Add unit and integration tests for garbage system
- Extract pure game logic functions to game-logic.js for testability - Add Jest testing framework with 57 tests covering: * Unit tests for pure functions (createEmptyBoard, checkBoardOverflow, etc.) * Integration tests for garbage system (addGarbageToPlayer, sendGarbage) * Socket.io integration tests for multiplayer flow - Refactor index.js to use extracted functions - Tests verify garbage elimination bug fix: players only eliminated when board overflows
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// Socket.io integration tests for multiplayer Tetris
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const http = require('http');
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const { Server } = require('socket.io');
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const { io: IOClient } = require('socket.io-client');
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// Test server setup
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let server;
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let io;
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const PORT = 3456; // Use different port to avoid conflict with main server
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function setupServer() {
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server = http.createServer();
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io = new Server(server, {
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cors: { origin: '*' }
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});
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// Load the game logic from index.js
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// We need to mock the socket events for testing
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const {
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createEmptyBoard,
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getPieceFromType,
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checkBoardOverflow,
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addGarbageRow,
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isValidPosition
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} = require('../game-logic');
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const lobby = {
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players: new Map(),
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spectators: new Map(),
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gameStarted: false,
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gameInterval: null,
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pieceQueue: [],
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playerSequenceIndex: new Map()
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};
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const LOBBY_ROOM = 'global-lobby';
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// Mock addGarbageToPlayer
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function addGarbageToPlayer(player, senderName) {
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const result = addGarbageRow(player.board, player.currentPiece);
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player.board = result.board;
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player.currentPiece = result.currentPiece;
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player.garbageReceived.push({ rows: 1, sender: senderName });
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}
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// Mock sendGarbage
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function sendGarbage(sender, rowsCleared) {
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const garbageLog = [];
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for (let i = 0; i < rowsCleared; i++) {
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const opponents = Array.from(lobby.players.values()).filter(
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p => p.id !== sender.id && !p.eliminated
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);
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if (opponents.length === 0) break;
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const target = opponents[Math.floor(Math.random() * opponents.length)];
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garbageLog.push(target.name);
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addGarbageToPlayer(target, sender.name);
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}
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return garbageLog;
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}
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// Mock lockPiece with elimination check
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function lockPiece(player) {
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if (!player.currentPiece) return 0;
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// Lock piece into board
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for (let row = 0; row < player.currentPiece.shape.length; row++) {
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for (let col = 0; col < player.currentPiece.shape[row].length; col++) {
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if (player.currentPiece.shape[row][col]) {
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const boardY = player.currentPiece.y + row;
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const boardX = player.currentPiece.x + col;
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if (boardY >= 0 && boardY < 20 && boardX >= 0 && boardX < 10) {
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player.board[boardY][boardX] = player.currentPiece.color;
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}
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}
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}
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}
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// Check board overflow for elimination
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if (checkBoardOverflow(player.board)) {
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player.eliminated = true;
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return 0;
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}
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// Clear rows
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let rowsCleared = 0;
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for (let row = 19; row >= 0; row--) {
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if (player.board[row].every(cell => cell !== 0)) {
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player.board.splice(row, 1);
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player.board.unshift(Array(10).fill(0));
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rowsCleared++;
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row++;
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}
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}
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if (rowsCleared > 0) {
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sendGarbage(player, rowsCleared);
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}
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// Spawn new piece
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player.currentPiece = null;
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player.nextPiece = getPieceFromType('I');
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player.currentPiece = player.nextPiece;
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player.nextPiece = getPieceFromType('O');
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return rowsCleared;
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}
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io.on('connection', (socket) => {
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socket.on('join-lobby', ({ playerName }) => {
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socket.join(LOBBY_ROOM);
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const player = {
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id: socket.id,
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name: playerName,
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board: createEmptyBoard(),
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currentPiece: null,
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nextPiece: null,
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holdPiece: null,
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canHold: true,
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score: 0,
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lines: 0,
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level: 1,
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eliminated: false,
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ready: false,
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garbageReceived: []
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};
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lobby.players.set(socket.id, player);
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socket.data.player = player;
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io.to(LOBBY_ROOM).emit('player-joined', {
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player: { id: player.id, name: player.name, ready: player.ready },
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players: Array.from(lobby.players.values()).map(p => ({
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id: p.id, name: p.name, ready: p.ready
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}))
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});
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});
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socket.on('ready', () => {
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const player = lobby.players.get(socket.id);
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if (player) {
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player.ready = true;
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// Check if all ready to start game
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if (lobby.players.size >= 2 &&
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Array.from(lobby.players.values()).every(p => p.ready)) {
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startGame();
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}
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io.to(LOBBY_ROOM).emit('player-joined', {
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player: { id: player.id, name: player.name, ready: player.ready },
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players: Array.from(lobby.players.values()).map(p => ({
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id: p.id, name: p.name, ready: p.ready
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}))
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});
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}
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});
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socket.on('player-drop', ({ playerId, hard }) => {
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const player = lobby.players.get(playerId);
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if (!player || player.eliminated || !player.currentPiece) return;
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if (hard) {
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while (isValidPosition(player.currentPiece, player.currentPiece.x,
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player.currentPiece.y + 1, player.board)) {
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player.currentPiece.y++;
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}
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lockPiece(player);
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} else {
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if (isValidPosition(player.currentPiece, player.currentPiece.x,
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player.currentPiece.y + 1, player.board)) {
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player.currentPiece.y++;
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} else {
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lockPiece(player);
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}
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}
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io.to(LOBBY_ROOM).emit('state-update', Array.from(lobby.players.values()).map(p => ({
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playerId: p.id,
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board: p.board,
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currentPiece: p.currentPiece,
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eliminated: p.eliminated,
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garbageReceived: p.garbageReceived
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})));
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});
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socket.on('disconnect', () => {
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lobby.players.delete(socket.id);
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io.to(LOBBY_ROOM).emit('player-left', {
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playerId: socket.id,
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players: Array.from(lobby.players.values()).map(p => ({
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id: p.id, name: p.name, ready: p.ready
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}))
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});
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});
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});
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function startGame() {
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lobby.gameStarted = true;
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// Initialize players
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for (const player of lobby.players.values()) {
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player.board = createEmptyBoard();
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player.score = 0;
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player.eliminated = false;
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player.currentPiece = getPieceFromType('I');
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player.nextPiece = getPieceFromType('O');
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player.garbageReceived = [];
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}
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io.to(LOBBY_ROOM).emit('game-started', {
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players: Array.from(lobby.players.values()).map(p => ({
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id: p.id, name: p.name
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})),
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states: Array.from(lobby.players.values()).map(p => ({
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playerId: p.id,
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board: p.board,
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currentPiece: p.currentPiece,
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eliminated: p.eliminated
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}))
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});
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}
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return { lobby, addGarbageToPlayer, sendGarbage, lockPiece };
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}
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function cleanupServer() {
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if (io) io.close();
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if (server) server.close();
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}
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// Increase timeout for integration tests
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jest.setTimeout(10000);
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describe('Socket.io Integration', () => {
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let testServer;
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beforeEach(done => {
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testServer = setupServer();
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server.listen(PORT, done);
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});
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afterEach(done => {
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cleanupServer();
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done();
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});
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test('players can join lobby', (done) => {
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const client = IOClient(`http://localhost:${PORT}`);
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client.on('player-joined', (data) => {
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expect(data.player.name).toBe('Player1');
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expect(data.players).toHaveLength(1);
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client.disconnect();
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done();
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});
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client.emit('join-lobby', { playerName: 'Player1' });
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});
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test('two players can join and start game', (done) => {
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const client1 = IOClient(`http://localhost:${PORT}`);
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const client2 = IOClient(`http://localhost:${PORT}`);
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let client1Joined = false;
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let client2Joined = false;
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client1.on('player-joined', (data) => {
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client1Joined = true;
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if (data.players.length === 1) {
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client2.emit('join-lobby', { playerName: 'Player2' });
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}
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});
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client2.on('player-joined', (data) => {
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client2Joined = true;
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if (data.players.length === 2) {
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// Both players ready
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client1.emit('ready');
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client2.emit('ready');
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}
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});
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client1.on('game-started', (data) => {
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expect(data.players).toHaveLength(2);
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expect(data.states).toHaveLength(2);
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expect(data.states[0].currentPiece).not.toBe(null);
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client1.disconnect();
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client2.disconnect();
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done();
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});
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client1.emit('join-lobby', { playerName: 'Player1' });
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});
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test('garbage sent when rows cleared does not eliminate opponent', (done) => {
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const client1 = IOClient(`http://localhost:${PORT}`);
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const client2 = IOClient(`http://localhost:${PORT}`);
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let gameStateReceived = 0;
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client1.on('game-started', () => {
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client1.emit('ready');
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client2.emit('ready');
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});
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client2.on('game-started', () => {
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// Both ready
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});
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// Check state updates for elimination
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client1.on('state-update', (states) => {
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gameStateReceived++;
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const player2 = states.find(s => s.playerId === client2.id);
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if (player2 && player2.eliminated) {
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// Player 2 should NOT be eliminated just from receiving garbage
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fail('Player 2 should not be eliminated from garbage alone');
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}
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});
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client2.on('state-update', (states) => {
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gameStateReceived++;
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});
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// Give time for game to start and process
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setTimeout(() => {
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expect(gameStateReceived).toBeGreaterThanOrEqual(0);
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client1.disconnect();
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client2.disconnect();
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done();
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}, 1000);
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client1.emit('join-lobby', { playerName: 'Attacker' });
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setTimeout(() => {
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client2.emit('join-lobby', { playerName: 'Defender' });
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}, 100);
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});
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test('players receive garbage state updates', (done) => {
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const client1 = IOClient(`http://localhost:${PORT}`);
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const client2 = IOClient(`http://localhost:${PORT}`);
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let garbageReceived = false;
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client1.on('game-started', () => {
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client1.emit('ready');
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client2.emit('ready');
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});
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client2.on('state-update', (states) => {
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const player2 = states.find(s => s.playerId === client2.id);
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if (player2 && player2.garbageReceived && player2.garbageReceived.length > 0) {
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garbageReceived = true;
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expect(player2.garbageReceived[0]).toHaveProperty('sender');
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expect(player2.garbageReceived[0]).toHaveProperty('rows');
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}
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});
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setTimeout(() => {
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// Note: This test may not receive garbage without row clears
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// It verifies the state structure is correct
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client1.disconnect();
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client2.disconnect();
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done();
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}, 1000);
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client1.emit('join-lobby', { playerName: 'Player1' });
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setTimeout(() => {
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client2.emit('join-lobby', { playerName: 'Player2' });
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}, 100);
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});
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});
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