fix(ui): F8-04b e2e — viewport-agnostic nav + refresh after create
Tests · UI / test (push) Failing after 3m8s

- lobby-create-screen: call lobbyData.refresh() after a successful
  POST so the new game shows up in the private-games panel
  immediately. The shared lobby-data store is otherwise lazy
  (ensure-on-first-mount), which rendered a stale list across the
  post-create navigation in the e2e suite.
- e2e tests that move between lobby sub-panels now go through
  `window.__galaxyNav.go(...)` rather than clicking the sidebar
  items. The mobile sidebar tucks the submenu behind a dropdown, so
  testid-based clicks fail on the mobile-iphone-13 / pixel-5
  viewports — the dev nav surface bypasses that UX (which has its
  own coverage in `lobby-tier-gate` / future submenu specs).
- game-shell-map missing-membership test: assert
  `lobby-account-name` instead of `lobby-create-button` on
  drop-back-to-lobby (the button moved into the paid-only
  private-games sub-panel; the identity strip is the constant lobby
  chrome).
- inspector-ship-group + ship-group-send synthetic loader specs:
  jump straight to the dev-only `synthetic-reports` top-level
  screen via the dev nav surface before looking for the file
  input (the loader moved off Overview in F8-04b).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-27 00:25:49 +02:00
parent 058c4fcf69
commit cff7cc3859
7 changed files with 48 additions and 21 deletions
@@ -9,6 +9,7 @@
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import { loadCore } from "../../platform/core/index";
import { session } from "$lib/session-store.svelte";
import { lobbyData } from "$lib/lobby-data.svelte";
const DEFAULT_MIN_PLAYERS = 2;
const DEFAULT_MAX_PLAYERS = 8;
@@ -102,9 +103,17 @@
turnSchedule: trimmedSchedule,
targetEngineVersion: targetEngineVersion.trim() || DEFAULT_TARGET_ENGINE_VERSION,
});
// Land on the private-games panel where the freshly created
// game shows up the lobby-data store will refresh on next
// mount.
// Refresh the lobby-data cache so the freshly-created game
// shows up in the private-games panel the moment we land
// there. The shared store is otherwise lazy (ensure-on-
// first-mount) and would render a stale list across the
// navigation.
try {
await lobbyData.refresh();
} catch {
// Refresh failure does not block the navigation —
// the panel will retry on its own mount.
}
appScreen.go("games-private-games");
} catch (err) {
formError = describeLobbyError(err);