Files
galaxy-game/ui/frontend/tests/e2e/order-composer.spec.ts
T
Ilia Denisov 4e0058d46c test(ui): migrate suite to the app-shell (state-driven navigation)
- Unit: repoint moved screen imports (lib/screens, lib/game), mock
  $lib/app-nav (appScreen/activeView) instead of $app/navigation, drop the
  removed gameId props, assert screen/view selection.
- e2e: add a dev-only window.__galaxyNav affordance; specs enter a game via
  enterGame(...) instead of a /games/:id URL; URL assertions become content
  assertions (the URL stays /game/); reload uses waitUntil:"commit" (shallow
  routing) and mocks /rpc on game entry.
- Remove the obsolete report scroll-restore test (it relied on a SvelteKit
  route Snapshot that no longer exists); update the missing-membership test
  to the new lobby-redirect+toast behaviour. Fix a stale report.svelte
  docstring.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:49:35 +02:00

176 lines
6.4 KiB
TypeScript

// Phase 12 end-to-end coverage for the order composer skeleton. The
// boot flow seeds an authenticated session and a draft directly
// through `/__debug/store`, then enters the game via the dev-only
// `window.__galaxyNav` affordance (the single-URL app-shell has no
// `/games/<id>/<view>` route) and exercises the order tab.
//
// The shell's per-game bootstrap now talks to the gateway on entry
// (lobby validation, report, order read-back). This spec does not
// stand up a real gateway, so those Connect-Web calls are aborted via
// `page.route` — the shell tolerates the failure (cache fallback +
// `failBootstrap`) and still renders the chrome. Aborting also keeps
// a mid-spec `page.reload()` from hanging: an unrouted `/rpc` call
// to a dead proxy never settles, which otherwise stalls the reload's
// load event.
//
// Persistence is covered by reloading the page mid-spec: the
// `OrderDraftStore` re-reads the same cache row on the next mount,
// so the rendered list survives the round-trip.
import { expect, test, type Page } from "@playwright/test";
// `window.__galaxyDebug` is owned by `routes/__debug/store/+page.svelte`
// and `window.__galaxyNav` by `routes/+page.svelte`; both are typed by
// `tests/e2e/storage-keypair-persistence.spec.ts`.
const SESSION_ID = "phase-12-order-session";
const GAME_ID = "test-order";
// Fail-fast the shell's gateway calls so the spec needs no real
// backend and reloads settle promptly.
async function stubGateway(page: Page): Promise<void> {
await page.route("**/edge.v1.Gateway/**", (route) => route.abort());
}
// Load the app (seeded session → authenticated lobby) and enter the
// game on the map view through the in-memory nav affordance.
async function enterGameMap(page: Page): Promise<void> {
await page.goto("/");
await page.waitForFunction(() => window.__galaxyNav !== undefined);
await page.evaluate(
(id) => window.__galaxyNav!.enterGame(id, "map", {}),
GAME_ID,
);
await expect(page.getByTestId("game-shell")).toBeVisible();
await expect(page.getByTestId("active-view-map")).toBeVisible();
}
const SEED = [
{ kind: "placeholder" as const, id: "cmd-a", label: "first command" },
{ kind: "placeholder" as const, id: "cmd-b", label: "second command" },
{ kind: "placeholder" as const, id: "cmd-c", label: "third command" },
];
async function bootDebug(page: Page): Promise<void> {
await stubGateway(page);
await page.goto("/__debug/store");
await expect(page.getByTestId("debug-store-ready")).toBeVisible();
await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
}
async function seedShell(page: Page): Promise<void> {
await bootDebug(page);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
await page.evaluate(
({ gameId, commands }) =>
window.__galaxyDebug!.clearOrderDraft(gameId).then(() =>
window.__galaxyDebug!.seedOrderDraft(gameId, commands),
),
{ gameId: GAME_ID, commands: SEED },
);
}
async function openOrderTool(page: Page, isMobile: boolean): Promise<void> {
if (isMobile) {
await page.getByTestId("bottom-tab-order").click();
} else {
await page.getByTestId("sidebar-tab-order").click();
}
await expect(page.getByTestId("sidebar-tool-order")).toBeVisible();
}
async function expectSeededRows(page: Page): Promise<void> {
const list = page.getByTestId("order-list");
await expect(list).toBeVisible();
for (let i = 0; i < SEED.length; i++) {
const row = page.getByTestId(`order-command-${i}`);
await expect(row).toBeVisible();
await expect(row.getByTestId(`order-command-label-${i}`)).toHaveText(
SEED[i]!.label,
);
}
await expect(page.getByTestId("order-empty")).toHaveCount(0);
}
test("seeded draft renders on the order tab and survives a reload", async ({
page,
}, testInfo) => {
const isMobile = testInfo.project.name.startsWith("chromium-mobile");
await seedShell(page);
await enterGameMap(page);
await openOrderTool(page, isMobile);
await expectSeededRows(page);
// Reload restores the `game` screen from the persisted nav snapshot,
// whose first authenticated render re-stamps screen history via
// SvelteKit shallow routing. That `pushState` lands right after the
// document loads and would abort a default `reload()` (which waits
// for `load`); waiting only for the navigation to commit sidesteps
// the race while still re-executing the app from scratch.
await page.reload({ waitUntil: "commit" });
await expect(page.getByTestId("game-shell")).toBeVisible();
await openOrderTool(page, isMobile);
await expectSeededRows(page);
});
test("removing a command from the order tab persists the removal", async ({
page,
}, testInfo) => {
const isMobile = testInfo.project.name.startsWith("chromium-mobile");
await seedShell(page);
await enterGameMap(page);
await openOrderTool(page, isMobile);
await expect(page.getByTestId("order-command-1")).toBeVisible();
await page.getByTestId("order-command-delete-1").click();
// The remaining two commands shift up by one slot.
await expect(page.getByTestId("order-command-label-0")).toHaveText(
SEED[0]!.label,
);
await expect(page.getByTestId("order-command-label-1")).toHaveText(
SEED[2]!.label,
);
await expect(page.getByTestId("order-command-2")).toHaveCount(0);
// See the note on the sibling test: the restored `game` screen
// re-stamps history on reload, so wait only for the navigation to
// commit to avoid the shallow-routing `pushState` aborting it.
await page.reload({ waitUntil: "commit" });
await expect(page.getByTestId("game-shell")).toBeVisible();
await openOrderTool(page, isMobile);
await expect(page.getByTestId("order-command-label-0")).toHaveText(
SEED[0]!.label,
);
await expect(page.getByTestId("order-command-label-1")).toHaveText(
SEED[2]!.label,
);
await expect(page.getByTestId("order-command-2")).toHaveCount(0);
});
test("empty draft renders the empty-state copy", async ({
page,
}, testInfo) => {
const isMobile = testInfo.project.name.startsWith("chromium-mobile");
await bootDebug(page);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
await page.evaluate(
(gameId) => window.__galaxyDebug!.clearOrderDraft(gameId),
GAME_ID,
);
await enterGameMap(page);
await openOrderTool(page, isMobile);
await expect(page.getByTestId("order-empty")).toBeVisible();
await expect(page.getByTestId("order-list")).toHaveCount(0);
});