# Chess API Test Suite This directory contains comprehensive test suites for the Chess API server, covering API functionality, database operations, authentication, and real-time updates. ## Prerequisites - `jq` - JSON processor - `curl` - HTTP client - `psql` - PostgreSQL client (for database tests) - `base64` - Base64 encoder (for JWT tests) - Stockfish in `PATH` - Compiled `bin/chess-server` binary (or pass another path to the scripts) - A **disposable** PostgreSQL database named by `CHESS_TEST_DSN` `CHESS_TEST_DSN` must be a libpq-compatible connection string, because the scripts pass it to both `chess-server` and `psql`. The test server drops every chess table in that database on start and exit, so never point it at real data. ```bash # One-time setup as a PostgreSQL superuser psql -U postgres -c "CREATE ROLE chess_test LOGIN PASSWORD 'chess_test'" psql -U postgres -c "CREATE DATABASE chess_test OWNER chess_test" export CHESS_TEST_DSN='postgres://chess_test:chess_test@localhost:5432/chess_test?sslmode=disable' ``` The same variable enables the Go database tests (`go test ./...`), which create and drop an isolated schema per test and are skipped when it is unset. ## Running the test server From repo root ```bash test/run-test-server.sh ``` Pass the binary path as the first argument when it is not at `bin/chess-server`. The server runs with `-dev`, debug logging, HTTP request logging, and relaxed rate limiting. It drops the test tables on exit, so it's preferred for clean testing. Can be used for all the tests. Logging can be adjusted without editing the script: ```bash LOG_LEVEL=info LOG_HTTP=false test/run-test-server.sh bin/chess-server ``` ### Pre-configured Users | Username | Password | Email | |----------|----------|-------| | alice | AlicePass123 | alice@example.com | | bob | BobPass456 | bob@example.com | ### Features - Automatically initializes database schema - Creates three test users - Runs on port 8080 (API) and 9090 (Web UI) - Development mode with relaxed rate limits - Fixed JWT secret for consistent tokens - Debug persistence and engine-queue logs by default - Graceful shutdown on Ctrl+C ### Manual Testing Examples ```bash # Login as alice curl -X POST http://localhost:8080/api/auth/login \ -H "Content-Type: application/json" \ -d '{"identifier":"alice","password":"AlicePass123"}' # Create authenticated game TOKEN="" curl -X POST http://localhost:8080/api/games \ -H "Authorization: Bearer $TOKEN" \ -H "Content-Type: application/json" \ -d '{"white":{"type":1},"black":{"type":2,"level":10}}' ``` ## Test Suite Overview | Test Suite | File | Coverage | |------------|------|----------| | API Functionality | `test-api.sh` | Game operations, moves, undo, rate limiting | | Database & Auth | `test-db.sh` | User registration, login, JWT tokens, persistence | | Long-Polling | `test-longpoll.sh` | Real-time updates, wait behavior, timeouts | | End States | `test-endstate.sh` | Checkmate, stalemate, terminal custom positions | | Replay | `test-replay.sh` | SAN history, PGN export, ETag/304, promotion, FEN validation, cursor-paged listing | | Draws & Resignation | `test-draw.sh` | Automatic draws, offers (human and computer), resignation and authorization, long-poll wake-up, concessions and claim control, server version, hand-deleted game row | | Test Server | `run-test-server.sh` | Pre-populated test environment | ## 1. API Functionality Tests (`test-api.sh`) Tests core game mechanics and API endpoints. ### Running the test ```bash # Terminal 1: Start server in development mode test/run-test-server.sh bin/chess-server # Direct (no cleanup required): bin/chess-server -dev # Terminal 2: Run API tests test/test-api.sh ``` ### Coverage - **Game Creation**: Human vs Human, Human vs Computer, Computer vs Computer - **Move Validation**: Legal/illegal moves, UCI notation - **Computer Play**: Async engine moves with "cccc" trigger - **Undo System**: Single and multiple move reversal - **Player Configuration**: Dynamic player type changes - **Rate Limiting**: 20 req/s in dev mode - **Error Handling**: Invalid inputs, missing games, wrong content-types - **Security**: Input validation, FEN injection prevention ## 2. Database & Authentication Tests (`test-db.sh`) Tests user management, authentication, and persistence via API integration. **Requires Running Server Script** ### Running the test ```bash # Terminal 1: Start test server with database # Server is running with -dev and PostgreSQL storage test/run-test-server.sh bin/chess-server # Terminal 2: Run API integration tests test/test-db.sh bin/chess-server ``` ### Coverage - **User Registration**: Account creation, password hashing - **Duplicate Prevention**: Username/email uniqueness - **Authentication**: Login with JWT generation - **Token Validation**: JWT parsing and claims verification - **Password Security**: Argon2id hashing, complexity requirements - **Case Sensitivity**: Case-insensitive username/email matching - **Database Schema**: Table creation, constraints, indexes ### Test Flow 1. Re-runs the idempotent schema initialization against `CHESS_TEST_DSN` 2. Registers test users (alice, bob, charlie) 3. Tests authentication endpoints 4. Validates JWT tokens and claims 5. Tests duplicate user prevention 6. Leaves cleanup (dropping tables) to `run-test-server.sh` ## 3. Long-Polling Tests (`test-longpoll.sh`) Tests real-time game updates via HTTP long-polling. ### Running the test ```bash # Terminal 1: Start server with storage test/run-test-server.sh bin/chess-server # Direct (table cleanup required): CHESS_DSN="$CHESS_TEST_DSN" bin/chess-server -dev # Terminal 2: Run long-polling tests test/test-longpoll.sh ``` ### Coverage - **Basic Long-Polling**: Wait for game state changes - **Multi-Client**: Multiple simultaneous waiters - **Timeout Behavior**: 25-second timeout verification - **Immediate Response**: No wait when state already changed - **Connection Handling**: Client disconnect cleanup - **Game Deletion**: Notification on game removal - **Move Detection**: Accurate move count tracking ### Test Scenarios 1. **Single Waiter**: Client waits, receives update after move 2. **Multiple Waiters**: 3 clients wait, all receive notification 3. **Timeout**: Verify 25-second timeout with valid response 4. **Skip Wait**: Immediate return when moveCount outdated 5. **Disconnection**: Proper cleanup on client disconnect ## Replay Tests (`test-replay.sh`) Exercises the replay API over HTTP with human-vs-human games, so no engine search is involved. Each run registers a fresh account, so it can be repeated against the same server. ```bash # Terminal 1 test/run-test-server.sh bin/chess-server # Terminal 2 test/test-replay.sh ``` Covers SAN and results in the history, the PGN attachment (tag order, movetext, `?ply=`), `ETag`/`If-None-Match`, castling and en passant notation, promotion (a missing piece is rejected, `g8=N` from the custom position that reported the web-client bug), rejected starting FENs, and cursor paging with `status`/`color` filters. `API_DELAY` (seconds, default `0.06`) keeps it under the dev-mode rate limit. ## Draw and Resignation Tests (`test-draw.sh`) Plays short human-vs-human lines, switching a side to the computer where the computer's answer to a draw offer is tested, so the only engine work is two short evaluations. Each run registers two fresh accounts and can be repeated against the same server. ```bash test/test-draw.sh ``` Covers the automatic draws (K+B v K after a capture, a knight shuffle repeated three times, the hundredth quiet ply, a drawn starting position), undo after a draw, resignation (side inference, hot-seat ambiguity, a side claimed by another user), draw offers between humans (standing offer, decline, one offer per move, acceptance waking a long-poll, lapse on the opponent's move), the computer declining early, accepting in a level position and declining when a queen up, concessions (an agreed draw final in a hot-seat game; between two players no takeback, no anonymous undo, no reconfiguration, a final resignation, unload only by a player; against the computer the claimant undoes a resignation and history and PGN keep it), an unknown route answered with `NOT_FOUND`, `/health` reporting the build, and a game whose row is deleted with psql (needs `CHESS_TEST_DSN` and `psql`; the server unloads the game and stays healthy).