ui/phase-17: ship-class CRUD without calc
Phase 17 lights up the ship-class table and designer active views, extends the order-draft pipeline with createShipClass and removeShipClass commands, and projects pending Save/Delete actions through applyOrderOverlay so the table reflects the player's intent before auto-sync lands. The plan is corrected in the same patch: per game/rules.txt, ship classes are designed once and cannot be edited — the engine has no Update command, so the UI exposes only Create + Delete. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// Phase 17 end-to-end coverage for the ship-class CRUD flow. Boots
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// an authenticated session, mocks the gateway with a single local
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// planet plus an empty `localShipClass` projection, navigates to
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// the ship-classes table, opens the designer, fills the form, and
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// asserts that:
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//
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// 1. Save adds a `createShipClass` row to the local order draft,
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// auto-syncs through `user.games.order`, and the new class
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// appears in the table immediately (overlay) and in the
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// sidebar order tab as `applied`;
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// 2. invalid input keeps the Save button disabled and surfaces
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// the localised reason;
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// 3. Delete on a row adds a `removeShipClass` and the class
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// disappears from the table; the order tab reflects both rows;
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// 4. a rejected `createShipClass` (engine-side `cmdApplied=false`)
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// surfaces as `rejected` in the order tab and the table no
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// longer shows the optimistic class.
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import { fromJson, type JsonValue } from "@bufbuild/protobuf";
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import { expect, test, type Page } from "@playwright/test";
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import { ByteBuffer } from "flatbuffers";
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import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
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import { UUID } from "../../src/proto/galaxy/fbs/common";
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import {
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CommandPayload,
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CommandShipClassCreate,
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CommandShipClassRemove,
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UserGamesOrder,
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UserGamesOrderGet,
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} from "../../src/proto/galaxy/fbs/order";
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import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
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import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
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import {
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buildMyGamesListPayload,
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type GameFixture,
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} from "./fixtures/lobby-fbs";
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import {
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buildReportPayload,
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type ShipClassFixture,
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} from "./fixtures/report-fbs";
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import {
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buildOrderGetResponsePayload,
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buildOrderResponsePayload,
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type CommandResultFixture,
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} from "./fixtures/order-fbs";
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const SESSION_ID = "phase-17-ship-class-session";
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const GAME_ID = "17171717-1717-1717-1717-171717171717";
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interface MockOpts {
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createOutcome: "applied" | "rejected";
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initialClasses?: ShipClassFixture[];
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}
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interface MockHandle {
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get lastCreate(): {
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name: string;
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drive: number;
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armament: number;
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weapons: number;
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shields: number;
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cargo: number;
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} | null;
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get lastRemove(): { name: string } | null;
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get submittedCount(): number;
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}
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async function mockGateway(page: Page, opts: MockOpts): Promise<MockHandle> {
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const game: GameFixture = {
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gameId: GAME_ID,
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gameName: "Phase 17 Game",
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gameType: "private",
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status: "running",
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ownerUserId: "user-1",
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minPlayers: 2,
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maxPlayers: 8,
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enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
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createdAtMs: BigInt(Date.now() - 86_400_000),
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updatedAtMs: BigInt(Date.now()),
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currentTurn: 1,
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};
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let storedOrder: CommandResultFixture[] = [];
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let lastCreate: MockHandle["lastCreate"] = null;
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let lastRemove: MockHandle["lastRemove"] = null;
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let submittedCount = 0;
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const reportClasses: ShipClassFixture[] = [...(opts.initialClasses ?? [])];
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await page.route(
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"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
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async (route) => {
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const reqText = route.request().postData();
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if (reqText === null) {
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await route.fulfill({ status: 400 });
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return;
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}
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const req = fromJson(
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ExecuteCommandRequestSchema,
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JSON.parse(reqText) as JsonValue,
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);
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let resultCode = "ok";
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let payload: Uint8Array;
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switch (req.messageType) {
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case "lobby.my.games.list":
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payload = buildMyGamesListPayload([game]);
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break;
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case "user.games.report": {
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GameReportRequest.getRootAsGameReportRequest(
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new ByteBuffer(req.payloadBytes),
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).gameId(new UUID());
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payload = buildReportPayload({
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turn: 1,
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mapWidth: 4000,
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mapHeight: 4000,
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race: "Earthlings",
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players: [{ name: "Earthlings", drive: 1 }],
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localPlanets: [
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{
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number: 1,
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name: "Earth",
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x: 1000,
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y: 1000,
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size: 1000,
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resources: 5,
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population: 800,
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industry: 600,
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},
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],
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localShipClass: reportClasses,
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});
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break;
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}
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case "user.games.order": {
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const decoded = UserGamesOrder.getRootAsUserGamesOrder(
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new ByteBuffer(req.payloadBytes),
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);
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submittedCount += 1;
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const length = decoded.commandsLength();
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const fixtures: CommandResultFixture[] = [];
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for (let i = 0; i < length; i++) {
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const item = decoded.commands(i);
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if (item === null) continue;
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const cmdId = item.cmdId() ?? "";
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const payloadType = item.payloadType();
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if (payloadType === CommandPayload.CommandShipClassCreate) {
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const inner = new CommandShipClassCreate();
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item.payload(inner);
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lastCreate = {
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name: inner.name() ?? "",
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drive: inner.drive(),
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armament: Number(inner.armament()),
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weapons: inner.weapons(),
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shields: inner.shields(),
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cargo: inner.cargo(),
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};
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const applied = opts.createOutcome === "applied";
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fixtures.push({
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kind: "createShipClass",
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cmdId,
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name: lastCreate.name,
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drive: lastCreate.drive,
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armament: lastCreate.armament,
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weapons: lastCreate.weapons,
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shields: lastCreate.shields,
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cargo: lastCreate.cargo,
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applied,
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errorCode: applied ? null : 1,
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});
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continue;
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}
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if (payloadType === CommandPayload.CommandShipClassRemove) {
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const inner = new CommandShipClassRemove();
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item.payload(inner);
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lastRemove = { name: inner.name() ?? "" };
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fixtures.push({
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kind: "removeShipClass",
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cmdId,
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name: lastRemove.name,
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applied: true,
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errorCode: null,
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});
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continue;
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}
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}
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storedOrder = fixtures;
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payload = buildOrderResponsePayload(GAME_ID, fixtures, Date.now());
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break;
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}
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case "user.games.order.get": {
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UserGamesOrderGet.getRootAsUserGamesOrderGet(
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new ByteBuffer(req.payloadBytes),
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);
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payload = buildOrderGetResponsePayload(
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GAME_ID,
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storedOrder,
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Date.now(),
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storedOrder.length > 0,
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);
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break;
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}
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default:
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resultCode = "internal_error";
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payload = new Uint8Array();
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}
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const body = await forgeExecuteCommandResponseJson({
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requestId: req.requestId,
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timestampMs: BigInt(Date.now()),
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resultCode,
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payloadBytes: payload,
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});
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body,
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});
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},
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);
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await page.route(
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"**/galaxy.gateway.v1.EdgeGateway/SubscribeEvents",
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async () => {
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await new Promise<void>(() => {});
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},
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);
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return {
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get lastCreate() {
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return lastCreate;
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},
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get lastRemove() {
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return lastRemove;
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},
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get submittedCount() {
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return submittedCount;
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},
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};
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}
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async function bootSession(page: Page): Promise<void> {
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await page.goto("/__debug/store");
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await expect(page.getByTestId("debug-store-ready")).toBeVisible();
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await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
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await page.evaluate(() => window.__galaxyDebug!.clearSession());
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await page.evaluate(
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(id) => window.__galaxyDebug!.setDeviceSessionId(id),
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SESSION_ID,
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);
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await page.evaluate(
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(gameId) => window.__galaxyDebug!.clearOrderDraft(gameId),
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GAME_ID,
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);
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}
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test("create / list / delete ship class via the table + designer", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"phase 17 spec covers desktop layout; mobile inherits the same store",
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);
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const handle = await mockGateway(page, { createOutcome: "applied" });
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/table/ship-classes`);
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const tableHost = page.getByTestId("active-view-table");
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await expect(tableHost).toBeVisible();
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await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
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await page.getByTestId("ship-classes-new").click();
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await expect(page.getByTestId("active-view-designer-ship-class")).toHaveAttribute(
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"data-mode",
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"new",
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);
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await page.getByTestId("designer-ship-class-input-name").fill("Drone");
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await page.getByTestId("designer-ship-class-input-drive").fill("1");
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const save = page.getByTestId("designer-ship-class-save");
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await expect(save).toBeEnabled();
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await save.click();
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// Returns to the table; the optimistic overlay shows the new class.
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await expect(page.getByTestId("ship-classes-table")).toBeVisible();
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const row = page.getByTestId("ship-classes-row");
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await expect(row).toHaveAttribute("data-name", "Drone");
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await expect(page.getByTestId("ship-classes-cell-drive")).toHaveText("1");
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// The auto-sync round-trip lands as applied.
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await page.getByTestId("sidebar-tab-order").click();
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const orderTool = page.getByTestId("sidebar-tool-order");
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await expect(orderTool.getByTestId("order-command-label-0")).toContainText(
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"Drone",
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);
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await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
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"applied",
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);
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expect(handle.lastCreate?.name).toBe("Drone");
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expect(handle.lastCreate?.drive).toBe(1);
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// Delete the class through the table action; the row disappears
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// and the order tab gets a second row.
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await page.getByTestId("sidebar-tab-inspector").click();
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await page.getByTestId("ship-classes-delete").click();
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await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
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await page.getByTestId("sidebar-tab-order").click();
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await expect(orderTool.getByTestId("order-command-label-1")).toContainText(
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"Drone",
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);
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expect(handle.lastRemove?.name).toBe("Drone");
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});
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test("designer keeps Save disabled while the form is invalid", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"phase 17 spec covers desktop layout; mobile inherits the same store",
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);
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await mockGateway(page, { createOutcome: "applied" });
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/designer/ship-class`);
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const save = page.getByTestId("designer-ship-class-save");
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await expect(save).toBeDisabled();
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// Empty name surfaces the entity-name error.
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await expect(page.getByTestId("designer-ship-class-error")).toHaveText(
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"name cannot be empty",
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);
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// Mismatched armament / weapons triggers the pair rule.
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await page.getByTestId("designer-ship-class-input-name").fill("Bad");
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await page.getByTestId("designer-ship-class-input-armament").fill("1");
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await page.getByTestId("designer-ship-class-input-drive").fill("1");
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await expect(page.getByTestId("designer-ship-class-error")).toHaveText(
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"armament and weapons must be both zero or both nonzero",
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);
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await expect(save).toBeDisabled();
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// Filling weapons resolves the pair rule.
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await page.getByTestId("designer-ship-class-input-weapons").fill("1");
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await expect(save).toBeEnabled();
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});
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test("rejected createShipClass keeps the table empty and surfaces the failure", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"phase 17 spec covers desktop layout; mobile inherits the same store",
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);
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await mockGateway(page, { createOutcome: "rejected" });
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/designer/ship-class`);
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await page.getByTestId("designer-ship-class-input-name").fill("Drone");
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await page.getByTestId("designer-ship-class-input-drive").fill("1");
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await page.getByTestId("designer-ship-class-save").click();
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// Designer's save() calls SvelteKit `goto` to navigate back to
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// the table. SPA navigation keeps the per-game `OrderDraftStore`
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// alive so the auto-sync round-trip (which flips the status from
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// `submitting` to `rejected`) lands while the table is showing.
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// Order tab carries a `rejected` row; the optimistic overlay
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// drops the class once the engine answers `cmdApplied=false`.
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await page.getByTestId("sidebar-tab-order").click();
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const orderTool = page.getByTestId("sidebar-tool-order");
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await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
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"rejected",
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);
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await expect(orderTool.getByTestId("order-sync")).toHaveAttribute(
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"data-sync-status",
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"error",
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);
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// Switch sidebar back to inspector so the active-view (table)
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// regains focus, and assert the optimistic class is gone.
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await page.getByTestId("sidebar-tab-inspector").click();
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await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
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});
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Block a user