battle-viewer e2e: mock user.games.battle ConnectRPC command
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Phase 28 moved the battle fetch off the REST passthrough onto the
signed envelope, so the Playwright spec's `page.route(...)` against
the old REST path no longer intercepts anything and the viewer
times out waiting for data. Update the spec to:

- Build a FlatBuffers `BattleReport` payload in
  `fixtures/battle-fbs.ts` (mirrors `report-fbs.ts`'s pattern).
- Add a `user.games.battle` case to the ExecuteCommand mock that
  decodes the FBS `GameBattleRequest`, returns the encoded report
  when the battle_id matches the seeded one, and surfaces a
  canonical `not_found` resultCode otherwise.
- Drop the obsolete REST route stubs.
- Drive the negative-path test with a real UUID that does not match
  the seeded one, so the gateway-side switch is the source of the
  404 (the old `missing-uuid` literal was no longer a valid wire
  shape for the UUID decoder).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-16 12:55:15 +02:00
parent ebd156ece2
commit 166baf4be0
2 changed files with 164 additions and 27 deletions
+36 -27
View File
@@ -1,9 +1,9 @@
// Phase 27 — Playwright coverage for the Battle Viewer. // Phase 27 — Playwright coverage for the Battle Viewer.
// //
// Mocks both the Connect-RPC `user.games.report` (so the report // Mocks the Connect-RPC `user.games.report` (report with battles +
// renders battles + bombings) and the REST forwarder // bombings) and `user.games.battle` (Phase 28 migration; the viewer
// `/api/v1/user/games/{game_id}/battles/{turn}/{battle_id}` (so the // fetches the full BattleReport through the signed envelope instead
// viewer page loads its `BattleReport` without an engine). // of the old REST passthrough).
// Drives three flows: // Drives three flows:
// 1. Reports view → click battle UUID → viewer renders. // 1. Reports view → click battle UUID → viewer renders.
// 2. Playback controls: play / step back. // 2. Playback controls: play / step back.
@@ -18,6 +18,7 @@ import { expect, test, type Page } from "@playwright/test";
import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb"; import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { UUID } from "../../src/proto/galaxy/fbs/common"; import { UUID } from "../../src/proto/galaxy/fbs/common";
import { GameReportRequest } from "../../src/proto/galaxy/fbs/report"; import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
import { GameBattleRequest } from "../../src/proto/galaxy/fbs/battle";
import { import {
buildOrderResponsePayload, buildOrderResponsePayload,
@@ -25,6 +26,10 @@ import {
} from "./fixtures/order-fbs"; } from "./fixtures/order-fbs";
import { buildMyGamesListPayload, type GameFixture } from "./fixtures/lobby-fbs"; import { buildMyGamesListPayload, type GameFixture } from "./fixtures/lobby-fbs";
import { buildReportPayload } from "./fixtures/report-fbs"; import { buildReportPayload } from "./fixtures/report-fbs";
import {
buildBattlePayload,
type BattleFixture,
} from "./fixtures/battle-fbs";
import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response"; import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
const GAME_ID = "00000000-0000-0000-0000-000000000010"; const GAME_ID = "00000000-0000-0000-0000-000000000010";
@@ -33,13 +38,14 @@ const SESSION_ID = "device-session-battle";
const RACE_A = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa"; const RACE_A = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
const RACE_B = "bbbbbbbb-bbbb-bbbb-bbbb-bbbbbbbbbbbb"; const RACE_B = "bbbbbbbb-bbbb-bbbb-bbbb-bbbbbbbbbbbb";
const SAMPLE_BATTLE = { const SAMPLE_BATTLE: BattleFixture = {
id: BATTLE_ID, id: BATTLE_ID,
planet: 1, planet: 1,
planetName: "Earth", planetName: "Earth",
races: { "0": RACE_A, "1": RACE_B }, races: { "0": RACE_A, "1": RACE_B },
ships: { ships: [
"10": { {
key: 10,
race: "Earthlings", race: "Earthlings",
className: "Cruiser", className: "Cruiser",
tech: { WEAPONS: 1 }, tech: { WEAPONS: 1 },
@@ -49,7 +55,8 @@ const SAMPLE_BATTLE = {
loadQuantity: 0, loadQuantity: 0,
inBattle: true, inBattle: true,
}, },
"20": { {
key: 20,
race: "Bajori", race: "Bajori",
className: "Hawk", className: "Hawk",
tech: { SHIELDS: 1 }, tech: { SHIELDS: 1 },
@@ -59,7 +66,7 @@ const SAMPLE_BATTLE = {
loadQuantity: 0, loadQuantity: 0,
inBattle: true, inBattle: true,
}, },
}, ],
protocol: [ protocol: [
{ a: 0, sa: 10, d: 1, sd: 20, x: false }, { a: 0, sa: 10, d: 1, sd: 20, x: false },
{ a: 0, sa: 10, d: 1, sd: 20, x: true }, { a: 0, sa: 10, d: 1, sd: 20, x: true },
@@ -160,6 +167,23 @@ async function mockGatewayAndBattle(page: Page): Promise<void> {
case "user.games.order.get": case "user.games.order.get":
payload = buildOrderGetResponsePayload(GAME_ID, [], Date.now(), false); payload = buildOrderGetResponsePayload(GAME_ID, [], Date.now(), false);
break; break;
case "user.games.battle": {
const fb = GameBattleRequest.getRootAsGameBattleRequest(
new ByteBuffer(req.payloadBytes),
);
const id = fb.battleId();
if (
id !== null &&
id.hi() === BigInt("0x1111111111111111") &&
id.lo() === BigInt("0x1111111111111111")
) {
payload = buildBattlePayload(SAMPLE_BATTLE);
} else {
resultCode = "not_found";
payload = new Uint8Array();
}
break;
}
default: default:
resultCode = "internal_error"; resultCode = "internal_error";
payload = new Uint8Array(); payload = new Uint8Array();
@@ -179,23 +203,6 @@ async function mockGatewayAndBattle(page: Page): Promise<void> {
}, },
); );
await page.route(
`**/api/v1/user/games/${GAME_ID}/battles/1/${BATTLE_ID}`,
async (route) => {
await route.fulfill({
status: 200,
contentType: "application/json",
body: JSON.stringify(SAMPLE_BATTLE),
});
},
);
await page.route(
`**/api/v1/user/games/${GAME_ID}/battles/1/missing-uuid`,
async (route) => {
await route.fulfill({ status: 404 });
},
);
} }
async function bootSession(page: Page): Promise<void> { async function bootSession(page: Page): Promise<void> {
@@ -267,7 +274,9 @@ test.describe("Phase 27 battle viewer", () => {
await mockGatewayAndBattle(page); await mockGatewayAndBattle(page);
await bootSession(page); await bootSession(page);
await page.goto(`/games/${GAME_ID}/battle/missing-uuid?turn=1`); await page.goto(
`/games/${GAME_ID}/battle/22222222-2222-2222-2222-222222222222?turn=1`,
);
await expect(page.getByTestId("battle-not-found")).toBeVisible(); await expect(page.getByTestId("battle-not-found")).toBeVisible();
}); });
@@ -0,0 +1,128 @@
// Phase 28 — FBS BattleReport payload builder used by Battle Viewer
// Playwright specs. Mirrors the `user.games.battle` ConnectRPC
// response that the gateway re-encodes from the engine's JSON.
import { Builder } from "flatbuffers";
import {
BattleActionReport,
BattleReport,
BattleReportGroup,
RaceEntry,
ShipEntry,
TechEntry,
UUID,
} from "../../../src/proto/galaxy/fbs/battle";
export interface BattleGroupFixture {
key: number;
race: string;
className: string;
tech?: Record<string, number>;
num: number;
numLeft: number;
loadType?: string;
loadQuantity?: number;
inBattle?: boolean;
}
export interface BattleActionFixture {
a: number;
sa: number;
d: number;
sd: number;
x: boolean;
}
export interface BattleFixture {
id: string;
planet: number;
planetName: string;
races: Record<string, string>;
ships: BattleGroupFixture[];
protocol: BattleActionFixture[];
}
export function buildBattlePayload(fixture: BattleFixture): Uint8Array {
const builder = new Builder(512);
const planetNameOff = builder.createString(fixture.planetName);
const raceOffsets: number[] = [];
for (const [keyStr, value] of Object.entries(fixture.races)) {
const key = Number(keyStr);
const [hi, lo] = uuidToHiLo(value);
RaceEntry.startRaceEntry(builder);
RaceEntry.addKey(builder, BigInt(key));
RaceEntry.addValue(builder, UUID.createUUID(builder, hi, lo));
raceOffsets.push(RaceEntry.endRaceEntry(builder));
}
const racesVec = BattleReport.createRacesVector(builder, raceOffsets);
const shipOffsets: number[] = [];
for (const ship of fixture.ships) {
const techOffsets: number[] = [];
for (const [tk, tv] of Object.entries(ship.tech ?? {})) {
const tkOff = builder.createString(tk);
TechEntry.startTechEntry(builder);
TechEntry.addKey(builder, tkOff);
TechEntry.addValue(builder, tv);
techOffsets.push(TechEntry.endTechEntry(builder));
}
const techVec = BattleReportGroup.createTechVector(builder, techOffsets);
const raceStrOff = builder.createString(ship.race);
const classNameOff = builder.createString(ship.className);
const loadTypeOff = builder.createString(ship.loadType ?? "");
BattleReportGroup.startBattleReportGroup(builder);
BattleReportGroup.addInBattle(builder, ship.inBattle ?? true);
BattleReportGroup.addNumber(builder, BigInt(ship.num));
BattleReportGroup.addNumberLeft(builder, BigInt(ship.numLeft));
BattleReportGroup.addLoadQuantity(builder, ship.loadQuantity ?? 0);
BattleReportGroup.addTech(builder, techVec);
BattleReportGroup.addRace(builder, raceStrOff);
BattleReportGroup.addClassName(builder, classNameOff);
BattleReportGroup.addLoadType(builder, loadTypeOff);
const groupOff = BattleReportGroup.endBattleReportGroup(builder);
ShipEntry.startShipEntry(builder);
ShipEntry.addKey(builder, BigInt(ship.key));
ShipEntry.addValue(builder, groupOff);
shipOffsets.push(ShipEntry.endShipEntry(builder));
}
const shipsVec = BattleReport.createShipsVector(builder, shipOffsets);
const protocolOffsets: number[] = [];
for (const action of fixture.protocol) {
BattleActionReport.startBattleActionReport(builder);
BattleActionReport.addAttacker(builder, BigInt(action.a));
BattleActionReport.addAttackerShipClass(builder, BigInt(action.sa));
BattleActionReport.addDefender(builder, BigInt(action.d));
BattleActionReport.addDefenderShipClass(builder, BigInt(action.sd));
BattleActionReport.addDestroyed(builder, action.x);
protocolOffsets.push(BattleActionReport.endBattleActionReport(builder));
}
const protocolVec = BattleReport.createProtocolVector(
builder,
protocolOffsets,
);
const [idHi, idLo] = uuidToHiLo(fixture.id);
BattleReport.startBattleReport(builder);
BattleReport.addId(builder, UUID.createUUID(builder, idHi, idLo));
BattleReport.addPlanet(builder, BigInt(fixture.planet));
BattleReport.addPlanetName(builder, planetNameOff);
BattleReport.addRaces(builder, racesVec);
BattleReport.addShips(builder, shipsVec);
BattleReport.addProtocol(builder, protocolVec);
builder.finish(BattleReport.endBattleReport(builder));
return builder.asUint8Array();
}
function uuidToHiLo(value: string): [bigint, bigint] {
const hex = value.replace(/-/g, "").toLowerCase();
if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
throw new Error(`buildBattlePayload: invalid uuid ${value}`);
}
const hi = BigInt(`0x${hex.slice(0, 16)}`);
const lo = BigInt(`0x${hex.slice(16, 32)}`);
return [hi, lo];
}