Files
galaxy-game/ui/frontend/tests/e2e/fixtures/lobby-fbs.ts
T
Ilia Denisov 009ea560f9
Tests · Go / test (push) Successful in 2m17s
Tests · UI / test (push) Waiting to run
feat(lobby): F8-04b hierarchical sidebar + paid-tier gate for create-game
Reshape the lobby UI from a single Overview into a two-level sidebar
(games · profile · DEV synthetic-reports) with four games sub-panels
(active-past · recruitment · invitations · private-games). Move the
`create new game` button into the private-games panel, merge the
applications section into recruitment cards as status chips, and add
DEV-only synthetic-report loader as a top-level screen.

Add a paid-tier gate at backend `lobby.game.create`: free callers get
`403 forbidden` before the lobby service is invoked. The UI hides the
private-games sub-panel + create button on free tier (DEV affordances
flag overrides). Update every integration test that creates a game to
use a new `testenv.PromoteToPaid` helper; add a new
`TestLobbyFlow_FreeUserCreateGameForbidden`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 23:53:53 +02:00

285 lines
11 KiB
TypeScript

// Helpers that build FlatBuffers payloads for the lobby Playwright
// suite. Mirrors what `pkg/transcoder/lobby.go` produces in production,
// so the forged response goes through the same TS decoder the lobby
// page uses.
import { Builder } from "flatbuffers";
import {
AccountResponse,
AccountView,
EntitlementSnapshot,
} from "../../../src/proto/galaxy/fbs/user";
import {
ApplicationSubmitResponse,
ApplicationSummary,
ErrorBody,
ErrorResponse,
GameCreateResponse,
GameSummary,
InviteDeclineResponse,
InviteRedeemResponse,
InviteSummary,
MyApplicationsListResponse,
MyGamesListResponse,
MyInvitesListResponse,
PublicGamesListResponse,
} from "../../../src/proto/galaxy/fbs/lobby";
export interface GameFixture {
gameId: string;
gameName: string;
gameType: string;
status: string;
ownerUserId?: string;
minPlayers?: number;
maxPlayers?: number;
enrollmentEndsAtMs?: bigint;
createdAtMs?: bigint;
updatedAtMs?: bigint;
currentTurn?: number;
}
export interface ApplicationFixture {
applicationId: string;
gameId: string;
applicantUserId: string;
raceName: string;
status: string;
createdAtMs?: bigint;
decidedAtMs?: bigint;
}
export interface InviteFixture {
inviteId: string;
gameId: string;
inviterUserId: string;
invitedUserId?: string;
code?: string;
raceName: string;
status: string;
createdAtMs?: bigint;
expiresAtMs?: bigint;
decidedAtMs?: bigint;
}
const DEFAULT_TIME_MS = 1_780_000_000_000n;
function encodeGame(builder: Builder, game: GameFixture): number {
const gameId = builder.createString(game.gameId);
const gameName = builder.createString(game.gameName);
const gameType = builder.createString(game.gameType);
const status = builder.createString(game.status);
const ownerUserId = builder.createString(game.ownerUserId ?? "");
GameSummary.startGameSummary(builder);
GameSummary.addGameId(builder, gameId);
GameSummary.addGameName(builder, gameName);
GameSummary.addGameType(builder, gameType);
GameSummary.addStatus(builder, status);
GameSummary.addOwnerUserId(builder, ownerUserId);
GameSummary.addMinPlayers(builder, game.minPlayers ?? 2);
GameSummary.addMaxPlayers(builder, game.maxPlayers ?? 8);
GameSummary.addEnrollmentEndsAtMs(builder, game.enrollmentEndsAtMs ?? DEFAULT_TIME_MS);
GameSummary.addCreatedAtMs(builder, game.createdAtMs ?? DEFAULT_TIME_MS);
GameSummary.addUpdatedAtMs(builder, game.updatedAtMs ?? DEFAULT_TIME_MS);
GameSummary.addCurrentTurn(builder, game.currentTurn ?? 0);
return GameSummary.endGameSummary(builder);
}
function encodeApplication(builder: Builder, app: ApplicationFixture): number {
const applicationId = builder.createString(app.applicationId);
const gameId = builder.createString(app.gameId);
const applicantUserId = builder.createString(app.applicantUserId);
const raceName = builder.createString(app.raceName);
const status = builder.createString(app.status);
ApplicationSummary.startApplicationSummary(builder);
ApplicationSummary.addApplicationId(builder, applicationId);
ApplicationSummary.addGameId(builder, gameId);
ApplicationSummary.addApplicantUserId(builder, applicantUserId);
ApplicationSummary.addRaceName(builder, raceName);
ApplicationSummary.addStatus(builder, status);
ApplicationSummary.addCreatedAtMs(builder, app.createdAtMs ?? DEFAULT_TIME_MS);
ApplicationSummary.addDecidedAtMs(builder, app.decidedAtMs ?? 0n);
return ApplicationSummary.endApplicationSummary(builder);
}
function encodeInvite(builder: Builder, invite: InviteFixture): number {
const inviteId = builder.createString(invite.inviteId);
const gameId = builder.createString(invite.gameId);
const inviterUserId = builder.createString(invite.inviterUserId);
const invitedUserId = builder.createString(invite.invitedUserId ?? "");
const code = builder.createString(invite.code ?? "");
const raceName = builder.createString(invite.raceName);
const status = builder.createString(invite.status);
InviteSummary.startInviteSummary(builder);
InviteSummary.addInviteId(builder, inviteId);
InviteSummary.addGameId(builder, gameId);
InviteSummary.addInviterUserId(builder, inviterUserId);
InviteSummary.addInvitedUserId(builder, invitedUserId);
InviteSummary.addCode(builder, code);
InviteSummary.addRaceName(builder, raceName);
InviteSummary.addStatus(builder, status);
InviteSummary.addCreatedAtMs(builder, invite.createdAtMs ?? DEFAULT_TIME_MS);
InviteSummary.addExpiresAtMs(builder, invite.expiresAtMs ?? DEFAULT_TIME_MS);
InviteSummary.addDecidedAtMs(builder, invite.decidedAtMs ?? 0n);
return InviteSummary.endInviteSummary(builder);
}
export function buildMyGamesListPayload(games: GameFixture[]): Uint8Array {
const builder = new Builder(256);
const offsets = games.map((g) => encodeGame(builder, g));
const items = MyGamesListResponse.createItemsVector(builder, offsets);
MyGamesListResponse.startMyGamesListResponse(builder);
MyGamesListResponse.addItems(builder, items);
builder.finish(MyGamesListResponse.endMyGamesListResponse(builder));
return builder.asUint8Array();
}
export function buildPublicGamesListPayload(
games: GameFixture[],
page = 1,
pageSize = 50,
): Uint8Array {
const builder = new Builder(256);
const offsets = games.map((g) => encodeGame(builder, g));
const items = PublicGamesListResponse.createItemsVector(builder, offsets);
PublicGamesListResponse.startPublicGamesListResponse(builder);
PublicGamesListResponse.addItems(builder, items);
PublicGamesListResponse.addPage(builder, page);
PublicGamesListResponse.addPageSize(builder, pageSize);
PublicGamesListResponse.addTotal(builder, games.length);
builder.finish(PublicGamesListResponse.endPublicGamesListResponse(builder));
return builder.asUint8Array();
}
export function buildMyApplicationsListPayload(
applications: ApplicationFixture[],
): Uint8Array {
const builder = new Builder(256);
const offsets = applications.map((a) => encodeApplication(builder, a));
const items = MyApplicationsListResponse.createItemsVector(builder, offsets);
MyApplicationsListResponse.startMyApplicationsListResponse(builder);
MyApplicationsListResponse.addItems(builder, items);
builder.finish(MyApplicationsListResponse.endMyApplicationsListResponse(builder));
return builder.asUint8Array();
}
export function buildMyInvitesListPayload(invites: InviteFixture[]): Uint8Array {
const builder = new Builder(256);
const offsets = invites.map((i) => encodeInvite(builder, i));
const items = MyInvitesListResponse.createItemsVector(builder, offsets);
MyInvitesListResponse.startMyInvitesListResponse(builder);
MyInvitesListResponse.addItems(builder, items);
builder.finish(MyInvitesListResponse.endMyInvitesListResponse(builder));
return builder.asUint8Array();
}
export function buildGameCreateResponsePayload(game: GameFixture): Uint8Array {
const builder = new Builder(256);
const summary = encodeGame(builder, game);
GameCreateResponse.startGameCreateResponse(builder);
GameCreateResponse.addGame(builder, summary);
builder.finish(GameCreateResponse.endGameCreateResponse(builder));
return builder.asUint8Array();
}
export function buildApplicationSubmitResponsePayload(
application: ApplicationFixture,
): Uint8Array {
const builder = new Builder(128);
const app = encodeApplication(builder, application);
ApplicationSubmitResponse.startApplicationSubmitResponse(builder);
ApplicationSubmitResponse.addApplication(builder, app);
builder.finish(ApplicationSubmitResponse.endApplicationSubmitResponse(builder));
return builder.asUint8Array();
}
export function buildInviteRedeemResponsePayload(invite: InviteFixture): Uint8Array {
const builder = new Builder(128);
const summary = encodeInvite(builder, invite);
InviteRedeemResponse.startInviteRedeemResponse(builder);
InviteRedeemResponse.addInvite(builder, summary);
builder.finish(InviteRedeemResponse.endInviteRedeemResponse(builder));
return builder.asUint8Array();
}
export function buildInviteDeclineResponsePayload(invite: InviteFixture): Uint8Array {
const builder = new Builder(128);
const summary = encodeInvite(builder, invite);
InviteDeclineResponse.startInviteDeclineResponse(builder);
InviteDeclineResponse.addInvite(builder, summary);
builder.finish(InviteDeclineResponse.endInviteDeclineResponse(builder));
return builder.asUint8Array();
}
export interface AccountFixture {
userId: string;
email: string;
userName: string;
displayName: string;
preferredLanguage?: string;
timeZone?: string;
declaredCountry?: string;
isPaid?: boolean;
}
// buildLobbyErrorPayload builds a `lobby.ErrorResponse` FBS payload
// the Playwright suite returns on non-`ok` result codes. The TS lobby
// client decodes the same payload via `decodeLobbyError`, surfacing
// `code` / `message` to the UI for inline rendering.
export function buildLobbyErrorPayload(code: string, message: string): Uint8Array {
const builder = new Builder(128);
const codeOff = builder.createString(code);
const messageOff = builder.createString(message);
ErrorBody.startErrorBody(builder);
ErrorBody.addCode(builder, codeOff);
ErrorBody.addMessage(builder, messageOff);
const bodyOff = ErrorBody.endErrorBody(builder);
ErrorResponse.startErrorResponse(builder);
ErrorResponse.addError(builder, bodyOff);
builder.finish(ErrorResponse.endErrorResponse(builder));
return builder.asUint8Array();
}
export function buildAccountResponsePayload(account: AccountFixture): Uint8Array {
const builder = new Builder(256);
const planCode = builder.createString(account.isPaid === true ? "permanent" : "free");
const source = builder.createString("internal");
const reasonCode = builder.createString("");
EntitlementSnapshot.startEntitlementSnapshot(builder);
EntitlementSnapshot.addPlanCode(builder, planCode);
EntitlementSnapshot.addIsPaid(builder, account.isPaid === true);
EntitlementSnapshot.addSource(builder, source);
EntitlementSnapshot.addReasonCode(builder, reasonCode);
EntitlementSnapshot.addStartsAtMs(builder, 0n);
EntitlementSnapshot.addEndsAtMs(builder, 0n);
EntitlementSnapshot.addUpdatedAtMs(builder, 0n);
const entitlement = EntitlementSnapshot.endEntitlementSnapshot(builder);
const userId = builder.createString(account.userId);
const email = builder.createString(account.email);
const userName = builder.createString(account.userName);
const displayName = builder.createString(account.displayName);
const preferredLanguage = builder.createString(account.preferredLanguage ?? "en");
const timeZone = builder.createString(account.timeZone ?? "UTC");
const declaredCountry = builder.createString(account.declaredCountry ?? "");
AccountView.startAccountView(builder);
AccountView.addUserId(builder, userId);
AccountView.addEmail(builder, email);
AccountView.addUserName(builder, userName);
AccountView.addDisplayName(builder, displayName);
AccountView.addPreferredLanguage(builder, preferredLanguage);
AccountView.addTimeZone(builder, timeZone);
AccountView.addDeclaredCountry(builder, declaredCountry);
AccountView.addEntitlement(builder, entitlement);
AccountView.addCreatedAtMs(builder, 0n);
AccountView.addUpdatedAtMs(builder, 0n);
const view = AccountView.endAccountView(builder);
AccountResponse.startAccountResponse(builder);
AccountResponse.addAccount(builder, view);
builder.finish(AccountResponse.endAccountResponse(builder));
return builder.asUint8Array();
}