ui/order-draft: silence hydrate path on non-UUID game ids + Phase 10 e2e fixture upgrade
Phase 14's auto-sync calls `uuidToHiLo` on every layout boot. The existing Phase 10 e2e specs use a placeholder string `test-shell` as the game id, which throws in the FBS request encoder and surfaced as a noisy `console.warn` plus a flaky webkit-desktop test on the local-ci ARM runner. `OrderDraftStore.hydrateFromServer` and `scheduleSync` now skip when the active game id isn't a real UUID — the auto-sync path is inert for fixture data and the placeholder-warning is gone. The Phase 10 spec switches to a deterministic UUID (`10101010-1010-1010-1010-101010101010`) so future Phase 14+ specs don't have to special-case it. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -1,7 +1,9 @@
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// Phase 10 end-to-end coverage for the in-game shell. Every spec
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// boots an authenticated session through `/__debug/store` (no
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// gateway calls — the shell makes none in Phase 10), navigates into
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// `/games/test-shell/map`, and exercises one slice of the chrome:
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// boots an authenticated session through `/__debug/store` (the
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// in-game shell makes a handful of gateway calls — for the lobby
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// record, the report, and the order read-back; we don't mock them
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// here, the shell tolerates ECONNREFUSED), navigates into
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// `/games/<game-id>/map`, and exercises one slice of the chrome:
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// header navigation, sidebar tab preservation, mobile bottom-tabs,
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// and the breakpoint switches at 768 / 1024 px.
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@@ -14,7 +16,10 @@ import { expect, test, type Page } from "@playwright/test";
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// `setDeviceSessionId`); the merged global declaration covers both.
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const SESSION_ID = "phase-10-shell-session";
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const GAME_ID = "test-shell";
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// GAME_ID has to be a real UUID — Phase 14's auto-sync calls
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// `uuidToHiLo` on it for the FBS request envelope, and an
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// arbitrary string would throw on every layout boot.
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const GAME_ID = "10101010-1010-1010-1010-101010101010";
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async function bootShell(page: Page): Promise<void> {
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await page.goto("/__debug/store");
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