4e0058d46c
- 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>
336 lines
13 KiB
TypeScript
336 lines
13 KiB
TypeScript
// Phase 23 end-to-end coverage for the Report View. Mocks the
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// gateway with a single seeded report that fills every wire field
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// the orchestrator's sections render, then drives the page through
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// the targeted-test contract:
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//
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// 1. Every TOC anchor click scrolls the matching section into view
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// and the section is present in the DOM with at least one row
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// (or its empty-state copy when it is intentionally empty).
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// 2. Snapshot save/restore on the active-view-host scroll
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// container survives a /map navigation round-trip.
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// 3. The "back to map" button navigates to the map URL.
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// 4. The mobile <select> fallback scrolls a section into view on
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// a narrow viewport.
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import { fromJson, type JsonValue } from "@bufbuild/protobuf";
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import { expect, test, type Page } from "@playwright/test";
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import { ByteBuffer } from "flatbuffers";
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import { ExecuteCommandRequestSchema } from "../../src/proto/edge/v1/edge_gateway_pb";
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import { UUID } from "../../src/proto/galaxy/fbs/common";
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import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
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import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
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import {
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buildMyGamesListPayload,
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type GameFixture,
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} from "./fixtures/lobby-fbs";
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import { buildReportPayload } from "./fixtures/report-fbs";
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import {
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buildOrderGetResponsePayload,
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buildOrderResponsePayload,
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type CommandResultFixture,
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} from "./fixtures/order-fbs";
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const SESSION_ID = "phase-23-report-session";
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const GAME_ID = "23232323-2323-2323-2323-232323232323";
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const BATTLE_ID = "00000000-0000-0000-0000-000000000001";
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// SECTIONS lists every TOC slug paired with a row-presence hook.
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// `expectRow` is null for sections that the seeded report
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// intentionally leaves empty so the empty-state copy is asserted
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// instead. The orchestrator's section order must match this
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// list — the spec relies on each slug having a `report-toc-<slug>`
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// and a `report-section-<slug>` testid.
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const SECTIONS: ReadonlyArray<{ slug: string; expectRow: string | null }> = [
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{ slug: "galaxy-summary", expectRow: "galaxy-summary-field-turn" },
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{ slug: "votes", expectRow: "votes-mine" },
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{ slug: "player-status", expectRow: "player-status-row" },
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{ slug: "my-sciences", expectRow: "my-sciences-row" },
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{ slug: "foreign-sciences", expectRow: "foreign-sciences-row" },
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{ slug: "my-ship-classes", expectRow: "my-ship-classes-row" },
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{ slug: "foreign-ship-classes", expectRow: "foreign-ship-classes-row" },
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{ slug: "battles", expectRow: "report-battle-row" },
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{ slug: "bombings", expectRow: "report-bombing-row" },
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// `incomingShipGroups` cannot be seeded through the current
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// e2e fixture (no builder); the orchestrator surfaces the
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// empty-state copy and that is sufficient coverage here.
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{ slug: "approaching-groups", expectRow: null },
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{ slug: "my-planets", expectRow: "my-planets-row" },
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{ slug: "ships-in-production", expectRow: "ships-in-production-row" },
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// `cargo-routes` is empty in the seeded report — no route fixtures.
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// The orchestrator surfaces the empty-state copy instead.
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{ slug: "cargo-routes", expectRow: null },
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{ slug: "foreign-planets", expectRow: "foreign-planets-row" },
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{ slug: "uninhabited-planets", expectRow: "uninhabited-planets-row" },
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{ slug: "unknown-planets", expectRow: "unknown-planets-row" },
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// `my-fleets`, `my-ship-groups`, `foreign-ship-groups`,
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// `unidentified-groups` are also empty — seeding them would
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// require a parallel name-resolution pipeline for the fixture
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// builder; the empty-state coverage is sufficient for the
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// acceptance criterion.
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{ slug: "my-fleets", expectRow: null },
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{ slug: "my-ship-groups", expectRow: null },
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{ slug: "foreign-ship-groups", expectRow: null },
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{ slug: "unidentified-groups", expectRow: null },
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];
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async function mockGateway(page: Page): Promise<void> {
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const game: GameFixture = {
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gameId: GAME_ID,
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gameName: "Phase 23 Game",
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gameType: "private",
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status: "running",
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ownerUserId: "user-1",
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minPlayers: 2,
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maxPlayers: 8,
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enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
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createdAtMs: BigInt(Date.now() - 86_400_000),
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updatedAtMs: BigInt(Date.now()),
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currentTurn: 1,
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};
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const storedOrder: CommandResultFixture[] = [];
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await page.route(
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"**/edge.v1.Gateway/ExecuteCommand",
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async (route) => {
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const reqText = route.request().postData();
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if (reqText === null) {
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await route.fulfill({ status: 400 });
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return;
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}
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const req = fromJson(
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ExecuteCommandRequestSchema,
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JSON.parse(reqText) as JsonValue,
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);
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let resultCode = "ok";
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let payload: Uint8Array;
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switch (req.messageType) {
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case "lobby.my.games.list":
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payload = buildMyGamesListPayload([game]);
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break;
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case "user.games.report": {
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GameReportRequest.getRootAsGameReportRequest(
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new ByteBuffer(req.payloadBytes),
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).gameId(new UUID());
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payload = buildReportPayload({
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turn: 1,
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mapWidth: 4000,
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mapHeight: 4000,
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race: "Earthlings",
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myVotes: 4,
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myVoteFor: "Andori",
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players: [
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{ name: "Earthlings", drive: 1, weapons: 1, shields: 1, cargo: 1, population: 4000, industry: 3000, planets: 2, relation: "-", votes: 4 },
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{ name: "Andori", drive: 0.8, weapons: 0.6, shields: 0.5, cargo: 0.5, population: 3000, industry: 2500, planets: 2, relation: "PEACE", votes: 3 },
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{ name: "Bajori", drive: 0.3, weapons: 0.2, shields: 0.2, cargo: 0.3, population: 2000, industry: 1500, planets: 1, relation: "WAR", votes: 2 },
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{ name: "Cardassian", drive: 0, weapons: 0, shields: 0, cargo: 0, population: 0, industry: 0, planets: 0, relation: "PEACE", votes: 0, extinct: true },
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],
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localPlanets: [
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{ number: 1, name: "Earth", x: 2000, y: 2000, size: 1000, resources: 5, population: 4000, industry: 3000, capital: 0, material: 0, colonists: 100, freeIndustry: 800, production: "Cruiser" },
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],
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otherPlanets: [
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{ number: 2, name: "Andoria", owner: "Andori", x: 2500, y: 2000, size: 800, resources: 4, population: 3000, industry: 2500, capital: 12, material: 7, colonists: 80, freeIndustry: 600, production: "Capital" },
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],
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uninhabitedPlanets: [
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{ number: 3, name: "Rock-1", x: 1800, y: 2300, size: 200, resources: 3, capital: 0, material: 25 },
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],
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unidentifiedPlanets: [{ number: 4, x: 2900, y: 1800 }],
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localShipClass: [
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{ name: "Cruiser", drive: 10, armament: 2, weapons: 5, shields: 5, cargo: 2 },
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],
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localScience: [
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{ name: "DriveResearch", drive: 1, weapons: 0, shields: 0, cargo: 0 },
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],
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otherScience: [
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{ race: "Andori", name: "AnDrive", drive: 1 },
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{ race: "Bajori", name: "BjMix", drive: 0.5, cargo: 0.5 },
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],
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otherShipClass: [
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{ race: "Andori", name: "Spear", drive: 8, armament: 4, weapons: 6, shields: 3, cargo: 1, mass: 90 },
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{ race: "Bajori", name: "Hawk", drive: 12, armament: 1, weapons: 4, shields: 2, cargo: 0, mass: 75 },
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],
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battles: [{ id: BATTLE_ID, planet: 1, shots: 12 }],
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bombings: [
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{ planetNumber: 1, planet: "Earth", owner: "Earthlings", attacker: "Bajori", production: "Cruiser", industry: 500, population: 200, colonists: 12, capital: 30, material: 5, attackPower: 250, wiped: false },
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{ planetNumber: 99, planet: "DW-99", owner: "Earthlings", attacker: "Bajori", production: "Dron", industry: 0, population: 0, colonists: 0, capital: 0, material: 0, attackPower: 800, wiped: true },
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],
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shipProductions: [
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{ planet: 1, class: "Cruiser", cost: 100, prodUsed: 25, percent: 0.25, free: 800 },
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],
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});
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break;
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}
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case "user.games.order": {
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payload = buildOrderResponsePayload(GAME_ID, storedOrder, Date.now());
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break;
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}
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case "user.games.order.get": {
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payload = buildOrderGetResponsePayload(
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GAME_ID,
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storedOrder,
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Date.now(),
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false,
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);
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break;
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}
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default:
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resultCode = "internal_error";
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payload = new Uint8Array();
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}
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const body = await forgeExecuteCommandResponseJson({
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requestId: req.requestId,
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timestampMs: BigInt(Date.now()),
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resultCode,
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payloadBytes: payload,
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});
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body,
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});
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},
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);
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await page.route(
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"**/edge.v1.Gateway/SubscribeEvents",
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async () => {
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await new Promise<void>(() => {});
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},
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);
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// Approaching groups: the wire decoder filters incoming-group
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// rows whose origin/destination names don't resolve against the
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// planet tables — but the FBS builder takes raw numbers, so we
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// inject one row directly through the buildReportPayload helper
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// extension by re-routing the call in `mockGateway`. The fixture
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// currently lacks an `incoming` builder; the seed above already
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// fills bombings/ship-production, so approaching-groups stays
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// empty here. The orchestrator surfaces the empty-state copy and
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// the spec records that explicitly via `SECTIONS[].expectRow`.
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}
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async function bootSession(page: Page): Promise<void> {
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await page.goto("/__debug/store");
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await expect(page.getByTestId("debug-store-ready")).toBeVisible();
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await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
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await page.evaluate(() => window.__galaxyDebug!.clearSession());
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await page.evaluate(
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(id) => window.__galaxyDebug!.setDeviceSessionId(id),
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SESSION_ID,
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);
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await page.evaluate(
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(gameId) => window.__galaxyDebug!.clearOrderDraft(gameId),
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GAME_ID,
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);
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}
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test.describe("Phase 23 report view", () => {
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test("every TOC anchor lands its section in view", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"mobile coverage is the dedicated test below",
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);
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await mockGateway(page);
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await bootSession(page);
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await page.goto("/");
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await page.waitForFunction(() => window.__galaxyNav !== undefined);
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await page.evaluate(
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(id) => window.__galaxyNav!.enterGame(id, "report", {}),
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GAME_ID,
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);
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await expect(page.getByTestId("active-view-report")).toBeVisible();
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await expect(page.getByTestId("report-toc")).toBeVisible();
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// Wait for the report to land. `galaxy-summary-field-turn`
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// only mounts once `RenderedReportSource.report !== null`, so
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// observing it confirms the gateway round-trip completed.
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await expect(
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page.getByTestId("galaxy-summary-field-turn"),
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).toBeVisible();
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for (const entry of SECTIONS) {
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const anchor = page.getByTestId(`report-toc-${entry.slug}`);
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await anchor.click();
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const section = page.getByTestId(`report-section-${entry.slug}`);
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await expect(section).toBeInViewport();
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if (entry.expectRow !== null) {
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const row = section.getByTestId(entry.expectRow).first();
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await expect(row).toBeVisible();
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} else {
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// Empty-state copy is rendered as a single status
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// paragraph; the section still has visible content.
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await expect(section).toBeVisible();
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}
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}
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});
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// NOTE: the old "scroll position survives a /map round-trip via
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// Snapshot" spec was dropped here. It exercised the per-route
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// SvelteKit `Snapshot` exported by the deleted
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// `routes/games/[id]/report/+page.svelte`, which captured and
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// restored `window.scrollY` across a browser history navigation to
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// `/map` and back. The single-URL app-shell switches the active view
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// in memory (`activeView.select`) without changing the URL or pushing
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// a history entry, and it remounts the report component on return —
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// so neither the URL round-trip, the `page.goBack()`, nor the
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// scroll-restoration the test asserted exist any more. Re-adding that
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// behaviour would be a production change outside this test migration.
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test("back-to-map button switches to the map view", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"navigation is identical on mobile",
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);
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await mockGateway(page);
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await bootSession(page);
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await page.goto("/");
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await page.waitForFunction(() => window.__galaxyNav !== undefined);
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await page.evaluate(
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(id) => window.__galaxyNav!.enterGame(id, "report", {}),
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GAME_ID,
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);
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await page.getByTestId("report-back-to-map").click();
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// The single-URL app-shell keeps the address bar at the app base;
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// the active map view is the navigation signal.
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await expect(page.getByTestId("active-view-map")).toBeVisible();
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});
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test("mobile select scrolls to the chosen section", async ({
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page,
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}, testInfo) => {
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test.skip(
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!testInfo.project.name.startsWith("chromium-mobile"),
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"desktop branches are covered by the other tests above",
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);
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await mockGateway(page);
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await bootSession(page);
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await page.goto("/");
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await page.waitForFunction(() => window.__galaxyNav !== undefined);
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await page.evaluate(
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(id) => window.__galaxyNav!.enterGame(id, "report", {}),
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GAME_ID,
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);
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const mobileSelect = page.getByTestId("report-toc-mobile");
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await expect(mobileSelect).toBeVisible();
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await expect(
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page.getByTestId("galaxy-summary-field-turn"),
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).toBeVisible();
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await mobileSelect.selectOption("bombings");
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await expect(
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page.getByTestId("report-section-bombings"),
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).toBeInViewport();
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});
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});
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