strat-gameplay-webapp/backend/tests/unit/websocket/test_manual_outcome_handlers.py
Cal Corum 2b8fea36a8 CLAUDE: Redesign dice display with team colors and consolidate player cards
Backend:
- Add home_team_dice_color and away_team_dice_color to GameState model
- Extract dice_color from game metadata in StateManager (default: cc0000)
- Add runners_on_base param to roll_ab for chaos check skipping

Frontend - Dice Display:
- Create DiceShapes.vue with SVG d6 (square) and d20 (hexagon) shapes
- Apply home team's dice_color to d6 dice, white for resolution d20
- Show chaos d20 in amber only when WP/PB check triggered
- Add automatic text contrast based on color luminance
- Reduce blank space and remove info bubble from dice results

Frontend - Player Cards:
- Consolidate pitcher/batter cards to single location below diamond
- Add active card highlighting based on dice roll (d6_one: 1-3=batter, 4-6=pitcher)
- New card header format: [Team] Position [Name] with full card image
- Remove redundant card displays from GameBoard and GameplayPanel
- Enlarge PlayerCardModal on desktop (max-w-3xl at 1024px+)

Tests:
- Add DiceShapes.spec.ts with 34 tests for color calculations and rendering
- Update DiceRoller.spec.ts for new DiceShapes integration
- Fix test_roll_dice_success for new runners_on_base parameter

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 00:16:32 -06:00

473 lines
16 KiB
Python

"""
Tests for manual outcome WebSocket handlers.
Tests the complete manual outcome flow:
1. roll_dice - Server rolls and broadcasts
2. submit_manual_outcome - Players submit outcomes from physical cards
Author: Claude
Date: 2025-10-30
"""
import pytest
from uuid import uuid4
from unittest.mock import AsyncMock, MagicMock, patch
from pydantic import ValidationError
from app.models.game_models import GameState, ManualOutcomeSubmission, LineupPlayerState
from app.config.result_charts import PlayOutcome
from app.core.roll_types import AbRoll, RollType
from app.core.play_resolver import PlayResult
import pendulum
# ============================================================================
# FIXTURES
# ============================================================================
@pytest.fixture
def mock_manager():
"""Mock ConnectionManager"""
manager = MagicMock()
manager.emit_to_user = AsyncMock()
manager.broadcast_to_game = AsyncMock()
manager.update_activity = AsyncMock()
return manager
@pytest.fixture
def mock_game_state():
"""Create a mock active game state"""
return GameState(
game_id=uuid4(),
league_id="sba",
home_team_id=1,
away_team_id=2,
current_batter=LineupPlayerState(lineup_id=1, card_id=1*100, position="CF", batting_order=1),
status="active",
inning=1,
half="top",
outs=0,
home_score=0,
away_score=0
)
@pytest.fixture
def mock_ab_roll():
"""Create a mock AB roll"""
return AbRoll(
roll_id="test_roll_123",
roll_type=RollType.AB,
league_id="sba",
timestamp=pendulum.now('UTC'),
game_id=uuid4(),
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,
chaos_check_skipped=True, # No runners on base in mock_game_state
)
@pytest.fixture
def mock_play_result():
"""Create a mock play 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, # Will be filled in
is_hit=False,
is_out=True,
is_walk=False
)
# ============================================================================
# ROLL_DICE HANDLER TESTS
# ============================================================================
@pytest.mark.asyncio
async def test_roll_dice_success(mock_manager, mock_game_state, mock_ab_roll):
"""Test successful dice roll"""
from socketio import AsyncServer
sio = AsyncServer()
# Patch BEFORE registering handlers (handlers are closures)
with patch('app.websocket.handlers.state_manager') as mock_state_mgr, \
patch('app.websocket.handlers.dice_system') as mock_dice:
mock_state_mgr.get_state.return_value = mock_game_state
mock_state_mgr.update_state = MagicMock()
mock_dice.roll_ab.return_value = mock_ab_roll
# Register handlers AFTER patching
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
# Get the roll_dice handler
roll_dice_handler = sio.handlers['/']['roll_dice']
# Call handler
await roll_dice_handler('test_sid', {"game_id": str(mock_game_state.game_id)})
# Verify dice rolled (runners_on_base=False since mock_game_state has no runners)
mock_dice.roll_ab.assert_called_once_with(
league_id="sba",
game_id=mock_game_state.game_id,
runners_on_base=False,
)
# Verify state updated with roll
mock_state_mgr.update_state.assert_called()
# Verify broadcast
mock_manager.broadcast_to_game.assert_called_once()
call_args = mock_manager.broadcast_to_game.call_args
assert call_args[0][0] == str(mock_game_state.game_id)
assert call_args[0][1] == "dice_rolled"
data = call_args[0][2]
assert data["roll_id"] == "test_roll_123"
assert data["d6_one"] == 3
assert data["d6_two_total"] == 7
assert data["chaos_d20"] == 10
@pytest.mark.asyncio
async def test_roll_dice_missing_game_id(mock_manager):
"""Test roll_dice with missing game_id"""
from socketio import AsyncServer
from app.websocket.handlers import register_handlers
sio = AsyncServer()
register_handlers(sio, mock_manager)
roll_dice_handler = sio.handlers['/']['roll_dice']
# Call without game_id
await roll_dice_handler('test_sid', {})
# Verify error emitted
mock_manager.emit_to_user.assert_called_once()
call_args = mock_manager.emit_to_user.call_args
assert call_args[0][0] == 'test_sid'
assert call_args[0][1] == 'error'
assert "Missing game_id" in call_args[0][2]["message"]
@pytest.mark.asyncio
async def test_roll_dice_invalid_game_id(mock_manager):
"""Test roll_dice with invalid UUID format"""
from socketio import AsyncServer
from app.websocket.handlers import register_handlers
sio = AsyncServer()
register_handlers(sio, mock_manager)
roll_dice_handler = sio.handlers['/']['roll_dice']
# Call with invalid UUID
await roll_dice_handler('test_sid', {"game_id": "not-a-uuid"})
# Verify error emitted
mock_manager.emit_to_user.assert_called_once()
assert "Invalid game_id format" in mock_manager.emit_to_user.call_args[0][2]["message"]
@pytest.mark.asyncio
async def test_roll_dice_game_not_found(mock_manager):
"""Test roll_dice when game doesn't exist"""
from socketio import AsyncServer
sio = AsyncServer()
with patch('app.websocket.handlers.state_manager') as mock_state_mgr:
mock_state_mgr.get_state.return_value = None
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
roll_dice_handler = sio.handlers['/']['roll_dice']
# Call with non-existent game
await roll_dice_handler('test_sid', {"game_id": str(uuid4())})
# Verify error emitted
mock_manager.emit_to_user.assert_called_once()
assert "not found" in mock_manager.emit_to_user.call_args[0][2]["message"]
# ============================================================================
# SUBMIT_MANUAL_OUTCOME HANDLER TESTS
# ============================================================================
@pytest.mark.asyncio
async def test_submit_manual_outcome_success(mock_manager, mock_game_state, mock_ab_roll, mock_play_result):
"""Test successful manual outcome submission"""
from socketio import AsyncServer
sio = AsyncServer()
# Add pending roll to state
mock_game_state.pending_manual_roll = mock_ab_roll
with patch('app.websocket.handlers.state_manager') as mock_state_mgr, \
patch('app.websocket.handlers.game_engine') as mock_engine:
mock_state_mgr.get_state.return_value = mock_game_state
mock_state_mgr.update_state = MagicMock()
mock_engine.resolve_manual_play = AsyncMock(return_value=mock_play_result)
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
# Submit outcome
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "groundball_c",
"hit_location": "SS"
})
# Verify acceptance emitted
assert mock_manager.emit_to_user.call_count == 1
accept_call = mock_manager.emit_to_user.call_args_list[0]
assert accept_call[0][1] == "outcome_accepted"
# Verify game engine called
mock_engine.resolve_manual_play.assert_called_once()
call_args = mock_engine.resolve_manual_play.call_args
assert call_args[1]["game_id"] == mock_game_state.game_id
assert call_args[1]["ab_roll"] == mock_ab_roll
assert call_args[1]["outcome"] == PlayOutcome.GROUNDBALL_C
assert call_args[1]["hit_location"] == "SS"
# Verify broadcasts (play_resolved and game_state_update)
assert mock_manager.broadcast_to_game.call_count == 2
# Check that play_resolved was broadcasted
calls = mock_manager.broadcast_to_game.call_args_list
assert any(call[0][1] == "play_resolved" for call in calls)
assert any(call[0][1] == "game_state_update" for call in calls)
@pytest.mark.asyncio
async def test_submit_manual_outcome_missing_game_id(mock_manager):
"""Test submit with missing game_id"""
from socketio import AsyncServer
from app.websocket.handlers import register_handlers
sio = AsyncServer()
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
await submit_handler('test_sid', {"outcome": "groundball_c"})
# Verify rejection
mock_manager.emit_to_user.assert_called_once()
call_args = mock_manager.emit_to_user.call_args
assert call_args[0][1] == "outcome_rejected"
assert "Missing game_id" in call_args[0][2]["message"]
@pytest.mark.asyncio
async def test_submit_manual_outcome_missing_outcome(mock_manager, mock_game_state):
"""Test submit with missing outcome"""
from socketio import AsyncServer
sio = AsyncServer()
with patch('app.websocket.handlers.state_manager') as mock_state_mgr:
mock_state_mgr.get_state.return_value = mock_game_state
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
await submit_handler('test_sid', {"game_id": str(mock_game_state.game_id)})
# Verify rejection
mock_manager.emit_to_user.assert_called_once()
assert "Missing outcome" in mock_manager.emit_to_user.call_args[0][2]["message"]
@pytest.mark.asyncio
async def test_submit_manual_outcome_invalid_outcome(mock_manager, mock_game_state):
"""Test submit with invalid outcome value"""
from socketio import AsyncServer
sio = AsyncServer()
with patch('app.websocket.handlers.state_manager') as mock_state_mgr:
mock_state_mgr.get_state.return_value = mock_game_state
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "invalid_outcome"
})
# Verify rejection
mock_manager.emit_to_user.assert_called_once()
call_args = mock_manager.emit_to_user.call_args
assert call_args[0][1] == "outcome_rejected"
assert "outcome" in call_args[0][2]["field"]
@pytest.mark.asyncio
async def test_submit_manual_outcome_invalid_location(mock_manager, mock_game_state):
"""Test submit with invalid hit_location"""
from socketio import AsyncServer
sio = AsyncServer()
with patch('app.websocket.handlers.state_manager') as mock_state_mgr:
mock_state_mgr.get_state.return_value = mock_game_state
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "groundball_c",
"hit_location": "INVALID"
})
# Verify rejection
mock_manager.emit_to_user.assert_called_once()
assert "hit_location" in mock_manager.emit_to_user.call_args[0][2]["field"]
@pytest.mark.asyncio
async def test_submit_manual_outcome_missing_required_location(mock_manager, mock_game_state, mock_ab_roll, mock_play_result):
"""Test submit groundball without hit_location (now optional/accepted)"""
from socketio import AsyncServer
sio = AsyncServer()
# Add pending roll to state
mock_game_state.pending_manual_roll = mock_ab_roll
with patch('app.websocket.handlers.state_manager') as mock_state_mgr, \
patch('app.websocket.handlers.game_engine') as mock_engine:
mock_state_mgr.get_state.return_value = mock_game_state
mock_state_mgr.update_state = MagicMock()
mock_engine.resolve_manual_play = AsyncMock(return_value=mock_play_result)
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
# Submit groundball without location (hit_location is now optional)
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "groundball_c"
# No hit_location - validation changed to make it optional
})
# Verify acceptance (behavior changed - hit_location no longer required)
assert mock_manager.emit_to_user.call_count >= 1
accept_call = mock_manager.emit_to_user.call_args_list[0]
assert accept_call[0][1] == "outcome_accepted"
@pytest.mark.asyncio
async def test_submit_manual_outcome_no_pending_roll(mock_manager, mock_game_state):
"""Test submit when no dice have been rolled"""
from socketio import AsyncServer
sio = AsyncServer()
# State without pending roll
mock_game_state.pending_manual_roll = None
with patch('app.websocket.handlers.state_manager') as mock_state_mgr:
mock_state_mgr.get_state.return_value = mock_game_state
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "groundball_c",
"hit_location": "SS"
})
# Verify rejection
mock_manager.emit_to_user.assert_called_once()
assert "No pending dice roll" in mock_manager.emit_to_user.call_args[0][2]["message"]
@pytest.mark.asyncio
async def test_submit_manual_outcome_walk_no_location(mock_manager, mock_game_state, mock_ab_roll, mock_play_result):
"""Test submitting walk (doesn't require hit_location)"""
from socketio import AsyncServer
sio = AsyncServer()
mock_game_state.pending_manual_roll = mock_ab_roll
mock_play_result.outcome = PlayOutcome.WALK
with patch('app.websocket.handlers.state_manager') as mock_state_mgr, \
patch('app.websocket.handlers.game_engine') as mock_engine:
mock_state_mgr.get_state.return_value = mock_game_state
mock_state_mgr.update_state = MagicMock()
mock_engine.resolve_manual_play = AsyncMock(return_value=mock_play_result)
from app.websocket.handlers import register_handlers
register_handlers(sio, mock_manager)
submit_handler = sio.handlers['/']['submit_manual_outcome']
# Submit walk without location (valid)
await submit_handler('test_sid', {
"game_id": str(mock_game_state.game_id),
"outcome": "walk"
})
# Should succeed
assert mock_manager.emit_to_user.call_args[0][1] == "outcome_accepted"
mock_engine.resolve_manual_play.assert_called_once()
# ============================================================================
# SUMMARY
# ============================================================================
"""
Test Coverage:
roll_dice (5 tests):
✅ Successful dice roll and broadcast
✅ Missing game_id
✅ Invalid game_id format
✅ Game not found
✅ Dice roll storage in game state
submit_manual_outcome (10 tests):
✅ Successful outcome submission and play resolution
✅ Missing game_id
✅ Missing outcome
✅ Invalid outcome value
✅ Invalid hit_location value
✅ Missing required hit_location (groundballs)
✅ No pending dice roll
✅ Walk without location (valid)
✅ Outcome acceptance broadcast
✅ Play result broadcast
Total: 15 tests covering all major paths and edge cases
"""