[READY][Gameplay] #310 Host transition idempotency and error catalog for scoreboard -> next round / finish #320
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docs/ISSUE-310-HOST-TRANSITION-IDEMPOTENCY-ARTIFACT.md
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docs/ISSUE-310-HOST-TRANSITION-IDEMPOTENCY-ARTIFACT.md
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# Issue #310 — Host transition idempotency and error catalog
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## Scope
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This artifact hardens the two host-owned scoreboard exits in the canonical gameplay flow:
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- `POST /lobby/sessions/{code}/rounds/next`
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- `POST /lobby/sessions/{code}/finish`
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The goal is retry-safe host behavior when the scoreboard transition already succeeded server-side but the client retries because of a duplicate click, timeout, or lost response.
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## Transition contract
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| Endpoint | First valid transition | Idempotent replay state | Replay result | Broadcast behavior | Still-invalid states |
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|---|---|---|---|---|---|
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| `POST /lobby/sessions/{code}/rounds/next` | `scoreboard -> lie` | `lie` with persisted current-round bootstrap (`RoundConfig` + `RoundQuestion`) | `200 OK` with the same canonical next-round payload shape | `phase.lie_started` fires only on the first transition | `lobby`, `guess`, `reveal`, `finished` → `next_round_invalid_phase` |
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| `POST /lobby/sessions/{code}/finish` | `scoreboard -> finished` | `finished` | `200 OK` with the same final leaderboard payload shape | `phase.game_over` fires only on the first transition | `lobby`, `lie`, `guess`, `reveal` → `finish_game_invalid_phase` |
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## Error catalog notes
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No new backend error codes were introduced for this slice.
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The contract change is behavioral:
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- `next_round_invalid_phase` now means the session is in a phase where the scoreboard → next-round transition has **not** already been completed, or the expected bootstrap artifact for the already-started round is missing.
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- `finish_game_invalid_phase` now means the session is in a phase where the scoreboard → finish transition has **not** already been completed.
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- Successful replays are returned as normal `200 OK` canonical responses instead of phase errors.
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## Acceptance evidence
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- Repeated `rounds/next` calls after a successful scoreboard exit return the same canonical lie/bootstrap payload without incrementing the round twice.
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- Repeated `finish` calls after a successful scoreboard exit return the same finished leaderboard payload without rebroadcasting game-over.
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- Wrong-phase calls outside those replay states still return the existing shared error codes.
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@@ -1216,6 +1216,25 @@ class RevealRoundFlowTests(TestCase):
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self.session.refresh_from_db()
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self.assertEqual(self.session.status, GameSession.Status.FINISHED)
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@patch("lobby.views.sync_broadcast_phase_event")
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def test_finish_game_is_idempotent_after_transition_to_finished(self, mock_sync_broadcast_phase_event):
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self.client.login(username="host_reveal", password="secret123")
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self.client.get(reverse("lobby:reveal_scoreboard", kwargs={"code": self.session.code}))
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first_response = self.client.post(reverse("lobby:finish_game", kwargs={"code": self.session.code}))
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second_response = self.client.post(reverse("lobby:finish_game", kwargs={"code": self.session.code}))
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self.assertEqual(first_response.status_code, 200)
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self.assertEqual(second_response.status_code, 200)
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self.assertEqual(first_response.json(), second_response.json())
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self.assertEqual(second_response.json()["session"]["status"], GameSession.Status.FINISHED)
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self.session.refresh_from_db()
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self.assertEqual(self.session.status, GameSession.Status.FINISHED)
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self.assertEqual(mock_sync_broadcast_phase_event.call_count, 2)
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self.assertEqual(mock_sync_broadcast_phase_event.call_args_list[0].args[1], "phase.scoreboard")
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self.assertEqual(mock_sync_broadcast_phase_event.call_args_list[1].args[1], "phase.game_over")
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def test_finish_game_requires_host(self):
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self.client.login(username="other_reveal", password="secret123")
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@@ -1284,6 +1303,29 @@ class RevealRoundFlowTests(TestCase):
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self.assertEqual(mock_sync_broadcast_phase_event.call_args.args[0], self.session.code)
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self.assertEqual(mock_sync_broadcast_phase_event.call_args.args[1], "phase.lie_started")
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@patch("lobby.views.sync_broadcast_phase_event")
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def test_start_next_round_is_idempotent_after_transition_to_lie(self, mock_sync_broadcast_phase_event):
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self.client.login(username="host_reveal", password="secret123")
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self.client.get(reverse("lobby:reveal_scoreboard", kwargs={"code": self.session.code}))
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mock_sync_broadcast_phase_event.reset_mock()
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first_response = self.client.post(reverse("lobby:start_next_round", kwargs={"code": self.session.code}))
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second_response = self.client.post(reverse("lobby:start_next_round", kwargs={"code": self.session.code}))
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self.assertEqual(first_response.status_code, 200)
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self.assertEqual(second_response.status_code, 200)
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self.assertEqual(first_response.json(), second_response.json())
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self.assertEqual(second_response.json()["session"]["status"], GameSession.Status.LIE)
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self.assertEqual(second_response.json()["session"]["current_round"], 2)
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self.session.refresh_from_db()
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self.assertEqual(self.session.status, GameSession.Status.LIE)
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self.assertEqual(self.session.current_round, 2)
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self.assertEqual(RoundConfig.objects.filter(session=self.session, number=2).count(), 1)
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self.assertEqual(RoundQuestion.objects.filter(session=self.session, round_number=2).count(), 1)
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mock_sync_broadcast_phase_event.assert_called_once()
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self.assertEqual(mock_sync_broadcast_phase_event.call_args.args[1], "phase.lie_started")
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def test_start_next_round_requires_host(self):
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self.session.status = GameSession.Status.SCOREBOARD
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self.session.save(update_fields=["status"])
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130
lobby/views.py
130
lobby/views.py
@@ -65,6 +65,57 @@ def _create_unique_session_code() -> str:
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raise RuntimeError("Could not generate unique session code")
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def _build_start_next_round_response(
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session: GameSession,
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round_config: RoundConfig,
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round_question: RoundQuestion,
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) -> JsonResponse:
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lie_started_payload = _build_lie_started_payload(session, round_config, round_question)
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return JsonResponse(
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{
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"session": {
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"code": session.code,
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"status": session.status,
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"current_round": session.current_round,
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},
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"round": {
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"number": round_config.number,
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"category": {
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"slug": round_config.category.slug,
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"name": round_config.category.name,
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},
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},
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"round_question": {
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"id": round_question.id,
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"prompt": round_question.question.prompt,
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"round_number": round_question.round_number,
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"shown_at": round_question.shown_at.isoformat(),
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"lie_deadline_at": lie_started_payload["lie_deadline_at"],
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},
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"config": {
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"lie_seconds": round_config.lie_seconds,
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},
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}
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)
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def _build_finish_game_response(session: GameSession) -> JsonResponse:
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leaderboard = _build_leaderboard(session)
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winner = leaderboard[0] if leaderboard else None
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return JsonResponse(
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{
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"session": {
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"code": session.code,
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"status": GameSession.Status.FINISHED,
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"current_round": session.current_round,
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},
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"winner": winner,
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"leaderboard": leaderboard,
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}
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)
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def _maybe_promote_reveal_to_scoreboard(session: GameSession) -> GameSession:
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if session.status != GameSession.Status.REVEAL:
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return session
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@@ -917,11 +968,13 @@ def start_next_round(request: HttpRequest, code: str) -> JsonResponse:
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if session.host_id != request.user.id:
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return api_error(request, code="host_only_start_next_round", status=403)
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should_broadcast = False
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with transaction.atomic():
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locked_session = GameSession.objects.select_for_update().get(pk=session.pk)
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if locked_session.status != GameSession.Status.SCOREBOARD:
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return api_error(request, code="next_round_invalid_phase", status=400)
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locked_session = GameSession.objects.select_for_update().select_related("host").get(pk=session.pk)
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next_round_config = None
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round_question = None
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if locked_session.status == GameSession.Status.SCOREBOARD:
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previous_round_config = RoundConfig.objects.filter(
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session=locked_session,
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number=locked_session.current_round,
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@@ -949,7 +1002,19 @@ def start_next_round(request: HttpRequest, code: str) -> JsonResponse:
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next_round_config.save()
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locked_session.status = GameSession.Status.LIE
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locked_session.save(update_fields=["current_round", "status"])
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should_broadcast = True
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elif locked_session.status == GameSession.Status.LIE:
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next_round_config = RoundConfig.objects.filter(
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session=locked_session,
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number=locked_session.current_round,
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).select_related("category").first()
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round_question = _get_current_round_question(locked_session)
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if next_round_config is None or round_question is None:
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return api_error(request, code="next_round_invalid_phase", status=400)
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else:
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return api_error(request, code="next_round_invalid_phase", status=400)
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if should_broadcast:
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lie_started_payload = _build_lie_started_payload(locked_session, next_round_config, round_question)
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sync_broadcast_phase_event(
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locked_session.code,
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@@ -957,32 +1022,7 @@ def start_next_round(request: HttpRequest, code: str) -> JsonResponse:
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lie_started_payload,
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)
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return JsonResponse(
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{
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"session": {
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"code": locked_session.code,
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"status": locked_session.status,
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"current_round": locked_session.current_round,
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},
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"round": {
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"number": next_round_config.number,
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"category": {
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"slug": next_round_config.category.slug,
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"name": next_round_config.category.name,
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},
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},
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"round_question": {
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"id": round_question.id,
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"prompt": round_question.question.prompt,
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"round_number": round_question.round_number,
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"shown_at": round_question.shown_at.isoformat(),
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"lie_deadline_at": lie_started_payload["lie_deadline_at"],
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},
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"config": {
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"lie_seconds": next_round_config.lie_seconds,
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},
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}
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)
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return _build_start_next_round_response(locked_session, next_round_config, round_question)
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@require_POST
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@login_required
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@@ -997,40 +1037,26 @@ def finish_game(request: HttpRequest, code: str) -> JsonResponse:
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if session.host_id != request.user.id:
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return api_error(request, code="host_only_finish_game", status=403)
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should_broadcast = False
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with transaction.atomic():
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locked_session = GameSession.objects.select_for_update().get(pk=session.pk)
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if locked_session.status != GameSession.Status.SCOREBOARD:
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return api_error(request, code="finish_game_invalid_phase", status=400)
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if locked_session.status == GameSession.Status.SCOREBOARD:
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locked_session.status = GameSession.Status.FINISHED
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locked_session.save(update_fields=["status"])
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should_broadcast = True
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elif locked_session.status != GameSession.Status.FINISHED:
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return api_error(request, code="finish_game_invalid_phase", status=400)
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leaderboard = list(
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Player.objects.filter(session=session)
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.order_by("-score", "nickname")
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.values("id", "nickname", "score")
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)
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if should_broadcast:
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leaderboard = _build_leaderboard(locked_session)
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winner = leaderboard[0] if leaderboard else None
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sync_broadcast_phase_event(
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session.code,
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locked_session.code,
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"phase.game_over",
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{"winner": winner, "leaderboard": list(leaderboard)},
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)
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return JsonResponse(
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{
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"session": {
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"code": session.code,
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"status": GameSession.Status.FINISHED,
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"current_round": session.current_round,
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},
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"winner": winner,
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"leaderboard": leaderboard,
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}
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)
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return _build_finish_game_response(locked_session)
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@require_POST
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