2d17760a5e
Split GameStateStore into currentTurn (server's latest) and viewedTurn (displayed snapshot) so history excursions don't corrupt the resume bookmark or the live-turn bound. Add viewTurn / returnToCurrent / historyMode rune, plus a game-history cache namespace that stores past-turn reports for fast re-entry. OrderDraftStore.bindClient takes a getHistoryMode getter and short-circuits add / remove / move while the user is viewing a past turn; RenderedReportSource skips the order overlay in the same case. Header replaces the static "turn N" with a clickable triplet (TurnNavigator), the layout mounts HistoryBanner under the header, and visibility-refresh is a no-op while history is active. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
594 lines
18 KiB
TypeScript
594 lines
18 KiB
TypeScript
// Vitest coverage for the per-game runes store
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// (`lib/game-state.svelte.ts`). The test stubs `lobby.my.games.list`
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// and `user.games.report` at module level and drives the store
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// through its lifecycle: init → ready → error → viewTurn → wrap-mode
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// persistence. Phase 26 adds coverage for history-mode (current vs.
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// viewed turn split, cache-backed re-entry, visibility-refresh
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// short-circuit, resume-from-stale-bookmark flips historyMode on).
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import "@testing-library/jest-dom/vitest";
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import "fake-indexeddb/auto";
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import {
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afterEach,
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beforeEach,
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describe,
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expect,
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test,
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vi,
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} from "vitest";
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import { Builder } from "flatbuffers";
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import { GameStateStore } from "../src/lib/game-state.svelte";
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import type { GalaxyClient } from "../src/api/galaxy-client";
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import type { Cache } from "../src/platform/store/index";
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import { IDBCache } from "../src/platform/store/idb-cache";
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import { openGalaxyDB, type GalaxyDB } from "../src/platform/store/idb";
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import type { IDBPDatabase } from "idb";
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import { UUID } from "../src/proto/galaxy/fbs/common";
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import { ByteBuffer } from "flatbuffers";
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import {
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GameReportRequest,
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LocalPlanet,
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Report,
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ShipClass,
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} from "../src/proto/galaxy/fbs/report";
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function decodeRequestedTurn(payload: Uint8Array): number {
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const req = GameReportRequest.getRootAsGameReportRequest(
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new ByteBuffer(payload),
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);
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return req.turn();
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}
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const listMyGamesSpy = vi.fn();
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vi.mock("../src/api/lobby", async () => {
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const actual = await vi.importActual<typeof import("../src/api/lobby")>(
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"../src/api/lobby",
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);
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return {
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...actual,
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listMyGames: (...args: unknown[]) => listMyGamesSpy(...args),
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};
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});
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let db: IDBPDatabase<GalaxyDB>;
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let dbName: string;
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let cache: Cache;
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beforeEach(async () => {
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dbName = `galaxy-game-state-test-${crypto.randomUUID()}`;
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db = await openGalaxyDB(dbName);
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cache = new IDBCache(db);
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listMyGamesSpy.mockReset();
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});
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afterEach(async () => {
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db.close();
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await new Promise<void>((resolve) => {
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const req = indexedDB.deleteDatabase(dbName);
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req.onsuccess = () => resolve();
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req.onerror = () => resolve();
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req.onblocked = () => resolve();
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});
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});
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const GAME_ID = "11111111-2222-3333-4444-555555555555";
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function makeGameSummary(currentTurn: number): {
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gameId: string;
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gameName: string;
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gameType: string;
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status: string;
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ownerUserId: string;
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minPlayers: number;
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maxPlayers: number;
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enrollmentEndsAt: Date;
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createdAt: Date;
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updatedAt: Date;
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currentTurn: number;
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} {
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return {
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gameId: GAME_ID,
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gameName: "Test Game",
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gameType: "private",
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status: "running",
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ownerUserId: "owner-1",
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minPlayers: 2,
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maxPlayers: 8,
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enrollmentEndsAt: new Date(),
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createdAt: new Date(),
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updatedAt: new Date(),
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currentTurn,
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};
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}
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interface PlanetFixture {
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number: number;
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name: string;
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x: number;
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y: number;
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}
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interface ShipClassFixture {
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name: string;
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drive?: number;
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armament?: number;
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weapons?: number;
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shields?: number;
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cargo?: number;
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}
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function buildReportPayload(opts: {
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turn: number;
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width?: number;
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height?: number;
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planets?: PlanetFixture[];
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shipClasses?: ShipClassFixture[];
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}): Uint8Array {
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const builder = new Builder(256);
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const planetOffsets = (opts.planets ?? []).map((planet) => {
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const name = builder.createString(planet.name);
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LocalPlanet.startLocalPlanet(builder);
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LocalPlanet.addNumber(builder, BigInt(planet.number));
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LocalPlanet.addX(builder, planet.x);
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LocalPlanet.addY(builder, planet.y);
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LocalPlanet.addName(builder, name);
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LocalPlanet.addSize(builder, 10);
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LocalPlanet.addResources(builder, 0.5);
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return LocalPlanet.endLocalPlanet(builder);
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});
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const shipClassOffsets = (opts.shipClasses ?? []).map((cls) => {
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const name = builder.createString(cls.name);
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ShipClass.startShipClass(builder);
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ShipClass.addName(builder, name);
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ShipClass.addDrive(builder, cls.drive ?? 0);
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ShipClass.addArmament(builder, BigInt(cls.armament ?? 0));
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ShipClass.addWeapons(builder, cls.weapons ?? 0);
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ShipClass.addShields(builder, cls.shields ?? 0);
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ShipClass.addCargo(builder, cls.cargo ?? 0);
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return ShipClass.endShipClass(builder);
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});
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const localPlanetVec =
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planetOffsets.length === 0
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? null
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: Report.createLocalPlanetVector(builder, planetOffsets);
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const localShipClassVec =
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shipClassOffsets.length === 0
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? null
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: Report.createLocalShipClassVector(builder, shipClassOffsets);
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Report.startReport(builder);
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Report.addTurn(builder, BigInt(opts.turn));
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Report.addWidth(builder, opts.width ?? 4000);
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Report.addHeight(builder, opts.height ?? 4000);
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Report.addPlanetCount(builder, planetOffsets.length);
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if (localPlanetVec !== null) {
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Report.addLocalPlanet(builder, localPlanetVec);
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}
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if (localShipClassVec !== null) {
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Report.addLocalShipClass(builder, localShipClassVec);
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}
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const reportOff = Report.endReport(builder);
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builder.finish(reportOff);
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return builder.asUint8Array();
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}
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function makeFakeClient(
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executeCommand: (
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messageType: string,
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payload: Uint8Array,
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) => Promise<{ resultCode: string; payloadBytes: Uint8Array }>,
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): GalaxyClient {
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return { executeCommand } as unknown as GalaxyClient;
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}
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describe("GameStateStore", () => {
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test("init transitions through loading and ready when both calls succeed", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(7)]);
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const calls: Array<{ messageType: string; payload: Uint8Array }> = [];
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const client = makeFakeClient(async (messageType, payload) => {
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calls.push({ messageType, payload });
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({
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turn: 7,
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planets: [{ number: 1, name: "Home", x: 100, y: 100 }],
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}),
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};
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});
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const store = new GameStateStore();
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expect(store.status).toBe("idle");
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await store.init({ client, cache, gameId: GAME_ID });
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expect(listMyGamesSpy).toHaveBeenCalledTimes(1);
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expect(calls.length).toBe(1);
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expect(calls[0]?.messageType).toBe("user.games.report");
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expect(store.status).toBe("ready");
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expect(store.report).not.toBeNull();
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expect(store.report?.turn).toBe(7);
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expect(store.report?.planets.length).toBe(1);
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expect(store.report?.planets[0]?.kind).toBe("local");
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store.dispose();
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});
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test("init surfaces an error when the game is missing from lobby", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(0).gameId === "other" ? null : makeGameSummary(0)].filter(Boolean));
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// Replace the helper above's awkward filter with an explicit
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// mismatched id so the lookup miss is unambiguous.
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listMyGamesSpy.mockResolvedValue([
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{ ...makeGameSummary(2), gameId: "different-game-id" },
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]);
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const client = makeFakeClient(async () => ({
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn: 0 }),
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}));
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.status).toBe("error");
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expect(store.error).toMatch(/not in your list/);
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expect(store.report).toBeNull();
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store.dispose();
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});
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test("init surfaces error when user.games.report returns a non-ok result", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(0)]);
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const client = makeFakeClient(async () => ({
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resultCode: "forbidden",
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payloadBytes: new TextEncoder().encode(
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JSON.stringify({ code: "forbidden", message: "no membership" }),
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),
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}));
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.status).toBe("error");
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expect(store.error).toMatch(/no membership/);
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store.dispose();
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});
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test("viewTurn loads a historical snapshot without touching currentTurn", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
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const requestedTurns: number[] = [];
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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requestedTurns.push(turn);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.report?.turn).toBe(3);
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expect(store.currentTurn).toBe(3);
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expect(store.viewedTurn).toBe(3);
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expect(store.historyMode).toBe(false);
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await store.viewTurn(1);
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expect(store.status).toBe("ready");
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expect(store.report?.turn).toBe(1);
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expect(store.viewedTurn).toBe(1);
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expect(store.currentTurn).toBe(3);
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expect(store.historyMode).toBe(true);
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// Phase 26: historical snapshots do not move the
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// last-viewed-turn cache forward — that resumes-on-open
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// bookmark must keep meaning "last current turn caught up on",
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// not "last clicked".
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const lastViewed = await cache.get<number>(
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"game-prefs",
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`${GAME_ID}/last-viewed-turn`,
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);
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expect(lastViewed).toBe(3);
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store.dispose();
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});
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test("returnToCurrent restores the live snapshot and clears historyMode", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(4)]);
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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await store.viewTurn(2);
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expect(store.historyMode).toBe(true);
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await store.returnToCurrent();
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expect(store.viewedTurn).toBe(4);
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expect(store.currentTurn).toBe(4);
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expect(store.historyMode).toBe(false);
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expect(store.report?.turn).toBe(4);
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store.dispose();
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});
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test("viewTurn rejects out-of-range turns without touching state", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(2)]);
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.viewedTurn).toBe(2);
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await store.viewTurn(-1);
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expect(store.viewedTurn).toBe(2);
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await store.viewTurn(99);
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expect(store.viewedTurn).toBe(2);
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await store.viewTurn(Number.NaN);
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expect(store.viewedTurn).toBe(2);
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store.dispose();
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});
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test("viewTurn serves repeated historical reads from the game-history cache", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(5)]);
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let calls = 0;
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const client = makeFakeClient(async (_messageType, payload) => {
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calls += 1;
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const turn = decodeRequestedTurn(payload);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(calls).toBe(1); // boot fetch at turn 5
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await store.viewTurn(1);
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expect(calls).toBe(2);
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await store.viewTurn(5);
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// Returning to the live turn always hits the network — the
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// current snapshot is mutable until the next tick.
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expect(calls).toBe(3);
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await store.viewTurn(1);
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// Second visit to turn 1 reads from `game-history` cache —
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// past turns are immutable.
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expect(calls).toBe(3);
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store.dispose();
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});
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test("setWrapMode persists across instances through Cache", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(0)]);
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const client = makeFakeClient(async () => ({
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn: 0 }),
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}));
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const a = new GameStateStore();
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await a.init({ client, cache, gameId: GAME_ID });
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expect(a.wrapMode).toBe("torus");
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await a.setWrapMode("no-wrap");
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expect(a.wrapMode).toBe("no-wrap");
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a.dispose();
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const b = new GameStateStore();
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await b.init({ client, cache, gameId: GAME_ID });
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expect(b.wrapMode).toBe("no-wrap");
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b.dispose();
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});
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test("failBootstrap moves the store into the error state with the given message", () => {
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const store = new GameStateStore();
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store.failBootstrap("device session missing");
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expect(store.status).toBe("error");
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expect(store.error).toBe("device session missing");
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});
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test("setGame opens last-viewed turn and surfaces pendingTurn when server is ahead", async () => {
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await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 4);
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listMyGamesSpy.mockResolvedValue([makeGameSummary(7)]);
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const requestedTurns: number[] = [];
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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requestedTurns.push(turn);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(requestedTurns).toEqual([4]);
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expect(store.report?.turn).toBe(4);
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// Phase 26 splits the runes: `currentTurn` mirrors the lobby's
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// authoritative `current_turn` (7), `viewedTurn` is the
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// snapshot actually loaded (4, the last-viewed bookmark from
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// the previous session). The gap also flips `historyMode` on
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// so the read-only banner appears alongside the pending-turn
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// toast.
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expect(store.currentTurn).toBe(7);
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expect(store.viewedTurn).toBe(4);
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expect(store.historyMode).toBe(true);
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expect(store.pendingTurn).toBe(7);
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store.dispose();
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});
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test("markPendingTurn records server-side advance without a network call", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
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let calls = 0;
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const client = makeFakeClient(async () => {
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calls += 1;
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn: 3 }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.pendingTurn).toBeNull();
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const before = calls;
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store.markPendingTurn(4);
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expect(store.pendingTurn).toBe(4);
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store.markPendingTurn(3); // not strictly ahead → ignored
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expect(store.pendingTurn).toBe(4);
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store.markPendingTurn(6);
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expect(store.pendingTurn).toBe(6);
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store.markPendingTurn(5); // not ahead of pending=6 → ignored
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expect(store.pendingTurn).toBe(6);
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expect(calls).toBe(before);
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store.dispose();
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});
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test("advanceToPending refetches and clears the pending indicator", async () => {
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await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 2);
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const summaries = [makeGameSummary(5), makeGameSummary(5)];
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let listCalls = 0;
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listMyGamesSpy.mockImplementation(() => {
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const out = summaries[listCalls] ?? summaries.at(-1)!;
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listCalls += 1;
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return Promise.resolve([out]);
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});
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const requestedTurns: number[] = [];
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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requestedTurns.push(turn);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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// `currentTurn` is the server's view (5); the user is held on
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// the bookmarked turn 2 with the pending-turn affordance.
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expect(store.currentTurn).toBe(5);
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expect(store.viewedTurn).toBe(2);
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expect(store.pendingTurn).toBe(5);
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await store.advanceToPending();
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expect(store.currentTurn).toBe(5);
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expect(store.viewedTurn).toBe(5);
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expect(store.historyMode).toBe(false);
|
|
expect(store.pendingTurn).toBeNull();
|
|
expect(requestedTurns).toEqual([2, 5]);
|
|
|
|
store.dispose();
|
|
});
|
|
|
|
test("refresh in history mode does not touch report or viewedTurn", async () => {
|
|
listMyGamesSpy.mockResolvedValue([makeGameSummary(5)]);
|
|
let calls = 0;
|
|
const client = makeFakeClient(async (_messageType, payload) => {
|
|
calls += 1;
|
|
const turn = decodeRequestedTurn(payload);
|
|
return {
|
|
resultCode: "ok",
|
|
payloadBytes: buildReportPayload({ turn }),
|
|
};
|
|
});
|
|
|
|
const store = new GameStateStore();
|
|
await store.init({ client, cache, gameId: GAME_ID });
|
|
await store.viewTurn(2);
|
|
expect(store.historyMode).toBe(true);
|
|
const callsBefore = calls;
|
|
|
|
await store.refresh();
|
|
// History mode keeps the displayed report frozen — push events
|
|
// (Phase 24) carry new-turn notifications asynchronously; the
|
|
// visibility-driven refresh would otherwise silently kick the
|
|
// user out of history.
|
|
expect(calls).toBe(callsBefore);
|
|
expect(store.viewedTurn).toBe(2);
|
|
expect(store.currentTurn).toBe(5);
|
|
expect(store.historyMode).toBe(true);
|
|
|
|
store.dispose();
|
|
});
|
|
|
|
test("refresh in live mode refetches the current turn", async () => {
|
|
listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
|
|
let calls = 0;
|
|
const client = makeFakeClient(async (_messageType, payload) => {
|
|
calls += 1;
|
|
const turn = decodeRequestedTurn(payload);
|
|
return {
|
|
resultCode: "ok",
|
|
payloadBytes: buildReportPayload({ turn }),
|
|
};
|
|
});
|
|
|
|
const store = new GameStateStore();
|
|
await store.init({ client, cache, gameId: GAME_ID });
|
|
const callsBefore = calls;
|
|
await store.refresh();
|
|
expect(calls).toBe(callsBefore + 1);
|
|
expect(store.viewedTurn).toBe(3);
|
|
expect(store.currentTurn).toBe(3);
|
|
|
|
store.dispose();
|
|
});
|
|
|
|
test("decodeReport surfaces the localShipClass projection with full attributes", async () => {
|
|
listMyGamesSpy.mockResolvedValue([makeGameSummary(1)]);
|
|
const client = makeFakeClient(async () => ({
|
|
resultCode: "ok",
|
|
payloadBytes: buildReportPayload({
|
|
turn: 1,
|
|
planets: [{ number: 1, name: "Earth", x: 100, y: 100 }],
|
|
shipClasses: [
|
|
{
|
|
name: "Scout",
|
|
drive: 1,
|
|
armament: 0,
|
|
weapons: 0,
|
|
shields: 0,
|
|
cargo: 0,
|
|
},
|
|
{
|
|
name: "Destroyer",
|
|
drive: 6,
|
|
armament: 1,
|
|
weapons: 8,
|
|
shields: 4,
|
|
cargo: 0,
|
|
},
|
|
],
|
|
}),
|
|
}));
|
|
const store = new GameStateStore();
|
|
await store.init({ client, cache, gameId: GAME_ID });
|
|
expect(store.report?.localShipClass).toEqual([
|
|
{ name: "Scout", drive: 1, armament: 0, weapons: 0, shields: 0, cargo: 0 },
|
|
{
|
|
name: "Destroyer",
|
|
drive: 6,
|
|
armament: 1,
|
|
weapons: 8,
|
|
shields: 4,
|
|
cargo: 0,
|
|
},
|
|
]);
|
|
store.dispose();
|
|
});
|
|
});
|