Files
galaxy-game/ui/frontend/tests/inspector-overlay.test.ts
T
Ilia Denisov 229c43beb5 ui/phase-14: auto-sync order draft + always GET on boot + header headline
Replaces the manual Submit button with an auto-sync pipeline driven
by `OrderDraftStore`: every successful add / remove / move
coalesces a `submitOrder` call so the engine always mirrors the
local draft. Removing the last command sends an empty cmd[] PUT —
the engine, repo, and rest model now accept that as a valid
"player cleared their draft" state.

`hydrateFromServer` is now invoked unconditionally on game boot so
a fresh device picks up the player's stored order, and the local
cache is overwritten by the server's view (server is the source of
truth).

Header replaces the static "race ?" + turn counter with a single
headline string `<race> @ <game>, turn <n>`, sourced from the
engine's Report.race + the lobby's GameSummary.gameName + the live
turn number, with a `?` fallback while any piece is loading.

Tests:
- engine: empty PUT round-trips, repo round-trips empty Commands
- order-draft: auto-sync sends full draft on every mutation,
  rejected response surfaces error sync status, rapid mutations
  coalesce, server hydration overwrites cache
- order-tab: per-row status flips through the auto-sync lifecycle,
  remove → empty cmd[] PUT, rejected → retry button
- inspector overlay: applied + valid + submitting all participate
  in the optimistic projection
- header: live race / game / turn rendering with fall-back

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 13:34:10 +02:00

213 lines
6.0 KiB
TypeScript

// Integration test for the Phase 14 optimistic overlay. Mounts the
// inspector tab against a real `OrderDraftStore` + `GameStateStore`
// + the rendered-report context and walks the full happy path:
// add a `planetRename` command → mark it submitting → applied → the
// inspector picks up the new name through the overlay without a
// re-fetch of the report.
import "@testing-library/jest-dom/vitest";
import "fake-indexeddb/auto";
import { render, waitFor } from "@testing-library/svelte";
import { afterEach, beforeEach, describe, expect, test } from "vitest";
import InspectorTab from "../src/lib/sidebar/inspector-tab.svelte";
import {
GAME_STATE_CONTEXT_KEY,
GameStateStore,
} from "../src/lib/game-state.svelte";
import {
SELECTION_CONTEXT_KEY,
SelectionStore,
} from "../src/lib/selection.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../src/sync/order-draft.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
createRenderedReportSource,
} from "../src/lib/rendered-report.svelte";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { GameReport, ReportPlanet } from "../src/api/game-state";
import { IDBCache } from "../src/platform/store/idb-cache";
import { openGalaxyDB } from "../src/platform/store/idb";
let db: Awaited<ReturnType<typeof openGalaxyDB>>;
let dbName: string;
beforeEach(async () => {
dbName = `galaxy-overlay-${crypto.randomUUID()}`;
db = await openGalaxyDB(dbName);
i18n.resetForTests("en");
});
afterEach(async () => {
db.close();
await new Promise<void>((resolve) => {
const req = indexedDB.deleteDatabase(dbName);
req.onsuccess = () => resolve();
req.onerror = () => resolve();
req.onblocked = () => resolve();
});
});
function makePlanet(overrides: Partial<ReportPlanet>): ReportPlanet {
return {
number: 0,
name: "",
x: 0,
y: 0,
kind: "local",
owner: null,
size: null,
resources: null,
industryStockpile: null,
materialsStockpile: null,
industry: null,
population: null,
colonists: null,
production: null,
freeIndustry: null,
...overrides,
};
}
function makeReport(planets: ReportPlanet[]): GameReport {
return {
turn: 4,
mapWidth: 1000,
mapHeight: 1000,
planetCount: planets.length,
planets,
race: "",
};
}
describe("inspector overlay reactivity", () => {
test("applied planetRename swaps the name without a report refresh", async () => {
const cache = new IDBCache(db);
const draft = new OrderDraftStore();
await draft.init({
cache,
gameId: "00000000-0000-0000-0000-000000000abc",
});
const gameState = new GameStateStore();
gameState.report = makeReport([
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
]);
gameState.status = "ready";
const selection = new SelectionStore();
selection.selectPlanet(7);
const renderedReport = createRenderedReportSource(gameState, draft);
const context = new Map<unknown, unknown>([
[GAME_STATE_CONTEXT_KEY, gameState],
[SELECTION_CONTEXT_KEY, selection],
[ORDER_DRAFT_CONTEXT_KEY, draft],
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
]);
const ui = render(InspectorTab, { context });
await waitFor(() => {
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent("Earth");
});
const cmdId = "00000000-0000-0000-0000-000000000001";
await draft.add({
kind: "planetRename",
id: cmdId,
planetNumber: 7,
name: "New-Earth",
});
// `valid` already participates in the overlay (auto-sync may
// not have fired yet, but the player's intent is committed).
expect(draft.statuses[cmdId]).toBe("valid");
await waitFor(() => {
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
"New-Earth",
);
});
// A simulated server refresh that returns the *un-renamed*
// snapshot must not erase the overlay (turn cutoff has not
// run yet, the engine still reports the old name).
gameState.report = makeReport([
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
]);
await waitFor(() => {
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
"New-Earth",
);
});
draft.dispose();
});
test("auto-sync after add applies the overlay end-to-end", async () => {
const { recordingClient } = await import("./helpers/fake-order-client");
const handle = recordingClient(GAME_ID, "ok");
const cache = new IDBCache(db);
const draft = new OrderDraftStore();
await draft.init({ cache, gameId: GAME_ID });
draft.bindClient(handle.client);
const gameState = new GameStateStore();
gameState.gameId = GAME_ID;
gameState.report = makeReport([
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
]);
gameState.status = "ready";
const selection = new SelectionStore();
selection.selectPlanet(7);
const renderedReport = createRenderedReportSource(gameState, draft);
const context = new Map<unknown, unknown>([
[GAME_STATE_CONTEXT_KEY, gameState],
[SELECTION_CONTEXT_KEY, selection],
[ORDER_DRAFT_CONTEXT_KEY, draft],
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
]);
const inspector = render(InspectorTab, { context });
await waitFor(() => {
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
"Earth",
);
});
const cmdId = "00000000-0000-0000-0000-000000000abc";
await draft.add({
kind: "planetRename",
id: cmdId,
planetNumber: 7,
name: "New-Earth",
});
// Overlay applies on `valid` immediately — auto-sync hasn't
// landed yet but the player's intent is committed.
await waitFor(() => {
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
"New-Earth",
);
});
await handle.waitForCalls(1);
await waitFor(() => {
expect(draft.statuses[cmdId]).toBe("applied");
});
expect(handle.calls).toHaveLength(1);
expect(handle.calls[0]!.commandIds).toEqual([cmdId]);
// Inspector still shows the new name after auto-sync.
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
"New-Earth",
);
draft.dispose();
});
});
const GAME_ID = "11111111-2222-3333-4444-555555555555";