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package game
import (
"fmt"
"os"
"path/filepath"
"strings"
"sync"
"testing"
"time"
"thehouseoficarus/internal/config"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
)
// chanConn is a test Conn whose reads come from a channel, so a session's
// input loop can run on its own goroutine exactly like the real server's
// connection goroutine. Writes are recorded in a mutex-guarded buffer and may
// optionally be gated to simulate a slow/stalled client.
type chanConn struct {
mu sync.Mutex
out []byte
in chan string
closed chan struct{}
once sync.Once
// writeGate, when non-nil, blocks every Write until released.
writeGate chan struct{}
}
func newChanConn() *chanConn {
return &chanConn{in: make(chan string, 64), closed: make(chan struct{})}
}
func (c *chanConn) ReadMessage() (string, error) {
select {
case line := <-c.in:
return line, nil
case <-c.closed:
return "", fmt.Errorf("connection closed")
}
}
func (c *chanConn) Write(b []byte) (int, error) {
if c.writeGate != nil {
select {
case <-c.writeGate:
case <-c.closed:
return 0, fmt.Errorf("write on closed conn")
}
}
c.mu.Lock()
defer c.mu.Unlock()
c.out = append(c.out, b...)
return len(b), nil
}
func (c *chanConn) Close() error {
c.once.Do(func() { close(c.closed) })
return nil
}
func (c *chanConn) SetWriteDeadline(time.Time) error { return nil }
func (c *chanConn) SetEcho(bool) error { return nil }
func (c *chanConn) Bytes() []byte {
c.mu.Lock()
defer c.mu.Unlock()
return append([]byte(nil), c.out...)
}
func (c *chanConn) Contains(substr string) bool {
return strings.Contains(string(c.Bytes()), substr)
}
// send queues an input line for ReadMessage. No-op after close.
func (c *chanConn) send(line string) {
select {
case c.in <- line:
case <-c.closed:
}
}
// harness wires a real Game (temp data dir) to fake transports driven from
// per-connection goroutines plus a competing tick goroutine, reproducing the
// production entry-point concurrency: session input, disconnect callbacks, and
// tick callbacks all touching shared state at once.
type harness struct {
t *testing.T
dir string
g *Game
hub *net.Hub
stop func()
mu sync.Mutex
sessions map[string]*net.Session
conns map[string]*chanConn
}
func newHarness(t *testing.T) *harness {
t.Helper()
dir := t.TempDir()
seedWorld(t, dir)
colors := &config.ColorsConfig{}
g := New(dir, colors, colors, config.ValidationConfig{}, 1)
hub := net.NewHub()
g.SetHub(hub)
stopTick := make(chan struct{})
done := make(chan struct{})
go func() {
defer close(done)
tick := time.NewTicker(2 * time.Millisecond)
defer tick.Stop()
for {
select {
case <-tick.C:
g.Ticks.Tick()
case <-stopTick:
return
}
}
}()
h := &harness{
t: t, dir: dir, g: g, hub: hub,
sessions: make(map[string]*net.Session),
conns: make(map[string]*chanConn),
}
h.stop = func() { close(stopTick); <-done }
t.Cleanup(h.stop)
return h
}
// seedWorld writes the minimal on-disk content a Game needs: three rooms.
func seedWorld(t *testing.T, dir string) {
t.Helper()
for _, d := range []string{"rooms", "players/accounts", "players/characters"} {
if err := os.MkdirAll(filepath.Join(dir, d), 0755); err != nil {
t.Fatalf("mkdir %s: %v", d, err)
}
}
files := map[string]string{
"rooms/1.yaml": "id: 1\nname: Central\nexits:\n north:\n room: 2\n",
"rooms/2.yaml": "id: 2\nname: North\nexits:\n south:\n room: 1\n",
"rooms/3.yaml": "id: 3\nname: East\n",
}
for path, content := range files {
if err := os.WriteFile(filepath.Join(dir, path), []byte(content), 0644); err != nil {
t.Fatalf("seed %s: %v", path, err)
}
}
}
// seedAccount writes an account file directly (bypassing the login menu).
func (h *harness) seedAccount(name, password string, admin bool) {
t := h.t
hash, err := player.HashPassword(password)
if err != nil {
t.Fatalf("hash: %v", err)
}
acc := &player.Account{Name: name, PasswordHash: hash, Admin: admin}
if err := h.g.AccountStore.SaveAccount(acc); err != nil {
t.Fatalf("seed account %s: %v", name, err)
}
}
// seedCharacter writes a character file owned by the named account.
func (h *harness) seedCharacter(charName, accountName string) *player.Player {
t := h.t
p := player.New(charName)
p.RoomID = 1
p.Account = accountName
if err := h.g.AccountStore.SaveCharacter(p); err != nil {
t.Fatalf("seed character %s: %v", charName, err)
}
acc, err := h.g.AccountStore.LoadAccount(accountName)
if err != nil {
t.Fatalf("load account %s: %v", accountName, err)
}
acc.Characters = append(acc.Characters, charName)
if err := h.g.AccountStore.SaveAccount(acc); err != nil {
t.Fatalf("save account: %v", err)
}
return p
}
// connect registers a live in-game session directly, bypassing the login
// menu. The session is put into queued-write mode (like real transports) and
// its input is dispatched through the owner entry point, matching production
// concurrency exactly. Tests that exercise the menu drive handleAccountName
// themselves.
func (h *harness) connect(name string) (*net.Session, *chanConn) {
t := h.t
acc, err := h.g.AccountStore.LoadAccount(name)
if err != nil {
t.Fatalf("connect %s: %v", name, err)
}
p, err := h.g.AccountStore.LoadCharacter(name)
if err != nil {
t.Fatalf("connect %s: %v", name, err)
}
conn := newChanConn()
sess := &net.Session{Conn: conn, Account: acc, Player: p, State: net.StateGame}
sess.StartWriter()
h.hub.Add(sess)
h.hub.EnterRoom(sess, p.RoomID)
h.g.attachSession(sess)
h.mu.Lock()
h.sessions[name] = sess
h.conns[name] = conn
h.mu.Unlock()
return sess, conn
}
// connectMenu registers a session authenticated to accountName sitting in
// the character menu (no character loaded).
func (h *harness) connectMenu(accountName string) *net.Session {
acc, err := h.g.AccountStore.LoadAccount(accountName)
if err != nil {
h.t.Fatalf("connectMenu %s: %v", accountName, err)
}
conn := newChanConn()
sess := &net.Session{Conn: conn, Account: acc, State: net.StateMenu}
sess.StartWriter()
h.hub.Add(sess)
h.mu.Lock()
h.sessions[accountName+"-menu"] = sess
h.conns[accountName+"-menu"] = conn
h.mu.Unlock()
return sess
}
// barrier blocks until every task submitted so far has executed on the
// owner goroutine.
func (h *harness) barrier() {
h.g.RunOnOwner(func() {})
}
// input mirrors net.Server.handleSession: a per-connection goroutine reading
// lines and dispatching them to HandleSession until the channel closes.
func (h *harness) input(sess *net.Session, lines <-chan string) {
for line := range lines {
h.g.HandleSessionOnOwner(sess, line)
}
}
// goInput starts input goroutine(s) for a session, returning the send channel.
func (h *harness) goInput(sess *net.Session, workers int) chan<- string {
lines := make(chan string, 64)
for i := 0; i < workers; i++ {
go h.input(sess, lines)
}
return lines
}
const workers = 1
// sessionFor returns the registered session for a character name.
func (h *harness) sessionFor(name string) *net.Session {
h.mu.Lock()
defer h.mu.Unlock()
return h.sessions[name]
}
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