internal/client (new): a typed Go HTTP client for the API - login, register, logout, me, and full CRUD for games/platforms - shared by the TUI and the Fyne GUI so request-building, auth and error handling (an APIError with the HTTP status) live in one tested place instead of being duplicated. 8 tests against an httptest server covering success, 401, 403 and that the token is stored/cleared at the right times. cmd/tui (rewrite): drops the old unauthenticated read-only viewer. Now a login screen (bubbles/textinput) -> a scrollable games table (bubbles/table) with 'r' to refresh, built as an explicit state machine (screenLogin/screenLoading/screenGames) so Update's transitions are testable without a real terminal. 9 tests driving Update() directly. cmd/gui (rewrite): drops raylib for Fyne. Same shape as the TUI - a login form, then a games table, with networking on a goroutine and fyne.Do for the UI updates. The table-cell and login-validation logic are plain functions with no Fyne/display dependency, so they're tested directly (7 tests) rather than needing Fyne's headless test driver. internal/api: tagged every operation (Auth/Platforms/Games/Misc) so the generated OpenAPI spec groups into named services instead of one bucket; api/openapi.json regenerated. Added CORS middleware (wildcard origin, no credentials needed since clients use a bearer token, not the cookie) - needed for the new web client's browser requests to the API's a different origin. web/ (new): an Angular 22 + Material app, API client generated from api/openapi.json via ng-openapi-gen (services: true for per-resource classes - AuthService/GamesService/PlatformsService - instead of one generic Api facade). A Session service holds the token/user as signals, persists the token to localStorage, and is the only thing that calls the generated AuthService; an HttpInterceptorFn attaches the bearer token to every request; a CanActivateFn guard protects /games. Login and Games are standalone, lazy-loaded route components. 21 tests (Vitest, Angular's new default - no browser/Karma needed) covering the service, interceptor, guard and both components, run via `npm test` exactly as CI will call it. Justfile: fixed run-tui/run-gui, which used `go run .../main.go` - broken now that both packages span multiple files, since that only compiles the one named file. Added web-install/web-dev/web-build/web-test. .gitea/workflows/ci.yml (moved from .github, which Gitea doesn't read): on push to main/develop - gofmt, go vet, go build, go test, go mod tidy diff (with the Fyne build's system deps installed), sqlc diff, and the web app's build+test. .gitea/workflows/release.yml (new): on a vX.Y.Z tag, cross-compiles api+tui for linux/darwin/windows (amd64+arm64, pure Go, no cgo), builds the Fyne GUI for linux/amd64 only (cgo + its OpenGL/X11 link means it can't cross-compile from one Linux runner the way api/tui do, and this repo has no registered macOS/Windows runner to build it on natively - documented in the workflow's comments), builds the web app, and creates a Gitea release with all of it attached via the Gitea API. Written to Gitea's documented GitHub-Actions-compatible syntax but not executable from here - there's no Gitea server in this environment to run it against, unlike everything else in this commit, which was. Verified: every Go package builds/vets/tests clean; sqlc diff and go mod tidy -diff are clean; the Angular app builds for production and its test suite passes via `npm test`/`npm run build` (the exact commands CI runs), including after a clean `npm ci` from the committed lockfile; the new CORS config was checked with real preflight and GET requests against a running server, not just read. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
60 lines
1.3 KiB
Go
60 lines
1.3 KiB
Go
package main
|
|
|
|
import (
|
|
"testing"
|
|
|
|
"completed/internal/model"
|
|
)
|
|
|
|
func TestGameTableSize(t *testing.T) {
|
|
games := []model.Game{{Name: "Doom"}, {Name: "Half-Life"}}
|
|
|
|
rows, cols := gameTableSize(games)
|
|
if rows != 3 {
|
|
t.Errorf("rows = %d, want 3 (header + 2 games)", rows)
|
|
}
|
|
if cols != len(gameColumns) {
|
|
t.Errorf("cols = %d, want %d", cols, len(gameColumns))
|
|
}
|
|
}
|
|
|
|
func TestGameTableSizeEmpty(t *testing.T) {
|
|
rows, _ := gameTableSize(nil)
|
|
if rows != 1 {
|
|
t.Errorf("rows = %d, want 1 (header only)", rows)
|
|
}
|
|
}
|
|
|
|
func TestGameCellTextHeader(t *testing.T) {
|
|
for col, want := range gameColumns {
|
|
if got := gameCellText(nil, 0, col); got != want {
|
|
t.Errorf("gameCellText(nil, 0, %d) = %q, want %q", col, got, want)
|
|
}
|
|
}
|
|
}
|
|
|
|
func TestGameCellTextDataRows(t *testing.T) {
|
|
games := []model.Game{
|
|
{Name: "Doom", PlatformName: "PC", Score: 95, ReleaseDate: "1993-12-10"},
|
|
{Name: "Half-Life", PlatformName: "PC", Score: 96, ReleaseDate: "1998-11-19", Finished: "1999-01-01"},
|
|
}
|
|
|
|
tests := []struct {
|
|
row, col int
|
|
want string
|
|
}{
|
|
{1, 0, "Doom"},
|
|
{1, 1, "PC"},
|
|
{1, 2, "95"},
|
|
{1, 3, "1993-12-10"},
|
|
{1, 4, ""},
|
|
{2, 0, "Half-Life"},
|
|
{2, 4, "✓"},
|
|
}
|
|
for _, tt := range tests {
|
|
if got := gameCellText(games, tt.row, tt.col); got != tt.want {
|
|
t.Errorf("gameCellText(games, %d, %d) = %q, want %q", tt.row, tt.col, got, tt.want)
|
|
}
|
|
}
|
|
}
|