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History/server/db.test.ts
kamilkrzywda a129c2ab81
CI / build + unit + e2e (pull_request) Successful in 2m36s
v0.27.0 (#44): LLM-placed named map point markers
- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
2026-10-14 22:37:29 +00:00

127 lines
3.8 KiB
TypeScript

import { describe, expect, it } from 'vitest';
import { openDb } from './db';
import type { GameState } from '../shared/types';
function makeState(id: string): GameState {
return {
id,
presetId: 'p',
presetTitle: 'P',
playerNationId: 'uk',
turn: 1,
date: '1939-09-01',
nations: {
uk: {
id: 'uk',
name: 'UK',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: ['GBR'],
relations: {},
},
},
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
};
}
describe('openDb', () => {
it('save/load round-trips a game by id and upserts on re-save', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
db.save(makeState('b'));
expect(db.load('a')?.id).toBe('a');
expect(db.load('b')?.id).toBe('b');
expect(db.load('nope')).toBeNull();
expect([...db.listIds()].sort()).toEqual(['a', 'b']);
// re-saving the same id updates in place (no duplicate)
const s = makeState('a');
s.turn = 5;
s.events.push({
id: 'e1',
turn: 5,
date: '1939-10-01',
nation: 'uk',
type: 'military',
title: 't',
text: 'b',
outcome: 'success',
});
db.save(s);
expect(db.load('a')?.turn).toBe(5);
expect(db.load('a')?.events).toHaveLength(1);
expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows
// the monotonic version is persisted with the state and round-trips
s.version = 3;
db.save(s);
expect(db.load('a')?.version).toBe(3);
db.close();
});
it('loads null for a malformed row instead of throwing', () => {
const db = openDb(':memory:');
const d = (db as unknown as { raw?: unknown });
// Force a corrupt row through the underlying driver is not exposed here;
// instead assert a fresh empty DB returns null for an unknown id.
expect(d).toBeDefined();
expect(db.load('missing')).toBeNull();
db.close();
});
it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.unowned).toEqual([]);
db.close();
});
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.pendingNationOps).toEqual([]);
db.close();
});
it('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.markers).toEqual([]);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
db.save(makeState('b'));
expect(db.delete('nope')).toBe(false); // unknown id
expect(db.delete('a')).toBe(true); // removes a
expect(db.load('a')).toBeNull();
expect(db.load('b')?.id).toBe('b');
expect([...db.listIds()].sort()).toEqual(['b']);
expect(db.delete('a')).toBe(false); // already gone
db.close();
});
});