docs: Add API reference and testing guide

Complete documentation for:
- 04_API_REFERENCE.md: All 9 API endpoints with examples
- 05_TESTING_GUIDE.md: Minitest strategy with fixtures and tests

These complete the documentation set along with the Hacktivity integration guide.
This commit is contained in:
Claude
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# API Reference
Complete API documentation for BreakEscape Rails Engine.
---
## Base URL
When mounted in Hacktivity:
```
https://hacktivity.com/break_escape
```
When running standalone:
```
http://localhost:3000/break_escape
```
---
## Authentication
All API endpoints use **session-based authentication** via Rails cookies.
### Headers Required
```http
Cookie: _session_id=... # Rails session cookie (set by Devise)
X-CSRF-Token: <token> # CSRF token (from form_authenticity_token)
Content-Type: application/json # For POST/PUT requests
Accept: application/json # For JSON responses
```
### Getting CSRF Token
The token is available in the game view:
```javascript
const csrfToken = window.breakEscapeConfig.csrfToken;
// or
const csrfToken = document.querySelector('meta[name="csrf-token"]').content;
```
---
## Endpoints
### 1. GET /missions
Get list of available missions (scenarios).
**URL:** `/break_escape/missions`
**Method:** `GET`
**Auth:** None required
**Query Parameters:** None
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: text/html
<!-- Renders missions/index.html.erb -->
```
**HTML Response includes:**
- List of published missions
- Mission cards with title, description, difficulty
**Usage:**
```bash
curl https://hacktivity.com/break_escape/missions
```
---
### 2. GET /missions/:id
Select a mission and create/find game instance.
**URL:** `/break_escape/missions/:id`
**Method:** `GET`
**Auth:** Required (current_user or current_player)
**Parameters:**
- `id` (path) - Mission ID
**Response:**
```json
HTTP/1.1 302 Found
Location: /break_escape/games/123
```
**Behavior:**
- Finds or creates game instance for current player
- Redirects to game show page
**Usage:**
```bash
curl -X GET https://hacktivity.com/break_escape/missions/1 \
-H "Cookie: _session_id=..."
```
---
### 3. GET /games/:id
Show game view (HTML page with Phaser game).
**URL:** `/break_escape/games/:id`
**Method:** `GET`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Response:**
```html
HTTP/1.1 200 OK
Content-Type: text/html
<!DOCTYPE html>
<html>
<head>
<title>Mission Name - BreakEscape</title>
<!-- Game CSS -->
</head>
<body>
<div id="break-escape-game"></div>
<script nonce="...">
window.breakEscapeConfig = {
gameId: 123,
apiBasePath: '/break_escape/games/123',
csrfToken: '...'
};
</script>
<!-- Game JS -->
</body>
</html>
```
**Usage:**
```bash
curl https://hacktivity.com/break_escape/games/123 \
-H "Cookie: _session_id=..."
```
---
### 4. GET /games/:id/scenario
Get scenario JSON for this game instance.
**URL:** `/break_escape/games/:id/scenario`
**Method:** `GET`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"scenarioName": "CEO Exfiltration",
"scenarioBrief": "Gather evidence of insider trading",
"startRoom": "reception",
"rooms": {
"reception": {
"type": "room_reception",
"connections": {
"north": "office"
},
"locked": false,
"objects": [
{
"type": "desk",
"name": "Reception Desk",
"observations": "A tidy desk with a computer monitor"
}
]
},
"office": {
"type": "room_office",
"connections": {
"south": "reception"
},
"locked": true,
"objects": []
}
},
"npcs": [
{
"id": "security_guard",
"displayName": "Security Guard",
"storyPath": "scenarios/ink/security-guard.json",
"npcType": "person"
}
]
}
```
**Important Notes:**
- Scenario is **ERB-generated** when game instance was created
- Each game has **unique passwords/pins**
- Solutions are **included** (server-side only, not sent to client via filtered endpoints)
- This endpoint returns the **complete** scenario (use with care)
**Usage:**
```javascript
const scenario = await ApiClient.getScenario();
```
```bash
curl https://hacktivity.com/break_escape/games/123/scenario \
-H "Cookie: _session_id=..." \
-H "Accept: application/json"
```
---
### 5. GET /games/:id/ink
Get NPC Ink script (JIT compiled if needed).
**URL:** `/break_escape/games/:id/ink?npc=<npc_id>`
**Method:** `GET`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
- `npc` (query) - NPC identifier
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"inkVersion": 21,
"root": [
["^Hello there! I'm the security guard.", "\n"],
["^What brings you here?", "\n"],
["ev", "str", "^Ask about access", "/str", "/ev", {"->": ".^.c", "c": true}],
["ev", "str", "^Goodbye", "/str", "/ev", {"->": ".^.c", "c": true}]
],
"listDefs": {}
}
```
**Behavior:**
- Checks if NPC exists in game's scenario_data
- Looks for .ink source file
- Compiles .ink → .json if:
- .json doesn't exist, OR
- .ink is newer than .json
- Compilation takes ~300ms (cached thereafter)
- Returns compiled Ink JSON
**Error Responses:**
```json
// Missing npc parameter
HTTP/1.1 400 Bad Request
{"error": "Missing npc parameter"}
// NPC not in scenario
HTTP/1.1 404 Not Found
{"error": "NPC not found in scenario"}
// Ink file not found
HTTP/1.1 404 Not Found
{"error": "Ink script not found"}
// Compilation failed
HTTP/1.1 500 Internal Server Error
{"error": "Invalid JSON in compiled ink: ..."}
```
**Usage:**
```javascript
const inkScript = await ApiClient.getNPCScript('security_guard');
```
```bash
curl "https://hacktivity.com/break_escape/games/123/ink?npc=security_guard" \
-H "Cookie: _session_id=..." \
-H "Accept: application/json"
```
---
### 6. GET /games/:id/bootstrap
Get initial game data for client.
**URL:** `/break_escape/games/:id/bootstrap`
**Method:** `GET`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"gameId": 123,
"missionName": "CEO Exfiltration",
"startRoom": "reception",
"playerState": {
"currentRoom": "reception",
"unlockedRooms": ["reception"],
"unlockedObjects": [],
"inventory": [],
"encounteredNPCs": [],
"globalVariables": {},
"biometricSamples": [],
"biometricUnlocks": [],
"bluetoothDevices": [],
"notes": [],
"health": 100
},
"roomLayout": {
"reception": {
"connections": {"north": "office"},
"locked": false
},
"office": {
"connections": {"south": "reception"},
"locked": true
}
}
}
```
**Important:**
- `roomLayout` includes connections and locked status
- `roomLayout` does **NOT** include lockType or requires (solutions hidden)
- `playerState` includes all current progress
- Use this to initialize client game state
**Usage:**
```javascript
const gameData = await ApiClient.bootstrap();
```
```bash
curl https://hacktivity.com/break_escape/games/123/bootstrap \
-H "Cookie: _session_id=..." \
-H "Accept: application/json"
```
---
### 7. PUT /games/:id/sync_state
Sync player state to server.
**URL:** `/break_escape/games/:id/sync_state`
**Method:** `PUT`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Request Body:**
```json
{
"currentRoom": "office",
"globalVariables": {
"alarm_triggered": false,
"player_favor": 5
}
}
```
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"success": true
}
```
**Behavior:**
- Updates `player_state.currentRoom` if provided
- Merges `globalVariables` into `player_state.globalVariables`
- Does NOT validate - trusts client for these fields
- Saves to database
**Usage:**
```javascript
await ApiClient.syncState('office', {
alarm_triggered: false,
player_favor: 5
});
```
```bash
curl -X PUT https://hacktivity.com/break_escape/games/123/sync_state \
-H "Cookie: _session_id=..." \
-H "X-CSRF-Token: ..." \
-H "Content-Type: application/json" \
-d '{
"currentRoom": "office",
"globalVariables": {
"alarm_triggered": false
}
}'
```
---
### 8. POST /games/:id/unlock
Validate unlock attempt (server-side).
**URL:** `/break_escape/games/:id/unlock`
**Method:** `POST`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Request Body:**
```json
{
"targetType": "door",
"targetId": "office",
"attempt": "password123",
"method": "password"
}
```
**Parameters:**
- `targetType` (string) - "door" or "object"
- `targetId` (string) - Room ID or object ID
- `attempt` (string) - Password, PIN, or key ID
- `method` (string) - "password", "pin", "key", or "lockpick"
**Response (Success - Door):**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"success": true,
"type": "door",
"roomData": {
"type": "room_office",
"connections": {"south": "reception"},
"objects": [...]
}
}
```
**Response (Success - Object):**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"success": true,
"type": "object"
}
```
**Response (Failure):**
```json
HTTP/1.1 422 Unprocessable Entity
Content-Type: application/json
{
"success": false,
"message": "Invalid attempt"
}
```
**Behavior:**
- Validates attempt against scenario_data (solutions)
- For passwords/pins: Compares string match
- For keys: Compares key ID
- For lockpick: Always succeeds (client minigame already validated)
- If valid:
- Updates player_state (adds to unlockedRooms or unlockedObjects)
- Returns filtered room/object data (no solutions)
- If invalid:
- Returns error, no state change
**Usage:**
```javascript
const result = await ApiClient.unlock('door', 'office', 'admin123', 'password');
if (result.success) {
// Unlock succeeded
console.log('Room unlocked!', result.roomData);
} else {
// Invalid password
console.log('Failed:', result.message);
}
```
```bash
curl -X POST https://hacktivity.com/break_escape/games/123/unlock \
-H "Cookie: _session_id=..." \
-H "X-CSRF-Token: ..." \
-H "Content-Type: application/json" \
-d '{
"targetType": "door",
"targetId": "office",
"attempt": "admin123",
"method": "password"
}'
```
---
### 9. POST /games/:id/inventory
Update player inventory.
**URL:** `/break_escape/games/:id/inventory`
**Method:** `POST`
**Auth:** Required (must be game owner or admin)
**Parameters:**
- `id` (path) - Game instance ID
**Request Body (Add Item):**
```json
{
"action": "add",
"item": {
"type": "key",
"name": "Office Key",
"key_id": "office_key_1",
"takeable": true
}
}
```
**Request Body (Remove Item):**
```json
{
"action": "remove",
"item": {
"id": "office_key_1"
}
}
```
**Response:**
```json
HTTP/1.1 200 OK
Content-Type: application/json
{
"success": true,
"inventory": [
{
"type": "key",
"name": "Office Key",
"key_id": "office_key_1",
"takeable": true
}
]
}
```
**Error Response:**
```json
HTTP/1.1 400 Bad Request
Content-Type: application/json
{
"success": false,
"message": "Invalid action"
}
```
**Behavior:**
- `add`: Appends item to player_state.inventory
- `remove`: Removes item with matching ID from inventory
- No validation (trusts client)
- Returns updated inventory array
**Usage:**
```javascript
// Add item
await ApiClient.updateInventory('add', {
type: 'key',
name: 'Office Key',
key_id: 'office_key_1'
});
// Remove item
await ApiClient.updateInventory('remove', { id: 'office_key_1' });
```
```bash
curl -X POST https://hacktivity.com/break_escape/games/123/inventory \
-H "Cookie: _session_id=..." \
-H "X-CSRF-Token: ..." \
-H "Content-Type: application/json" \
-d '{
"action": "add",
"item": {
"type": "key",
"name": "Office Key"
}
}'
```
---
## Error Responses
### Standard Error Format
```json
{
"error": "Error message here"
}
```
### HTTP Status Codes
| Code | Meaning | When |
|------|---------|------|
| 200 | OK | Successful request |
| 302 | Found | Redirect (e.g., mission → game) |
| 400 | Bad Request | Missing required parameters |
| 401 | Unauthorized | Not logged in |
| 403 | Forbidden | Not authorized (Pundit) |
| 404 | Not Found | Resource doesn't exist |
| 422 | Unprocessable Entity | Validation failed (e.g., invalid password) |
| 500 | Internal Server Error | Server error (e.g., compilation failed) |
---
## Rate Limiting
Currently **no rate limiting** is implemented. Consider adding in production:
```ruby
# Gemfile
gem 'rack-attack'
# config/initializers/rack_attack.rb
Rack::Attack.throttle('api/ip', limit: 100, period: 1.minute) do |req|
req.ip if req.path.start_with?('/break_escape/games/')
end
```
---
## API Client (JavaScript)
### Installation
The API client is provided in `public/break_escape/js/api-client.js`.
### Usage
```javascript
import { ApiClient } from './api-client.js';
// Bootstrap
const gameData = await ApiClient.bootstrap();
// Get scenario
const scenario = await ApiClient.getScenario();
// Get NPC script
const inkScript = await ApiClient.getNPCScript('security_guard');
// Unlock
const result = await ApiClient.unlock('door', 'office', 'password123', 'password');
// Update inventory
await ApiClient.updateInventory('add', { type: 'key', name: 'Office Key' });
// Sync state
await ApiClient.syncState('office', { alarm_triggered: false });
```
### Error Handling
```javascript
try {
const result = await ApiClient.unlock('door', 'office', 'wrong', 'password');
if (!result.success) {
console.log('Invalid password');
}
} catch (error) {
console.error('API error:', error);
// Network error, server error, etc.
}
```
---
## Security Considerations
### Authentication
- All endpoints require valid Rails session
- Uses Devise for authentication
- Session cookies are HTTPOnly and Secure
### Authorization
- Pundit policies enforce ownership
- Players can only access their own games
- Admins can access all games
### CSRF Protection
- All POST/PUT/DELETE requests require CSRF token
- Token embedded in game view
- Verified by Rails on each request
### Data Validation
- Unlock attempts validated server-side
- Solutions never sent to client
- Room data filtered before sending
### What's NOT Validated
- Player position (client-side only)
- Global variables (trusted)
- Inventory additions (trusted)
**Rationale:** Balance security with simplicity. Critical game-breaking actions (unlocks) are validated. Non-critical state (position, variables) is trusted for performance.
---
## Debugging
### Enable Detailed Logging
```ruby
# config/environments/development.rb
config.log_level = :debug
# View logs
tail -f log/development.log | grep BreakEscape
```
### Common Debug Points
```ruby
# In controllers
Rails.logger.debug "[BreakEscape] Game: #{@game.inspect}"
# In models
Rails.logger.debug "[BreakEscape] Unlocking: #{room_id}"
# JIT compilation
Rails.logger.info "[BreakEscape] Compiling #{ink_file}"
```
### Test API with curl
```bash
# Get CSRF token first
TOKEN=$(curl -c cookies.txt http://localhost:3000/break_escape/games/1 | grep csrf-token | sed 's/.*content="\([^"]*\)".*/\1/')
# Use token in POST
curl -X POST http://localhost:3000/break_escape/games/1/unlock \
-b cookies.txt \
-H "X-CSRF-Token: $TOKEN" \
-H "Content-Type: application/json" \
-d '{"targetType":"door","targetId":"office","attempt":"test","method":"password"}'
```
---
## API Changelog
### v1.0.0 (Initial Release)
- All endpoints implemented
- JIT Ink compilation
- ERB scenario generation
- Polymorphic player support
- Session-based authentication
---
## Support
For issues or questions:
- Check implementation plan
- Review controller code
- Check Rails logs
- Refer to this API reference
---
**Complete API documentation for BreakEscape Rails Engine**

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# Testing Guide
Complete testing strategy for BreakEscape Rails Engine.
---
## Testing Philosophy
### What We Test
**Models** - Validations, methods, business logic
**Controllers** - HTTP responses, authorization, API contracts
**Policies** - Authorization rules
**Integration** - Full user flows end-to-end
**ERB Generation** - Scenario template processing
**JIT Compilation** - Ink compilation logic
### What We Don't Test
**Client-side JavaScript** - That's Phaser's domain
**Phaser game logic** - Would require browser automation
**CSS styling** - Visual testing not in scope
---
## Test Framework
**Framework:** Minitest (matches Hacktivity)
**Style:** Test::Unit with fixtures
**Coverage Goal:** 80%+ for critical paths
### Why Minitest?
- Matches Hacktivity's testing framework
- Simpler than RSpec
- Fast execution
- Built into Rails
- Fixture-based (good for game state)
---
## Running Tests
### All Tests
```bash
# Run entire test suite
rails test
# With coverage
COVERAGE=true rails test
```
### Specific Files
```bash
# Run model tests
rails test test/models/
# Run controller tests
rails test test/controllers/
# Run specific file
rails test test/models/break_escape/mission_test.rb
# Run specific test
rails test test/models/break_escape/mission_test.rb:5
```
### Watch Mode
```bash
# Install guard
gem install guard-minitest
# Run guard
guard
```
---
## Test Structure
### Directory Layout
```
test/
├── fixtures/
│ └── break_escape/
│ ├── missions.yml
│ ├── games.yml
│ └── demo_users.yml
├── models/
│ └── break_escape/
│ ├── mission_test.rb
│ └── game_test.rb
├── controllers/
│ └── break_escape/
│ ├── missions_controller_test.rb
│ ├── games_controller_test.rb
│ └── api/
│ └── games_controller_test.rb
├── policies/
│ └── break_escape/
│ ├── mission_policy_test.rb
│ └── game_policy_test.rb
├── integration/
│ └── break_escape/
│ ├── game_flow_test.rb
│ └── api_test.rb
└── test_helper.rb
```
---
## Fixtures
### Mission Fixtures
```yaml
# test/fixtures/break_escape/missions.yml
ceo_exfil:
name: ceo_exfil
display_name: CEO Exfiltration
description: Test scenario for CEO infiltration
published: true
difficulty_level: 3
cybok_heist:
name: cybok_heist
display_name: CybOK Heist
description: Test scenario for CybOK
published: true
difficulty_level: 4
unpublished:
name: test_unpublished
display_name: Unpublished Test
description: Not visible to players
published: false
difficulty_level: 1
```
### Demo User Fixtures
```yaml
# test/fixtures/break_escape/demo_users.yml
test_user:
handle: test_user
role: user
admin_user:
handle: admin_user
role: admin
other_user:
handle: other_user
role: user
```
### Game Fixtures
```yaml
# test/fixtures/break_escape/games.yml
active_game:
player: test_user (BreakEscape::DemoUser)
mission: ceo_exfil
scenario_data:
startRoom: reception
rooms:
reception:
type: room_reception
connections:
north: office
locked: false
office:
type: room_office
connections:
south: reception
locked: true
requires: "test_password"
player_state:
currentRoom: reception
unlockedRooms:
- reception
unlockedObjects: []
inventory: []
encounteredNPCs: []
globalVariables: {}
biometricSamples: []
bluetoothDevices: []
notes: []
health: 100
status: in_progress
score: 0
completed_game:
player: test_user (BreakEscape::DemoUser)
mission: cybok_heist
scenario_data:
startRoom: entrance
rooms: {}
player_state:
currentRoom: exit
unlockedRooms: []
inventory: []
health: 100
status: completed
score: 100
```
---
## Model Tests
### Mission Model Tests
```ruby
# test/models/break_escape/mission_test.rb
require 'test_helper'
module BreakEscape
class MissionTest < ActiveSupport::TestCase
test "should require name" do
mission = Mission.new(display_name: 'Test')
assert_not mission.valid?
assert mission.errors[:name].any?
end
test "should require display_name" do
mission = Mission.new(name: 'test')
assert_not mission.valid?
assert mission.errors[:display_name].any?
end
test "should require unique name" do
Mission.create!(name: 'test', display_name: 'Test')
duplicate = Mission.new(name: 'test', display_name: 'Test 2')
assert_not duplicate.valid?
assert duplicate.errors[:name].include?('has already been taken')
end
test "should validate difficulty_level range" do
mission = Mission.new(name: 'test', display_name: 'Test', difficulty_level: 10)
assert_not mission.valid?
end
test "published scope returns only published missions" do
assert_includes Mission.published, missions(:ceo_exfil)
assert_not_includes Mission.published, missions(:unpublished)
end
test "scenario_path returns correct path" do
mission = missions(:ceo_exfil)
expected = Rails.root.join('app/assets/scenarios/ceo_exfil')
assert_equal expected, mission.scenario_path
end
test "generate_scenario_data processes ERB and returns JSON" do
skip "Requires actual scenario ERB file" unless File.exist?(missions(:ceo_exfil).scenario_path.join('scenario.json.erb'))
mission = missions(:ceo_exfil)
scenario_data = mission.generate_scenario_data
assert scenario_data.is_a?(Hash)
assert scenario_data['startRoom']
assert scenario_data['rooms']
# Should not contain ERB tags
json_string = scenario_data.to_json
assert_not json_string.include?('<%=')
assert_not json_string.include?('random_password')
end
test "generate_scenario_data raises error for invalid JSON" do
# Would need to create a bad ERB file to test
skip "Requires bad scenario file"
end
end
end
```
### Game Model Tests
```ruby
# test/models/break_escape/game_test.rb
require 'test_helper'
module BreakEscape
class GameTest < ActiveSupport::TestCase
setup do
@game = games(:active_game)
end
test "should belong to player and mission" do
assert @game.player
assert_instance_of DemoUser, @game.player
assert @game.mission
assert_instance_of Mission, @game.mission
end
test "should require player" do
@game.player = nil
assert_not @game.valid?
assert @game.errors[:player].any?
end
test "should require mission" do
@game.mission = nil
assert_not @game.valid?
assert @game.errors[:mission].any?
end
test "should validate status inclusion" do
@game.status = 'invalid'
assert_not @game.valid?
assert @game.errors[:status].any?
end
test "should unlock room" do
@game.unlock_room!('office')
assert_includes @game.player_state['unlockedRooms'], 'office'
end
test "should not duplicate unlocked rooms" do
@game.unlock_room!('office')
@game.unlock_room!('office')
assert_equal 1, @game.player_state['unlockedRooms'].count('office')
end
test "room_unlocked? returns true for start room" do
assert @game.room_unlocked?('reception')
end
test "room_unlocked? returns true for unlocked rooms" do
@game.unlock_room!('office')
assert @game.room_unlocked?('office')
end
test "room_unlocked? returns false for locked rooms" do
assert_not @game.room_unlocked?('office')
end
test "should unlock object" do
@game.unlock_object!('safe_123')
assert_includes @game.player_state['unlockedObjects'], 'safe_123'
end
test "should add inventory item" do
item = { 'type' => 'key', 'name' => 'Test Key' }
@game.add_inventory_item!(item)
assert_includes @game.player_state['inventory'], item
end
test "should remove inventory item" do
item = { 'id' => 'key_1', 'type' => 'key', 'name' => 'Test Key' }
@game.add_inventory_item!(item)
@game.remove_inventory_item!('key_1')
assert_not_includes @game.player_state['inventory'], item
end
test "should encounter NPC" do
@game.encounter_npc!('security_guard')
assert_includes @game.player_state['encounteredNPCs'], 'security_guard'
end
test "should update global variables" do
@game.update_global_variables!({ 'alarm' => true, 'favor' => 5 })
assert_equal true, @game.player_state['globalVariables']['alarm']
assert_equal 5, @game.player_state['globalVariables']['favor']
end
test "should merge global variables" do
@game.player_state['globalVariables'] = { 'existing' => 'value' }
@game.update_global_variables!({ 'new' => 'value2' })
assert_equal 'value', @game.player_state['globalVariables']['existing']
assert_equal 'value2', @game.player_state['globalVariables']['new']
end
test "should add biometric sample" do
sample = { 'type' => 'fingerprint', 'data' => 'base64...' }
@game.add_biometric_sample!(sample)
assert_includes @game.player_state['biometricSamples'], sample
end
test "should add bluetooth device" do
device = { 'mac' => 'AA:BB:CC:DD:EE:FF', 'name' => 'Phone' }
@game.add_bluetooth_device!(device)
assert_includes @game.player_state['bluetoothDevices'], device
end
test "should not duplicate bluetooth devices" do
device = { 'mac' => 'AA:BB:CC:DD:EE:FF', 'name' => 'Phone' }
@game.add_bluetooth_device!(device)
@game.add_bluetooth_device!(device)
assert_equal 1, @game.player_state['bluetoothDevices'].length
end
test "should add note" do
note = { 'id' => 'note_1', 'title' => 'Test', 'content' => 'Content' }
@game.add_note!(note)
assert_includes @game.player_state['notes'], note
end
test "should update health" do
@game.update_health!(50)
assert_equal 50, @game.player_state['health']
end
test "should clamp health to 0-100" do
@game.update_health!(150)
assert_equal 100, @game.player_state['health']
@game.update_health!(-10)
assert_equal 0, @game.player_state['health']
end
test "should get room data" do
room_data = @game.room_data('office')
assert_equal 'room_office', room_data['type']
end
test "should filter room data" do
room_data = @game.filtered_room_data('office')
assert_nil room_data['requires']
assert_nil room_data['lockType']
end
test "should validate password unlock" do
result = @game.validate_unlock('door', 'office', 'test_password', 'password')
assert result
end
test "should reject invalid password" do
result = @game.validate_unlock('door', 'office', 'wrong', 'password')
assert_not result
end
test "should accept lockpick" do
result = @game.validate_unlock('door', 'office', '', 'lockpick')
assert result
end
test "active scope returns in_progress games" do
assert_includes Game.active, games(:active_game)
assert_not_includes Game.active, games(:completed_game)
end
test "completed scope returns completed games" do
assert_includes Game.completed, games(:completed_game)
assert_not_includes Game.completed, games(:active_game)
end
test "should initialize player state on create" do
game = Game.create!(
player: demo_users(:test_user),
mission: missions(:ceo_exfil)
)
assert game.player_state['currentRoom']
assert game.player_state['unlockedRooms'].include?(game.scenario_data['startRoom'])
assert_equal 100, game.player_state['health']
end
test "should generate scenario data on create" do
game = Game.create!(
player: demo_users(:test_user),
mission: missions(:cybok_heist)
)
assert game.scenario_data
assert game.scenario_data['startRoom']
assert game.scenario_data['rooms']
end
test "should set started_at on create" do
game = Game.create!(
player: demo_users(:test_user),
mission: missions(:ceo_exfil)
)
assert game.started_at
assert game.started_at <= Time.current
end
end
end
```
---
## Controller Tests
### Missions Controller Tests
```ruby
# test/controllers/break_escape/missions_controller_test.rb
require 'test_helper'
module BreakEscape
class MissionsControllerTest < ActionDispatch::IntegrationTest
include Engine.routes.url_helpers
test "should get index" do
get missions_url
assert_response :success
end
test "index should show published missions" do
get missions_url
assert_response :success
# Would need to parse HTML to verify, or use system tests
end
test "should redirect to game when showing mission" do
mission = missions(:ceo_exfil)
# Simulate being logged in (would use Devise helpers in real app)
# For now, testing with standalone mode
get mission_url(mission)
assert_response :redirect
assert_match /games\/\d+/, @response.location
end
end
end
```
### Games Controller Tests
```ruby
# test/controllers/break_escape/games_controller_test.rb
require 'test_helper'
module BreakEscape
class GamesControllerTest < ActionDispatch::IntegrationTest
include Engine.routes.url_helpers
setup do
@game = games(:active_game)
end
test "should get show" do
# Would need authentication setup
get game_url(@game)
assert_response :success
end
test "should get scenario JSON" do
get scenario_game_url(@game), as: :json
assert_response :success
json = JSON.parse(@response.body)
assert json['startRoom']
assert json['rooms']
end
test "should get ink script" do
skip "Requires ink file setup"
get ink_game_url(@game, npc: 'security_guard'), as: :json
assert_response :success
json = JSON.parse(@response.body)
assert json.is_a?(Hash)
end
test "ink endpoint should return 400 without npc parameter" do
get ink_game_url(@game), as: :json
assert_response :bad_request
json = JSON.parse(@response.body)
assert_equal 'Missing npc parameter', json['error']
end
end
end
```
### API Games Controller Tests
```ruby
# test/controllers/break_escape/api/games_controller_test.rb
require 'test_helper'
module BreakEscape
module Api
class GamesControllerTest < ActionDispatch::IntegrationTest
include Engine.routes.url_helpers
setup do
@game = games(:active_game)
end
test "should get bootstrap" do
get bootstrap_game_url(@game), as: :json
assert_response :success
json = JSON.parse(@response.body)
assert_equal @game.id, json['gameId']
assert json['missionName']
assert json['startRoom']
assert json['playerState']
assert json['roomLayout']
end
test "should sync state" do
put sync_state_game_url(@game), params: {
currentRoom: 'office',
globalVariables: { alarm: true }
}, as: :json
assert_response :success
@game.reload
assert_equal 'office', @game.player_state['currentRoom']
assert_equal true, @game.player_state['globalVariables']['alarm']
end
test "should validate unlock with correct password" do
post unlock_game_url(@game), params: {
targetType: 'door',
targetId: 'office',
attempt: 'test_password',
method: 'password'
}, as: :json
assert_response :success
json = JSON.parse(@response.body)
assert json['success']
assert_equal 'door', json['type']
assert json['roomData']
end
test "should reject unlock with wrong password" do
post unlock_game_url(@game), params: {
targetType: 'door',
targetId: 'office',
attempt: 'wrong',
method: 'password'
}, as: :json
assert_response :unprocessable_entity
json = JSON.parse(@response.body)
assert_not json['success']
end
test "should add inventory item" do
post inventory_game_url(@game), params: {
action: 'add',
item: { type: 'key', name: 'Test Key' }
}, as: :json
assert_response :success
json = JSON.parse(@response.body)
assert json['success']
assert json['inventory'].any? { |i| i['name'] == 'Test Key' }
end
test "should remove inventory item" do
@game.add_inventory_item!({ 'id' => 'key_1', 'type' => 'key' })
post inventory_game_url(@game), params: {
action: 'remove',
item: { id: 'key_1' }
}, as: :json
assert_response :success
json = JSON.parse(@response.body)
assert json['success']
assert_not json['inventory'].any? { |i| i['id'] == 'key_1' }
end
end
end
end
```
---
## Policy Tests
```ruby
# test/policies/break_escape/game_policy_test.rb
require 'test_helper'
module BreakEscape
class GamePolicyTest < ActiveSupport::TestCase
setup do
@user = demo_users(:test_user)
@admin = demo_users(:admin_user)
@other_user = demo_users(:other_user)
@game = games(:active_game)
end
test "owner can show game" do
policy = GamePolicy.new(@user, @game)
assert policy.show?
end
test "other user cannot show game" do
policy = GamePolicy.new(@other_user, @game)
assert_not policy.show?
end
test "admin can show any game" do
policy = GamePolicy.new(@admin, @game)
assert policy.show?
end
test "scope returns user's games" do
scope = GamePolicy::Scope.new(@user, Game).resolve
assert_includes scope, @game
end
test "scope returns all games for admin" do
scope = GamePolicy::Scope.new(@admin, Game).resolve
assert_equal Game.count, scope.count
end
end
end
# test/policies/break_escape/mission_policy_test.rb
require 'test_helper'
module BreakEscape
class MissionPolicyTest < ActiveSupport::TestCase
setup do
@user = demo_users(:test_user)
@admin = demo_users(:admin_user)
@published = missions(:ceo_exfil)
@unpublished = missions(:unpublished)
end
test "anyone can view index" do
policy = MissionPolicy.new(@user, Mission)
assert policy.index?
end
test "anyone can view published mission" do
policy = MissionPolicy.new(@user, @published)
assert policy.show?
end
test "user cannot view unpublished mission" do
policy = MissionPolicy.new(@user, @unpublished)
assert_not policy.show?
end
test "admin can view unpublished mission" do
policy = MissionPolicy.new(@admin, @unpublished)
assert policy.show?
end
test "scope returns only published for users" do
scope = MissionPolicy::Scope.new(@user, Mission).resolve
assert_includes scope, @published
assert_not_includes scope, @unpublished
end
test "scope returns all missions for admin" do
scope = MissionPolicy::Scope.new(@admin, Mission).resolve
assert_equal Mission.count, scope.count
end
end
end
```
---
## Integration Tests
```ruby
# test/integration/break_escape/game_flow_test.rb
require 'test_helper'
module BreakEscape
class GameFlowTest < ActionDispatch::IntegrationTest
include Engine.routes.url_helpers
test "complete game flow" do
# 1. Visit mission list
get missions_url
assert_response :success
# 2. Select mission (redirects to game)
mission = missions(:ceo_exfil)
get mission_url(mission)
assert_response :redirect
follow_redirect!
# Extract game ID from redirect
game_id = @response.location.match(/games\/(\d+)/)[1]
game = Game.find(game_id)
# 3. Bootstrap game
get bootstrap_game_url(game), as: :json
assert_response :success
bootstrap_data = JSON.parse(@response.body)
assert_equal game.id, bootstrap_data['gameId']
# 4. Get scenario
get scenario_game_url(game), as: :json
assert_response :success
scenario = JSON.parse(@response.body)
assert scenario['rooms']
# 5. Attempt unlock
post unlock_game_url(game), params: {
targetType: 'door',
targetId: 'office',
attempt: 'test_password',
method: 'password'
}, as: :json
assert_response :success
unlock_result = JSON.parse(@response.body)
assert unlock_result['success']
# 6. Sync state
put sync_state_game_url(game), params: {
currentRoom: 'office',
globalVariables: { progress: 50 }
}, as: :json
assert_response :success
# 7. Verify state persisted
game.reload
assert_equal 'office', game.player_state['currentRoom']
assert game.room_unlocked?('office')
end
end
end
```
---
## Test Helpers
```ruby
# test/test_helper.rb
ENV['RAILS_ENV'] ||= 'test'
require_relative "../config/environment"
require "rails/test_help"
class ActiveSupport::TestCase
# Run tests in parallel with specified workers
parallelize(workers: :number_of_processors)
# Setup all fixtures in test/fixtures/*.yml
fixtures :all
# Add more helper methods to be used by all tests here...
def json_response
JSON.parse(@response.body)
end
# Simulate standalone mode
def enable_standalone_mode
BreakEscape.configuration.standalone_mode = true
end
def disable_standalone_mode
BreakEscape.configuration.standalone_mode = false
end
end
```
---
## Coverage
### Setup SimpleCov
```ruby
# Gemfile
group :test do
gem 'simplecov', require: false
end
# test/test_helper.rb (at the very top)
if ENV['COVERAGE']
require 'simplecov'
SimpleCov.start 'rails' do
add_filter '/test/'
add_filter '/config/'
add_filter '/vendor/'
add_group 'Models', 'app/models'
add_group 'Controllers', 'app/controllers'
add_group 'Policies', 'app/policies'
end
end
```
### Run with Coverage
```bash
COVERAGE=true rails test
open coverage/index.html
```
---
## Continuous Integration
### GitHub Actions
```yaml
# .github/workflows/test.yml
name: Tests
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
services:
postgres:
image: postgres:14
env:
POSTGRES_PASSWORD: postgres
options: >-
--health-cmd pg_isready
--health-interval 10s
--health-timeout 5s
--health-retries 5
steps:
- uses: actions/checkout@v3
- name: Set up Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: 3.0
bundler-cache: true
- name: Setup database
env:
DATABASE_URL: postgres://postgres:postgres@localhost:5432/break_escape_test
run: |
bundle exec rails db:create
bundle exec rails db:migrate
- name: Run tests
env:
DATABASE_URL: postgres://postgres:postgres@localhost:5432/break_escape_test
run: bundle exec rails test
```
---
## Best Practices
### Do
✅ Test one thing per test
✅ Use descriptive test names
✅ Use fixtures for game state
✅ Test both success and failure cases
✅ Test edge cases (empty inventory, max health, etc.)
✅ Test authorization (who can access what)
✅ Use setup/teardown for common setup
✅ Mock external dependencies if any
### Don't
❌ Test framework internals (Rails, Phaser)
❌ Test CSS or JavaScript (that's system test territory)
❌ Write flaky tests (time-dependent, order-dependent)
❌ Test implementation details
❌ Duplicate tests
---
## Summary
**Test Coverage:**
- ✅ 2 models (Mission, Game)
- ✅ 3 controllers (Missions, Games, API::Games)
- ✅ 2 policies (Mission, Game)
- ✅ Integration tests for full flow
- ✅ Fixtures for all models
- ✅ CI/CD ready
**Run tests:**
```bash
rails test
```
**With coverage:**
```bash
COVERAGE=true rails test
```
All tests should pass before merging to main!