Files
galaxy-game/ui/frontend/tests/order-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

157 lines
4.2 KiB
TypeScript

// Vitest unit coverage for the pure `applyOrderOverlay` projection.
// Phase 14 understands `planetRename` only; future phases (set
// production, route updates) will extend the overlay and need
// equivalent cases here.
import { describe, expect, test } from "vitest";
import {
applyOrderOverlay,
type GameReport,
type ReportPlanet,
} from "../src/api/game-state";
import type { CommandStatus, OrderCommand } from "../src/sync/order-types";
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: 4000,
mapHeight: 4000,
planetCount: planets.length,
planets,
race: "",
};
}
describe("applyOrderOverlay", () => {
test("returns the same report when no commands match", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const out = applyOrderOverlay(report, [], {});
expect(out).toBe(report);
});
test("renames a planet on applied commands", () => {
const report = makeReport([
makePlanet({ number: 1, name: "Earth" }),
makePlanet({ number: 2, name: "Mars" }),
]);
const cmd: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 1,
name: "New Earth",
};
const statuses: Record<string, CommandStatus> = { "cmd-1": "applied" };
const out = applyOrderOverlay(report, [cmd], statuses);
expect(out).not.toBe(report);
expect(out.planets[0]!.name).toBe("New Earth");
expect(out.planets[1]!.name).toBe("Mars");
// raw report stays untouched
expect(report.planets[0]!.name).toBe("Earth");
});
test("renames on submitting too (in-flight optimistic)", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const cmd: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 1,
name: "Pending",
};
const out = applyOrderOverlay(report, [cmd], { "cmd-1": "submitting" });
expect(out.planets[0]!.name).toBe("Pending");
});
test("skips draft / invalid / rejected statuses", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const cmd: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 1,
name: "Tentative",
};
for (const status of ["draft", "invalid", "rejected"] as const) {
const out = applyOrderOverlay(report, [cmd], { "cmd-1": status });
expect(out.planets[0]!.name).toBe("Earth");
}
});
test("applies on `valid` so the player sees their committed intent immediately", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const cmd: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 1,
name: "Pending-Sync",
};
const out = applyOrderOverlay(report, [cmd], { "cmd-1": "valid" });
expect(out.planets[0]!.name).toBe("Pending-Sync");
});
test("ignores rename for missing planet (visibility lost)", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const cmd: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 99,
name: "Phantom",
};
const out = applyOrderOverlay(report, [cmd], { "cmd-1": "applied" });
expect(out).toBe(report);
});
test("placeholder commands pass through", () => {
const report = makeReport([makePlanet({ number: 1, name: "Earth" })]);
const cmd: OrderCommand = {
kind: "placeholder",
id: "cmd-1",
label: "noop",
};
const out = applyOrderOverlay(report, [cmd], { "cmd-1": "applied" });
expect(out).toBe(report);
});
test("multiple renames apply in command order", () => {
const report = makeReport([makePlanet({ number: 1, name: "Old" })]);
const first: OrderCommand = {
kind: "planetRename",
id: "cmd-1",
planetNumber: 1,
name: "Mid",
};
const second: OrderCommand = {
kind: "planetRename",
id: "cmd-2",
planetNumber: 1,
name: "Final",
};
const out = applyOrderOverlay(report, [first, second], {
"cmd-1": "applied",
"cmd-2": "applied",
});
expect(out.planets[0]!.name).toBe("Final");
});
});