds the token hands it to the
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// loser; a loser who holds it keeps it; a draw leaves it put.
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func TestPriorityTokenTransfer(t *testing.T) {
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// Winner holds it -> passes to the loser.
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g, _, _ := testGame(t)
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g.PrioritySeat = 0
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forceBattle(t, g, []Card{g.pet("Champ", 9)}, []Card{g.pet("Chump", 1)})
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if g.Battle.WinnerSeat != 0 {
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t.Fatalf("seat 0 should win, got %d", g.Battle.WinnerSeat)
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}
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if g.PrioritySeat != 1 {
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t.Fatalf("winner should hand the token to the loser, priority=%d", g.PrioritySeat)
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}
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// Loser holds it -> keeps it.
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g, _, _ = testGame(t)
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g.PrioritySeat = 1
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forceBattle(t, g, []Card{g.pet("Champ", 9)}, []Card{g.pet("Chump", 1)})
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if g.Battle.WinnerSeat != 0 {
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t.Fatalf("seat 0 should win, got %d", g.Battle.WinnerSeat)
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}
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if g.PrioritySeat != 1 {
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t.Fatalf("a losing token holder should keep it, priority=%d", g.PrioritySeat)
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}
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// Draw -> token stays put. Equal-power pets trade lethal blows at once.
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g, _, _ = testGame(t)
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g.PrioritySeat = 0
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forceBattle(t, g, []Card{g.pet("A", 3)}, []Card{g.pet("B", 3)})
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if g.Battle.WinnerSeat != -1 {
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t.Fatalf("mutual KO should draw, got %d", g.Battle.WinnerSeat)
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}
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if g.PrioritySeat != 0 {
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t.Fatalf("a draw should leave the token put, priority=%d", g.PrioritySeat)
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}
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}
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+21
-13
@@ -76,18 +76,23 @@ type PendingTrade struct {
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// Game is the complete authoritative state. It is a pure state machine: no
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// goroutines, no clocks, no I/O. Callers are responsible for locking.
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type Game struct {
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ID string `json:"id"`
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Code string `json:"code"`
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Phase Phase `json:"phase"`
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Round int `json:"round"` // 1-based
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Players []*Player `json:"players"`
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ShopDecks [][]Card `json:"shopDecks"` // index 0 = tier 1
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ShopRow []Card `json:"shopRow"` // empty ID = empty slot
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Turn int `json:"turn"` // seat with the current shop turn
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Pending *PendingTrade `json:"pending,omitempty"`
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Battle *BattleResult `json:"battle,omitempty"` // most recent battle
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NextCardID int `json:"nextCardId"`
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WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
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ID string `json:"id"`
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Code string `json:"code"`
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Phase Phase `json:"phase"`
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Round int `json:"round"` // 1-based
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Players []*Player `json:"players"`
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ShopDecks [][]Card `json:"shopDecks"` // index 0 = tier 1
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ShopRow []Card `json:"shopRow"` // empty ID = empty slot
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Turn int `json:"turn"` // seat with the current shop turn
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// PrioritySeat holds the priority token: that seat shops first each round
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// and wins simultaneity races in battle. Assigned randomly at game start;
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// a battle winner hands it to the loser, a loser keeps it, a draw leaves
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// it put.
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PrioritySeat int `json:"prioritySeat"`
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Pending *PendingTrade `json:"pending,omitempty"`
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Battle *BattleResult `json:"battle,omitempty"` // most recent battle
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NextCardID int `json:"nextCardId"`
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WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
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// RollDie overrides the rock die (faces 0,0,1,1,2,2) for tests. Nil
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// (including after loading from storage) means a fair random roll.
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@@ -199,6 +204,8 @@ func (g *Game) PlayerByID(id string) *Player {
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func (g *Game) start() {
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g.Round = 1
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// The priority token starts with a random seat.
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g.PrioritySeat = randInt(len(g.Players))
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g.startShopRound()
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}
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@@ -216,7 +223,8 @@ func (g *Game) startShopRound() {
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for i := range g.ShopRow {
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g.ShopRow[i] = g.drawFromTier(g.Round)
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}
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g.Turn = (g.Round - 1) % len(g.Players)
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// The priority-token holder shops first.
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g.Turn = g.PrioritySeat
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}
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// drawFromTier pops the top card of the given tier's deck (1-based tier).
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@@ -393,12 +393,17 @@ func TestFullGameFlow(t *testing.T) {
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g, p1, p2 := testGame(t)
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p1.Deck = append(p1.Deck, g.pet("Champ", 9))
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p2.Deck = append(p2.Deck, g.pet("Chump", 1))
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// testGame pins the priority token to seat 0, and seat 0 wins every
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// battle, so the token moves to seat 1 after round 1 and stays there (a
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// loser keeps it). Whoever holds it shops first.
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wantPriority := p1.Seat
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for round := 1; round <= MaxRounds; round++ {
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if g.Round != round || g.Phase != PhaseShop {
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t.Fatalf("expected shop of round %d, got round %d phase %s", round, g.Round, g.Phase)
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}
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if g.Turn != (round-1)%len(g.Players) {
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t.Fatalf("round %d should rotate the starting player, turn=%d", round, g.Turn)
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if g.PrioritySeat != wantPriority || g.Turn != wantPriority {
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t.Fatalf("round %d: priority holder should shop first (want seat %d, priority=%d turn=%d)",
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round, wantPriority, g.PrioritySeat, g.Turn)
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}
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for _, c := range g.ShopRow {
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if c.ID != "" && c.Tier != round {
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@@ -417,6 +422,10 @@ func TestFullGameFlow(t *testing.T) {
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if g.Battle.WinnerSeat != p1.Seat {
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t.Fatalf("round %d: seat 0 should win", round)
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}
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// The winner hands the token to the loser; a loser keeps it.
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if wantPriority == g.Battle.WinnerSeat {
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wantPriority = (wantPriority + 1) % len(g.Players)
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}
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for _, p := range g.Players {
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if err := g.AcknowledgeBattle(p.ID); err != nil {
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t.Fatal(err)
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+24
-21
@@ -17,17 +17,19 @@ type PlayerView struct {
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// View is the full game state as seen by one player.
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type View struct {
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GameID string `json:"gameId"`
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Code string `json:"code"`
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Phase Phase `json:"phase"`
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Round int `json:"round"`
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MaxRounds int `json:"maxRounds"`
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MaxPets int `json:"maxPets"`
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YouSeat int `json:"youSeat"`
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Turn int `json:"turn"`
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ShopRow []Card `json:"shopRow"`
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DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
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Players []PlayerView `json:"players"`
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GameID string `json:"gameId"`
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Code string `json:"code"`
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Phase Phase `json:"phase"`
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Round int `json:"round"`
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MaxRounds int `json:"maxRounds"`
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MaxPets int `json:"maxPets"`
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YouSeat int `json:"youSeat"`
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Turn int `json:"turn"`
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// PrioritySeat is the seat currently holding the priority token.
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PrioritySeat int `json:"prioritySeat"`
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ShopRow []Card `json:"shopRow"`
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DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
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Players []PlayerView `json:"players"`
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// Pending is included for everyone so opponents see a trade is in
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// progress, but the revealed options are only shown to the trader.
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Pending *PendingTrade `json:"pending,omitempty"`
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@@ -38,16 +40,17 @@ type View struct {
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// ViewFor builds the state visible to the given player.
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func (g *Game) ViewFor(playerID string) View {
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v := View{
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GameID: g.ID,
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Code: g.Code,
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Phase: g.Phase,
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Round: g.Round,
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MaxRounds: MaxRounds,
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MaxPets: MaxPets,
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YouSeat: -1,
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Turn: g.Turn,
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ShopRow: g.ShopRow,
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WinnerSeat: g.WinnerSeat,
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GameID: g.ID,
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Code: g.Code,
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Phase: g.Phase,
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Round: g.Round,
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MaxRounds: MaxRounds,
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MaxPets: MaxPets,
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YouSeat: -1,
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Turn: g.Turn,
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PrioritySeat: g.PrioritySeat,
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ShopRow: g.ShopRow,
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WinnerSeat: g.WinnerSeat,
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}
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for _, deck := range g.ShopDecks {
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v.DeckCounts = append(v.DeckCounts, len(deck))
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@@ -0,0 +1,125 @@
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package server
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import (
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"context"
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"encoding/json"
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"net/http/httptest"
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"strings"
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"testing"
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"time"
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"github.com/coder/websocket"
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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"github.com/greyson/super-auto-pets-board-game/internal/store"
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)
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func readState(t *testing.T, ctx context.Context, ws *websocket.Conn) *game.View {
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t.Helper()
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for {
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_, data, err := ws.Read(ctx)
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if err != nil {
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t.Fatalf("ws read: %v", err)
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}
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var m serverMessage
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if err := json.Unmarshal(data, &m); err != nil {
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t.Fatalf("unmarshal: %v", err)
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}
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if m.Type == "error" {
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t.Logf("SERVER ERROR: %s", m.Error)
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continue
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}
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if m.Type == "state" && m.State != nil {
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return m.State
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}
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}
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}
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func send(t *testing.T, ctx context.Context, ws *websocket.Conn, v any) {
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t.Helper()
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data, _ := json.Marshal(v)
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if err := ws.Write(ctx, websocket.MessageText, data); err != nil {
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t.Fatalf("ws write: %v", err)
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}
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}
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func TestE2EBattleAckReturnsToShop(t *testing.T) {
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st, err := store.Open(t.TempDir())
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if err != nil {
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t.Fatal(err)
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}
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defer st.Close()
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srv := New(st, "")
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ts := httptest.NewServer(srv.Handler())
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defer ts.Close()
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base := ts.URL
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wsBase := "ws" + strings.TrimPrefix(base, "http")
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ctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
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defer cancel()
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// Directly build a game via the room to control decks, then drive acks
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// over the wire the way the two browsers do.
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g := game.New()
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p1, _ := g.AddPlayer("Alice")
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p2, _ := g.AddPlayer("Bob")
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r := &room{game: g, conns: map[*client]struct{}{}}
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srv.rooms[g.ID] = r
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if err := st.Save(g); err != nil {
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t.Fatal(err)
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}
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dialWS := func(pid, token string) *websocket.Conn {
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u := wsBase + "/api/ws?game=" + g.ID + "&player=" + pid + "&token=" + token
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c, _, err := websocket.Dial(ctx, u, nil)
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if err != nil {
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t.Fatalf("dial %s: %v", pid, err)
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}
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return c
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}
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ws1 := dialWS(p1.ID, p1.Token)
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defer ws1.Close(websocket.StatusNormalClosure, "")
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ws2 := dialWS(p2.ID, p2.Token)
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defer ws2.Close(websocket.StatusNormalClosure, "")
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// Force a battle under the lock.
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r.mu.Lock()
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g.Players[0].Deck = []game.Card{{ID: "c1", Kind: game.KindPet, Name: "A", Tier: 1, Power: 3, Suit: game.SuitRed}}
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g.Players[1].Deck = []game.Card{{ID: "c2", Kind: game.KindPet, Name: "B", Tier: 1, Power: 1, Suit: game.SuitRed}}
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g.Phase = game.PhaseArrange
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g.Players[0].Ready = false
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g.Players[1].Ready = false
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g.SubmitOrder(p1.ID, []string{g.Players[0].Deck[0].ID})
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g.SubmitOrder(p2.ID, []string{g.Players[1].Deck[0].ID})
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r.broadcastLocked()
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r.mu.Unlock()
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readUntilPhase(t, ctx, ws1, game.PhaseBattle)
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readUntilPhase(t, ctx, ws2, game.PhaseBattle)
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// Both acknowledge.
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send(t, ctx, ws1, map[string]string{"type": "ready"})
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send(t, ctx, ws2, map[string]string{"type": "ready"})
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// Each client should eventually observe the shop phase.
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got1 := readUntilPhase(t, ctx, ws1, game.PhaseShop)
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got2 := readUntilPhase(t, ctx, ws2, game.PhaseShop)
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t.Logf("ws1 final phase=%s, ws2 final phase=%s", got1, got2)
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}
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func readUntilPhase(t *testing.T, ctx context.Context, ws *websocket.Conn, want game.Phase) game.Phase {
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t.Helper()
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deadline := time.Now().Add(3 * time.Second)
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var last game.Phase
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for time.Now().Before(deadline) {
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rctx, cancel := context.WithTimeout(ctx, 2*time.Second)
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v := readState(t, rctx, ws)
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cancel()
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last = v.Phase
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if v.Phase == want {
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return v.Phase
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}
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}
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t.Fatalf("never reached %s; last=%s", want, last)
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return last
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}
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Reference in New Issue
Block a user