refactor(game): refresh committed read models selectively
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@@ -0,0 +1,36 @@
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import { describe, expect, it } from 'vitest';
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import { buildGameReadModelDomainRevisionKey } from '@sammo-ts/common';
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import { buildRevisionedBaseMapCacheKey } from '../src/maps/worldMap.js';
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import type { GameApiContext } from '../src/context.js';
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describe('world map revision cache', () => {
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it('selects a new shared base-map key after a committed world revision', async () => {
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const reads: Array<[string, string]> = [];
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const ctx = {
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profile: { id: 'hwe', name: 'hwe', scenario: 'scenario_2400' },
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redis: {
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hGet: async (key: string, field: string) => {
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reads.push([key, field]);
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return '12';
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},
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},
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} as unknown as GameApiContext;
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await expect(buildRevisionedBaseMapCacheKey(ctx)).resolves.toBe(
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'sammo:map:base:hwe:scenario_2400:r12'
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);
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expect(reads).toEqual([[buildGameReadModelDomainRevisionKey('hwe'), 'world']]);
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});
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it('falls back to revision zero when Redis is temporarily unavailable', async () => {
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const ctx = {
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profile: { id: 'hwe', name: 'hwe', scenario: 'scenario_2400' },
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redis: { hGet: async () => Promise.reject(new Error('redis unavailable')) },
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} as unknown as GameApiContext;
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await expect(buildRevisionedBaseMapCacheKey(ctx)).resolves.toBe(
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'sammo:map:base:hwe:scenario_2400:r0'
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);
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});
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});
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