Files
dance-lessons-coach/pkg/bdd/steps/scenario_state.go
Gabriel Radureau 9072b3e246
All checks were successful
CI/CD Pipeline / Build Docker Cache (push) Successful in 9s
CI/CD Pipeline / CI Pipeline (push) Successful in 5m0s
CI/CD Pipeline / Trigger Docker Push (push) Successful in 5s
feat(bdd): magic-link BDD scenarios + bcrypt overflow fix (ADR-0028 Phase A.5) (#63)
Co-authored-by: Gabriel Radureau <arcodange@gmail.com>
Co-committed-by: Gabriel Radureau <arcodange@gmail.com>
2026-05-05 11:44:41 +02:00

103 lines
2.5 KiB
Go

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
MagicLinkEmail string
MagicLinkToken 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()
}