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    <title>DEV Community: chris</title>
    <description>The latest articles on DEV Community by chris (@christian-mendes).</description>
    <link>https://dev.to/christian-mendes</link>
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      <title>DEV Community: chris</title>
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      <title>meu primeiro teste: LuizaLabs</title>
      <dc:creator>chris</dc:creator>
      <pubDate>Mon, 14 Sep 2026 02:05:39 +0000</pubDate>
      <link>https://dev.to/christian-mendes/meu-primeiro-teste-luizalabs-1o8p</link>
      <guid>https://dev.to/christian-mendes/meu-primeiro-teste-luizalabs-1o8p</guid>
      <description>&lt;p&gt;Há um tempo, no início da minha trajetória como desenvolvedor, fiz o teste técnico da LuizaLabs — foi meu primeiro contato real com um processo seletivo na área. O desafio era ler um arquivo de log de partidas do &lt;strong&gt;Quake 3 Arena&lt;/strong&gt;, extrair estatísticas de cada partida (jogadores, kills, mortes causadas pelo próprio jogo) e expor isso por uma API — com testes automatizados e, se possível, algo além do pedido.&lt;/p&gt;

&lt;p&gt;Resolvi voltar a esse projeto agora e documentar aqui a lógica que usei e as decisões que tomei na época, tanto como registro pessoal dessa fase quanto para quem estiver enfrentando um desafio parecido hoje.&lt;/p&gt;

&lt;p&gt;🔗 &lt;strong&gt;&lt;a href="https://github.com/dev-christianmendes/gamesLog_API" rel="noopener noreferrer"&gt;Repositório no GitHub&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  🧩 O que o desafio pedia
&lt;/h2&gt;

&lt;p&gt;O arquivo &lt;code&gt;games.log&lt;/code&gt; contém eventos de várias partidas em sequência, cada uma delimitada por uma linha &lt;code&gt;InitGame:&lt;/code&gt;. Dentro de cada partida, os eventos de morte (&lt;code&gt;Kill:&lt;/code&gt;) precisavam virar duas informações: quem matou quem, e um total de kills por jogador. A regra que exigia mais atenção: quando o &lt;em&gt;world&lt;/em&gt; (o próprio cenário do jogo — quedas, lava, etc.) mata um jogador, isso não conta como kill de outro jogador, e ainda deve &lt;strong&gt;penalizar&lt;/strong&gt; quem morreu em -1 no placar.&lt;/p&gt;

&lt;h2&gt;
  
  
  🏗️ O que tentei / arquitetura
&lt;/h2&gt;

&lt;p&gt;Na época, separei o problema em três camadas desde o início, em vez de escrever tudo dentro da rota da API:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Parser puro&lt;/strong&gt; (&lt;code&gt;parser.py&lt;/code&gt;): só lê texto e devolve estruturas de dados Python. Sem Flask, sem banco, testável isoladamente.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;API&lt;/strong&gt; (&lt;code&gt;app.py&lt;/code&gt;, Flask): expõe o resultado do parser via rotas REST.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Persistência&lt;/strong&gt; (&lt;code&gt;models.py&lt;/code&gt;, PyMongo): grava e consulta o resultado no MongoDB Atlas, como um extra além do que foi pedido.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Essa separação foi a decisão mais importante do projeto — ela que permitiu testar a lógica de parsing sem precisar subir servidor nem banco.&lt;/p&gt;

&lt;h2&gt;
  
  
  💻 Implementação
&lt;/h2&gt;

&lt;p&gt;A parte central é identificar o início de cada partida e agrupar os eventos até a próxima &lt;code&gt;InitGame:&lt;/code&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;parse_log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;log_text&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="nb"&gt;dict&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="n"&gt;games&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{}&lt;/span&gt;
    &lt;span class="n"&gt;game_index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;
    &lt;span class="n"&gt;current_game&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="bp"&gt;None&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;line&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;log_text&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;splitlines&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;InitGame:&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;line&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="n"&gt;game_index&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;
            &lt;span class="n"&gt;current_game&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;game_&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;game_index&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
            &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;total_kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;players&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{}}&lt;/span&gt;

        &lt;span class="k"&gt;elif&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Kill:&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;line&lt;/span&gt; &lt;span class="ow"&gt;and&lt;/span&gt; &lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="n"&gt;killer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;victim&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;extract_kill_participants&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;line&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;total_kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;

            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;killer&lt;/span&gt; &lt;span class="o"&gt;!=&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;&amp;lt;world&amp;gt;&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;players&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;killer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="n"&gt;killer&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;killer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;

            &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;players&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;victim&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;killer&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;&amp;lt;world&amp;gt;&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="n"&gt;victim&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;current_game&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;kills&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;victim&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;game&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;games&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;values&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt;
        &lt;span class="n"&gt;game&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;players&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;list&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;game&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;players&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;games&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;A regra do &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt; ficou concentrada num único lugar: se quem matou é &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt;, não soma kill para ninguém (o jogo não é um jogador), e ainda desconta um ponto de quem morreu. Isso evita que a mesma regra precise ser reimplementada em outro lugar do código.&lt;/p&gt;

&lt;h2&gt;
  
  
  🐛 Erros e dificuldades
&lt;/h2&gt;

&lt;p&gt;O erro mais bobo e mais custoso: no começo, eu extraía jogadores da linha de kill sem considerar que &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt; também aparece como "killer" — e estava adicionando &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt; na lista de jogadores da partida. Isso inflava a contagem de "players" e quebrava um teste que verificava o número exato de jogadores únicos por partida.&lt;/p&gt;

&lt;p&gt;A correção foi simples depois de identificada: qualquer lugar que adiciona alguém à lista de &lt;code&gt;players&lt;/code&gt;, primeiro verifica se o nome não é &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;Outro ponto que exigiu atenção: eu inicialmente rodava &lt;code&gt;pytest&lt;/code&gt; sem ajustar o &lt;code&gt;PYTHONPATH&lt;/code&gt;, e os imports entre &lt;code&gt;backend/&lt;/code&gt; e &lt;code&gt;backend/tests/&lt;/code&gt; quebravam dependendo de onde eu executava o comando. Resolvido fixando a execução sempre a partir da raiz do projeto, com &lt;code&gt;PYTHONPATH="."&lt;/code&gt; explícito.&lt;/p&gt;

&lt;h2&gt;
  
  
  ✅ Solução
&lt;/h2&gt;

&lt;p&gt;Com o parser isolado e testado separadamente da API, ficou fácil garantir que a lógica de negócio (contagem de kills, regra do world) estava correta antes mesmo de qualquer rota HTTP existir. Os testes (&lt;code&gt;test_parser.py&lt;/code&gt;) cobrem esses cenários isoladamente, e &lt;code&gt;test_api.py&lt;/code&gt; cobre os endpoints por cima disso.&lt;/p&gt;

&lt;p&gt;Como extra, adicionei persistência em MongoDB Atlas e uma rota separada (&lt;code&gt;/games/db&lt;/code&gt;) para consultar os dados salvos — o desafio pedia só a API sobre o arquivo de log, mas achei que demonstrar uma camada de persistência agregava ao teste.&lt;/p&gt;

&lt;h2&gt;
  
  
  📌 O que aprendi
&lt;/h2&gt;

&lt;p&gt;O maior aprendizado não foi técnico no sentido de sintaxe — foi sobre &lt;strong&gt;onde colocar a complexidade&lt;/strong&gt;. Separar o parser puro da API me forçou a pensar em contratos de dados antes de pensar em rotas, e isso tornou os testes muito mais simples de escrever. Também aprendi, na prática, como um detalhe de regra de negócio mal tratado num único ponto (o caso do &lt;code&gt;&amp;lt;world&amp;gt;&lt;/code&gt;) se propaga silenciosamente para métricas que nada tem a ver com ele à primeira vista (contagem de players).&lt;/p&gt;

&lt;h2&gt;
  
  
  🏁 Conclusão
&lt;/h2&gt;

&lt;p&gt;Foi meu primeiro teste técnico como desenvolvedor e também minha primeira vez estruturando um projeto pensando desde o início em separação de responsabilidades e cobertura de testes, não só em "fazer funcionar". Olhando para trás, fico contente, claro que hoje em dia faria de uma forma completamente diferente.&lt;/p&gt;




&lt;h1&gt;
  
  
  Python #Flask #MongoDB #API #TesteTecnico #DevJunior #PrimeiroEmprego #BackendDevelopment #100DaysOfCode
&lt;/h1&gt;

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