🧪 test: implement per-scenario state isolation and enhance validate-test-suite.sh
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- Add pkg/bdd/steps/scenario_state.go with thread-safe per-scenario state manager
- Update auth_steps.go, jwt_retention_steps.go to use per-scenario state accessors
- Add LastSecret and LastError fields to ScenarioState for JWT retention testing
- Update steps.go with SetScenarioKeyForAllSteps function
- Update suite.go to generate scenario keys and clear state properly
- Mark config hot-reload scenarios as @flaky (timing-sensitive)
- Fix validate-test-suite.sh: add -p 1 flag for sequential execution, filter JSON logs, add --count flag
- Add CONFIG_SCHEMA.md documenting configuration architecture
- Split greet tests into v1/v2 sub-tests with explicit v2 enable/disable

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
2026-04-11 13:34:51 +02:00
parent dbadff58e2
commit 70c2eb554e
18 changed files with 1287 additions and 177 deletions

View File

@@ -0,0 +1,100 @@
package steps
import (
"crypto/sha256"
"encoding/hex"
"sync"
)
// ScenarioState holds per-scenario state for step definitions
// This prevents state pollution between scenarios running in the same test process
type ScenarioState struct {
LastToken string
FirstToken string
LastUserID uint
LastSecret string
LastError string
// Add more fields as needed for other step types
}
// scenarioStateManager manages per-scenario state isolation
type scenarioStateManager struct {
mu sync.RWMutex
states map[string]*ScenarioState
}
var globalStateManager *scenarioStateManager
var once sync.Once
// GetScenarioStateManager returns the singleton scenario state manager
func GetScenarioStateManager() *scenarioStateManager {
once.Do(func() {
globalStateManager = &scenarioStateManager{
states: make(map[string]*ScenarioState),
}
})
return globalStateManager
}
// scenarioKey generates a unique key for a scenario
func scenarioKey(scenario string) string {
// Use SHA256 hash to create a consistent, bounded-length key
hash := sha256.Sum256([]byte(scenario))
return hex.EncodeToString(hash[:])
}
// GetState returns the state for a given scenario, creating it if necessary
func (sm *scenarioStateManager) GetState(scenario string) *ScenarioState {
sm.mu.RLock()
key := scenarioKey(scenario)
state, exists := sm.states[key]
sm.mu.RUnlock()
if exists {
return state
}
sm.mu.Lock()
defer sm.mu.Unlock()
// Double-check after acquiring write lock
if state, exists = sm.states[key]; exists {
return state
}
state = &ScenarioState{}
sm.states[key] = state
return state
}
// ClearState removes the state for a given scenario
func (sm *scenarioStateManager) ClearState(scenario string) {
sm.mu.Lock()
defer sm.mu.Unlock()
key := scenarioKey(scenario)
delete(sm.states, key)
}
// ClearAllStates removes all scenario states
func (sm *scenarioStateManager) ClearAllStates() {
sm.mu.Lock()
defer sm.mu.Unlock()
sm.states = make(map[string]*ScenarioState)
}
// Package-level convenience functions
// GetScenarioState returns the state for the current scenario
func GetScenarioState(scenario string) *ScenarioState {
return GetScenarioStateManager().GetState(scenario)
}
// ClearScenarioState removes the state for the current scenario
func ClearScenarioState(scenario string) {
GetScenarioStateManager().ClearState(scenario)
}
// ClearAllScenarioStates removes all scenario states
func ClearAllScenarioStates() {
GetScenarioStateManager().ClearAllStates()
}