Files
Catacombs/game/session_test.go
tolelom b0766c488c fix: deep-copy GameState in GetState to prevent data race
Replace shallow struct copy with full deep copy of Players, Monsters,
Floor/Rooms, Inventory, Relics, ShopItems, and CombatLog slices so
concurrent readers via GetState never alias the combatLoop's live data.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 10:23:21 +09:00

61 lines
1.1 KiB
Go

package game
import (
"testing"
"time"
"github.com/tolelom/catacombs/entity"
)
func TestGetStateNoRace(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("Racer", entity.ClassWarrior)
s.AddPlayer(p)
s.StartGame()
done := make(chan struct{})
go func() {
defer close(done)
for i := 0; i < 100; i++ {
st := s.GetState()
for _, p := range st.Players {
_ = p.HP
_ = p.Gold
}
for _, m := range st.Monsters {
_ = m.HP
}
}
}()
for i := 0; i < 10; i++ {
select {
case s.actionCh <- playerActionMsg{PlayerName: "Racer", Action: PlayerAction{Type: ActionWait}}:
default:
}
time.Sleep(10 * time.Millisecond)
}
<-done
}
func TestSessionTurnTimeout(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("test", entity.ClassWarrior)
s.AddPlayer(p)
s.StartFloor()
// Don't submit any action, wait for timeout
done := make(chan struct{})
go func() {
s.RunTurn()
close(done)
}()
select {
case <-done:
// Turn completed via timeout
case <-time.After(7 * time.Second):
t.Error("Turn did not timeout within 7 seconds")
}
}