Add UserId newtype and WebSocket ping keep-alive
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CI / ci (push) Successful in 5m57s
All checks were successful
CI / ci (push) Successful in 5m57s
Replace raw String user IDs with a UserId newtype in domain for type safety, and add 30s ping/pong to prevent idle WebSocket disconnects.
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@@ -1,40 +1,41 @@
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mod common;
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use domain::BroadcastEvent;
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use domain::{BroadcastEvent, UserId};
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fn uid(id: &str) -> UserId {
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UserId::new(id.to_string())
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}
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#[test]
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fn connect_increments_count() {
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let (state, _) = common::test_state();
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assert_eq!(
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application::soldiers::connect::execute(&state, "a".into()),
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1
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);
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assert_eq!(
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application::soldiers::connect::execute(&state, "b".into()),
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2
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);
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assert_eq!(
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application::soldiers::connect::execute(&state, "c".into()),
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3
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);
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assert_eq!(application::soldiers::connect::execute(&state, uid("a")), 1);
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assert_eq!(application::soldiers::connect::execute(&state, uid("b")), 2);
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assert_eq!(application::soldiers::connect::execute(&state, uid("c")), 3);
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}
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#[test]
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fn disconnect_decrements_count() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::connect::execute(&state, "b".into());
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application::soldiers::connect::execute(&state, uid("a"));
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application::soldiers::connect::execute(&state, uid("b"));
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assert_eq!(application::soldiers::disconnect::execute(&state, "a"), 1);
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assert_eq!(application::soldiers::disconnect::execute(&state, "b"), 0);
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assert_eq!(
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application::soldiers::disconnect::execute(&state, &uid("a")),
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1
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);
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assert_eq!(
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application::soldiers::disconnect::execute(&state, &uid("b")),
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0
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);
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}
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#[test]
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fn disconnect_unknown_user_is_harmless() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::connect::execute(&state, uid("a"));
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assert_eq!(
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application::soldiers::disconnect::execute(&state, "unknown"),
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application::soldiers::disconnect::execute(&state, &uid("unknown")),
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1
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);
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}
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@@ -42,7 +43,7 @@ fn disconnect_unknown_user_is_harmless() {
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#[test]
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fn connect_publishes_soldier_count() {
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let (state, spy) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::connect::execute(&state, uid("a"));
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let events = spy.events();
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assert_eq!(events.len(), 1);
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@@ -52,8 +53,8 @@ fn connect_publishes_soldier_count() {
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#[test]
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fn disconnect_publishes_soldier_count() {
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let (state, spy) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::disconnect::execute(&state, "a");
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application::soldiers::connect::execute(&state, uid("a"));
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application::soldiers::disconnect::execute(&state, &uid("a"));
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let events = spy.events();
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assert_eq!(events.len(), 2);
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@@ -63,26 +64,27 @@ fn disconnect_publishes_soldier_count() {
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#[test]
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fn disconnect_clears_cooldown() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "user-1".into());
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let user = uid("user-1");
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application::soldiers::connect::execute(&state, user.clone());
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application::canvas::place_pixel::execute(
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&state,
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application::canvas::place_pixel::Command {
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user_id: "user-1",
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user_id: &user,
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position: domain::Position::new(0, 0),
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color: domain::Color::new(0xFF),
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},
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)
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.unwrap();
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application::soldiers::disconnect::execute(&state, "user-1");
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application::soldiers::disconnect::execute(&state, &user);
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// Reconnect with same ID — cooldown should be gone
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application::soldiers::connect::execute(&state, "user-1".into());
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application::soldiers::connect::execute(&state, user.clone());
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let result = application::canvas::place_pixel::execute(
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&state,
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application::canvas::place_pixel::Command {
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user_id: "user-1",
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user_id: &user,
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position: domain::Position::new(1, 1),
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color: domain::Color::new(0xAA),
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},
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