strat-gameplay-webapp/backend/tests/unit/websocket/conftest.py
Cal Corum 4253b71db9 CLAUDE: Enhance WebSocket handlers with comprehensive test coverage
WebSocket Infrastructure:
- Connection manager: Improved connection/disconnection handling
- Handlers: Enhanced event handlers for game operations

Test Coverage (148 new tests):
- test_connection_handlers.py: Connection lifecycle tests
- test_connection_manager.py: Manager operations tests
- test_handler_locking.py: Concurrency/locking tests
- test_query_handlers.py: Game query handler tests
- test_rate_limiting.py: Rate limit enforcement tests
- test_substitution_handlers.py: Player substitution tests
- test_manual_outcome_handlers.py: Manual outcome workflow tests
- conftest.py: Shared WebSocket test fixtures

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 12:08:43 -06:00

446 lines
12 KiB
Python

"""
Shared fixtures for WebSocket handler tests.
Provides reusable mock objects and test utilities for all WebSocket test files.
Follows the pattern established in test_manual_outcome_handlers.py.
Author: Claude
Date: 2025-01-27
"""
import asyncio
import pytest
from contextlib import asynccontextmanager
from uuid import uuid4
from unittest.mock import AsyncMock, MagicMock, patch
import pendulum
from app.models.game_models import (
GameState,
LineupPlayerState,
TeamLineupState,
ManualOutcomeSubmission,
)
from app.config.result_charts import PlayOutcome
from app.core.roll_types import AbRoll, RollType
from app.core.play_resolver import PlayResult
from app.core.substitution_manager import SubstitutionResult
# ============================================================================
# CONNECTION MANAGER FIXTURES
# ============================================================================
@pytest.fixture
def mock_manager():
"""
Mock ConnectionManager with AsyncMock methods for event emission.
Tracks calls to emit_to_user and broadcast_to_game for assertion.
"""
manager = MagicMock()
manager.emit_to_user = AsyncMock()
manager.broadcast_to_game = AsyncMock()
manager.join_game = AsyncMock()
manager.leave_game = AsyncMock()
manager.connect = AsyncMock()
manager.disconnect = AsyncMock()
manager.update_activity = AsyncMock() # Session activity tracking
# Tracking dictionaries
manager.user_sessions = {}
manager.game_rooms = {}
return manager
# ============================================================================
# STATE MANAGER FIXTURES
# ============================================================================
@pytest.fixture
def mock_state_manager():
"""
Mock state_manager singleton with game_lock context manager.
Provides:
- get_state() returning mock game state
- update_state() tracking calls
- game_lock() as async context manager
- get_lineup() returning mock lineup
- recover_game() for state recovery
"""
state_mgr = MagicMock()
state_mgr.get_state = MagicMock(return_value=None)
state_mgr.update_state = MagicMock()
state_mgr.get_lineup = MagicMock(return_value=None)
state_mgr.set_lineup = MagicMock()
state_mgr.recover_game = AsyncMock(return_value=None)
# Create a proper async context manager for game_lock
@asynccontextmanager
async def mock_game_lock(game_id, timeout=30.0):
yield
state_mgr.game_lock = mock_game_lock
return state_mgr
@pytest.fixture
def mock_state_manager_with_timeout():
"""
Mock state_manager that raises TimeoutError on game_lock.
Use this to test timeout handling in handlers.
"""
state_mgr = MagicMock()
state_mgr.get_state = MagicMock(return_value=None)
state_mgr.update_state = MagicMock()
@asynccontextmanager
async def timeout_lock(game_id, timeout=30.0):
raise asyncio.TimeoutError(f"Lock timeout for game {game_id}")
yield # Never reached, but needed for syntax
state_mgr.game_lock = timeout_lock
return state_mgr
# ============================================================================
# GAME ENGINE FIXTURES
# ============================================================================
@pytest.fixture
def mock_game_engine():
"""
Mock game_engine singleton.
Provides:
- resolve_manual_play() for outcome resolution
- submit_defensive_decision() for defense strategy
- submit_offensive_decision() for offense strategy
"""
engine = MagicMock()
engine.resolve_manual_play = AsyncMock(return_value=None)
engine.submit_defensive_decision = AsyncMock(return_value=None)
engine.submit_offensive_decision = AsyncMock(return_value=None)
engine.start_game = AsyncMock(return_value=None)
return engine
# ============================================================================
# DICE SYSTEM FIXTURES
# ============================================================================
@pytest.fixture
def mock_dice_system(mock_ab_roll):
"""
Mock dice_system singleton.
Returns mock_ab_roll from roll_ab().
"""
dice = MagicMock()
dice.roll_ab = MagicMock(return_value=mock_ab_roll)
return dice
# ============================================================================
# GAME STATE FIXTURES
# ============================================================================
@pytest.fixture
def sample_game_id():
"""Generate a unique game ID for each test."""
return uuid4()
@pytest.fixture
def mock_game_state(sample_game_id):
"""
Create a mock active game state with current batter set.
Returns a GameState configured for:
- SBA league
- Active status
- Inning 1, top half
- 0 outs, 0-0 score
- Current batter assigned
"""
return GameState(
game_id=sample_game_id,
league_id="sba",
home_team_id=1,
away_team_id=2,
current_batter=LineupPlayerState(
lineup_id=1,
card_id=100,
position="CF",
batting_order=1,
),
status="active",
inning=1,
half="top",
outs=0,
home_score=0,
away_score=0,
)
@pytest.fixture
def mock_game_state_with_runners(mock_game_state):
"""
Create game state with runners on base.
Runner on first and third (corners situation).
"""
mock_game_state.runner_on_first = LineupPlayerState(
lineup_id=2, card_id=200, position="LF", batting_order=2
)
mock_game_state.runner_on_third = LineupPlayerState(
lineup_id=3, card_id=300, position="RF", batting_order=3
)
return mock_game_state
# ============================================================================
# ROLL FIXTURES
# ============================================================================
@pytest.fixture
def mock_ab_roll(sample_game_id):
"""
Create a mock AB roll for dice operations.
Standard roll values for predictable test behavior.
"""
return AbRoll(
roll_id="test_roll_123",
roll_type=RollType.AB,
league_id="sba",
timestamp=pendulum.now("UTC"),
game_id=sample_game_id,
d6_one=3,
d6_two_a=4,
d6_two_b=3,
chaos_d20=10,
resolution_d20=12,
d6_two_total=7,
check_wild_pitch=False,
check_passed_ball=False,
)
# ============================================================================
# PLAY RESULT FIXTURES
# ============================================================================
@pytest.fixture
def mock_play_result():
"""
Create a mock play result for outcome resolution.
Standard groundball out result.
"""
return PlayResult(
outcome=PlayOutcome.GROUNDBALL_C,
outs_recorded=1,
runs_scored=0,
batter_result=None,
runners_advanced=[],
description="Groundball to shortstop",
ab_roll=None,
is_hit=False,
is_out=True,
is_walk=False,
)
@pytest.fixture
def mock_play_result_hit():
"""Create a mock play result for a hit."""
return PlayResult(
outcome=PlayOutcome.SINGLE,
outs_recorded=0,
runs_scored=0,
batter_result="1B",
runners_advanced=[("B", "1B")],
description="Single to left field",
ab_roll=None,
is_hit=True,
is_out=False,
is_walk=False,
)
# ============================================================================
# SUBSTITUTION FIXTURES
# ============================================================================
@pytest.fixture
def mock_substitution_result_success():
"""Create a successful substitution result."""
return SubstitutionResult(
success=True,
player_out_lineup_id=1,
player_in_card_id=999,
new_lineup_id=100,
new_position="CF",
new_batting_order=1,
error_message=None,
error_code=None,
)
@pytest.fixture
def mock_substitution_result_failure():
"""Create a failed substitution result."""
return SubstitutionResult(
success=False,
player_out_lineup_id=1,
player_in_card_id=999,
new_lineup_id=None,
new_position=None,
new_batting_order=None,
error_message="Player not found in roster",
error_code="PLAYER_NOT_IN_ROSTER",
)
# ============================================================================
# LINEUP FIXTURES
# ============================================================================
@pytest.fixture
def mock_lineup_state():
"""
Create a mock team lineup state.
9 players in standard batting order with positions.
"""
players = []
positions = ["C", "1B", "2B", "SS", "3B", "LF", "CF", "RF", "DH"]
for i in range(9):
players.append(
LineupPlayerState(
lineup_id=i + 1,
card_id=(i + 1) * 100,
position=positions[i],
batting_order=i + 1,
)
)
return TeamLineupState(team_id=1, players=players)
# ============================================================================
# SOCKET.IO SERVER FIXTURES
# ============================================================================
@pytest.fixture
def sio_server():
"""
Create a bare Socket.io AsyncServer for handler registration.
Use this when you need to control patching manually.
"""
from socketio import AsyncServer
return AsyncServer()
@pytest.fixture
def sio_with_mocks(mock_manager, mock_state_manager, mock_game_engine, mock_dice_system):
"""
Create Socket.io server with handlers registered and all dependencies mocked.
This fixture patches all singletons BEFORE registering handlers to ensure
the handlers capture the mocked versions in their closures.
Returns a tuple of (sio, patches_dict) where patches_dict contains the
mock objects for additional configuration in tests.
"""
from socketio import AsyncServer
sio = AsyncServer()
with patch("app.websocket.handlers.state_manager", mock_state_manager), \
patch("app.websocket.handlers.game_engine", mock_game_engine), \
patch("app.websocket.handlers.dice_system", mock_dice_system):
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
yield sio, {
"manager": mock_manager,
"state_manager": mock_state_manager,
"game_engine": mock_game_engine,
"dice_system": mock_dice_system,
}
# ============================================================================
# UTILITY FUNCTIONS
# ============================================================================
def get_handler(sio, handler_name: str):
"""
Get a specific event handler from the Socket.io server.
Args:
sio: AsyncServer instance with registered handlers
handler_name: Name of the event handler (e.g., 'roll_dice')
Returns:
The async handler function
"""
return sio.handlers["/"][handler_name]
def assert_error_emitted(mock_manager, expected_message_substring: str):
"""
Assert that an error was emitted to the user.
Args:
mock_manager: The mock ConnectionManager
expected_message_substring: Text that should appear in error message
"""
mock_manager.emit_to_user.assert_called()
call_args = mock_manager.emit_to_user.call_args
event_name = call_args[0][1]
data = call_args[0][2]
assert event_name in ("error", "substitution_error", "outcome_rejected"), \
f"Expected error event, got {event_name}"
assert expected_message_substring in data.get("message", ""), \
f"Expected '{expected_message_substring}' in message, got: {data}"
def assert_broadcast_sent(mock_manager, event_name: str, game_id: str = None):
"""
Assert that a broadcast was sent to the game room.
Args:
mock_manager: The mock ConnectionManager
event_name: Expected event name (e.g., 'dice_rolled')
game_id: Optional game ID to verify destination
"""
mock_manager.broadcast_to_game.assert_called()
call_args = mock_manager.broadcast_to_game.call_args
actual_event = call_args[0][1]
assert actual_event == event_name, \
f"Expected broadcast event '{event_name}', got '{actual_event}'"
if game_id:
actual_game_id = call_args[0][0]
assert actual_game_id == game_id, \
f"Expected game_id '{game_id}', got '{actual_game_id}'"