test: cover the untested fragile logic (compatibility gate, secrets, config merges, durations, skin cards)

New unit tests for pure or filesystem-only logic that previously had zero
direct coverage:

- test_compatibility.py: the semver install gate (parse_semver suffix
  handling, every range operator, TRUSTWORTHY_FLOOR behavior for cores
  reporting untrustworthy versions, 'more restrictive wins', and the
  malformed-manifest shapes that used to raise).
- test/web_interface/test_secret_helpers.py: the canonical x-secret
  helpers — find/separate/mask/remove, array-item secrets, no input
  mutation, and a separate->recombine round-trip.
- test/web_interface/test_api_v3_helpers.py: the module-level helpers
  behind the plugin config save endpoint (_is_plugin_update_available,
  _coerce_to_bool including the int==1 quirk, deep_merge including its
  shared-subtree shallowness, _parse_form_value, dotted-key-aware
  _get_schema_property/_set_nested_value).
- test_base_plugin_duration.py: get_display_duration's full coercion
  ladder (instance attr -> config -> 15.0), including the bool-is-int
  quirk where display_duration=True means one second.
- test_config_manager_secrets.py: the secrets round-trip — deep-merge on
  load, strip on save, group pruning, the load fast path — and two
  characterized sharp edges marked SUSPECTED BUG: an unreadable secrets
  file at save time writes secrets into config.json in plaintext, and a
  same-mtime-same-size content swap is served stale.
- test_schema_manager_merge.py: merge_with_defaults branch behavior (None
  replacement vs falsey preservation, dict-vs-scalar mismatches, arrays
  replaced wholesale, defaults never mutated).
- test_skin_system.py (extended): render_skin_card shares _render_game's
  3-strike counter but never resets it on success — the asymmetry is
  pinned in both directions, along with card fallthrough and the disable
  interaction between the two paths.

Suspected bugs are characterized, not fixed — each carries a comment so a
future behavior change is deliberate rather than accidental.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NohXi78cwsAKtN1sCfxjUh
This commit is contained in:
Claude
2026-08-06 22:30:48 +00:00
parent ca04820754
commit dfba88b599
7 changed files with 1227 additions and 0 deletions
+109
View File
@@ -450,3 +450,112 @@ class TestExampleSkin:
ctx = skin_runtime.build_context(host, game, size=size)
assert getattr(skin, f"render_{mode}")(ctx, game) is True
assert ctx.canvas.convert("L").getbbox() is not None
class TestRenderSkinCard:
"""render_skin_card (vegas cards) shares _render_game's 3-strike counter.
The asymmetry pinned here: _render_game resets the counter on success,
render_skin_card does NOT — card successes never clear strikes, so
failures accumulated across card renders (however far apart) still
disable the skin for the session.
"""
def _probe(self, skin):
from src.base_classes.sports import SportsCore
probe = _FallbackProbe(skin)
probe.render_skin_card = (
lambda game, size: SportsCore.render_skin_card(probe, game, size))
return probe
def test_vegas_card_returned_when_skin_provides_one(self):
card_img = Image.new("RGB", (96, 32), (0, 0, 255))
class CardSkin(ScoreboardSkin):
def render_vegas_card(self, ctx, game):
return card_img
probe = self._probe(CardSkin({}, {}))
assert probe.render_skin_card({}, (96, 32)) is card_img
def test_vegas_card_none_falls_through_to_mode_renderer(self):
class ModeOnlySkin(ScoreboardSkin):
def render_live(self, ctx, game):
ctx.draw.rectangle([0, 0, 5, 5], fill=(255, 0, 0))
return True
probe = self._probe(ModeOnlySkin({}, {}))
card = probe.render_skin_card({}, (96, 32))
assert card is not None
assert card.size == (96, 32)
assert card.convert("L").getbbox() is not None
def test_skin_declining_returns_none(self):
probe = self._probe(ScoreboardSkin({}, {})) # all renders -> False
assert probe.render_skin_card({}, (96, 32)) is None
assert probe._skin_failures == 0 # declining is not a failure
def test_no_skin_returns_none(self):
probe = self._probe(None)
assert probe.render_skin_card({}, (96, 32)) is None
def test_card_failures_count_toward_shared_disable(self):
class BrokenCardSkin(ScoreboardSkin):
calls = 0
def render_vegas_card(self, ctx, game):
BrokenCardSkin.calls += 1
raise ValueError("kaboom")
probe = self._probe(BrokenCardSkin({}, {}))
for _ in range(5):
assert probe.render_skin_card({}, (96, 32)) is None
# Skin stopped being consulted after the 3rd failure...
assert BrokenCardSkin.calls == 3
assert probe._skin_failures == 3
# ...and the shared counter also disables _render_game's skin path.
probe._render_game({"status_text": "Q1"})
assert probe.builtin_calls == 1
assert BrokenCardSkin.calls == 3 # not consulted again
def test_card_success_does_not_reset_strikes(self):
"""Characterized asymmetry: unlike _render_game (which resets the
counter on success, core.py _render_game), a successful card render
leaves accumulated strikes in place — 2 failures + N successes + 1
failure still disables the skin."""
card_img = Image.new("RGB", (96, 32), (0, 0, 255))
class FlakyCardSkin(ScoreboardSkin):
fail = True
def render_vegas_card(self, ctx, game):
if FlakyCardSkin.fail:
raise ValueError("kaboom")
return card_img
probe = self._probe(FlakyCardSkin({}, {}))
FlakyCardSkin.fail = True
probe.render_skin_card({}, (96, 32))
probe.render_skin_card({}, (96, 32))
assert probe._skin_failures == 2
FlakyCardSkin.fail = False
for _ in range(10):
assert probe.render_skin_card({}, (96, 32)) is card_img
assert probe._skin_failures == 2 # successes did NOT clear strikes
FlakyCardSkin.fail = True
probe.render_skin_card({}, (96, 32))
assert probe._skin_failures == 3
assert probe.render_skin_card({}, (96, 32)) is None # disabled
def test_render_game_success_does_reset_strikes(self):
"""The other half of the asymmetry, for contrast with the above."""
class GoodSkin(ScoreboardSkin):
def render_live(self, ctx, game):
return True
probe = _FallbackProbe(GoodSkin({}, {}))
probe._skin_failures = 2
probe._render_game({"status_text": "Q1"})
assert probe._skin_failures == 0