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>
163 lines
4.3 KiB
TypeScript
163 lines
4.3 KiB
TypeScript
// Phase 19 end-to-end smoke against the synthetic-report path. Loads
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// a hand-crafted JSON with a Tancordia-style mix of planets and ship
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// groups through the DEV-only file picker on `/lobby`, lets the
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// in-game shell layout swap into synthetic mode, and asserts the map
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// canvas mounts. Detailed click / hit-test fidelity for ship-group
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// variants lives in the unit tests (`tests/state-binding-groups.test.ts`
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// and `tests/inspector-ship-group.test.ts`); this spec catches the
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// glue: lobby loader → in-memory registry → layout bypass → renderer
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// boot.
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import { expect, test, type Page } from "@playwright/test";
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// Seed an authenticated session through `/__debug/store` so the
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// root layout's redirect-to-login guard passes. The synthetic flow
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// itself does not talk to the gateway, but the session check still
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// runs at every navigation. The full `__galaxyDebug` shape is
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// declared globally in `tests/e2e/storage-keypair-persistence.spec.ts`;
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// here we only need `loadSession` + `setDeviceSessionId`.
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async function seedSession(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(
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() => (window as unknown as { __galaxyDebug?: { ready?: boolean } }).__galaxyDebug?.ready === true,
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);
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await page.evaluate(async () => {
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const debug = (window as unknown as {
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__galaxyDebug: {
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loadSession(): Promise<unknown>;
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setDeviceSessionId(id: string): Promise<void>;
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};
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}).__galaxyDebug;
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await debug.loadSession();
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await debug.setDeviceSessionId("phase-19-synthetic-session");
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});
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}
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const SYNTHETIC_REPORT_FIXTURE = {
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turn: 39,
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mapWidth: 200,
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mapHeight: 200,
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mapPlanets: 4,
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race: "Earthlings",
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player: [
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{
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name: "Earthlings",
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drive: 5,
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weapons: 3,
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shields: 2,
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cargo: 1,
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population: 1000,
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industry: 1000,
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planets: 2,
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relation: "-",
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votes: 5,
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extinct: false,
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},
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],
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localPlanet: [
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{
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number: 1,
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name: "Earth",
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x: 50,
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y: 100,
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size: 1000,
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population: 1000,
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industry: 1000,
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resources: 10,
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production: "Capital",
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capital: 0,
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material: 0,
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colonists: 100,
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freeIndustry: 1000,
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},
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{
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number: 2,
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name: "Mars",
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x: 150,
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y: 100,
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size: 500,
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population: 500,
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industry: 500,
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resources: 5,
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production: "Capital",
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capital: 0,
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material: 0,
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colonists: 50,
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freeIndustry: 500,
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},
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],
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otherPlanet: [],
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uninhabitedPlanet: [],
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unidentifiedPlanet: [
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{ number: 3, x: 50, y: 50 },
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{ number: 4, x: 150, y: 50 },
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],
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localShipClass: [
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{
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name: "Frontier",
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drive: 5,
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armament: 0,
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weapons: 0,
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shields: 0,
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cargo: 1,
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mass: 12,
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},
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],
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localGroup: [
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{
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id: "11111111-2222-3333-4444-555555555555",
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number: 2,
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class: "Frontier",
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tech: { drive: 5, weapons: 0, shields: 0, cargo: 1 },
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cargo: "-",
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load: 0,
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destination: 1,
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speed: 0,
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mass: 12,
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state: "In_Orbit",
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},
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],
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otherGroup: [],
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incomingGroup: [
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{
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origin: 4,
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destination: 1,
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distance: 50,
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speed: 25,
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mass: 4,
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},
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],
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unidentifiedGroup: [],
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localFleet: [],
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};
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test("synthetic-report loader navigates from lobby to map and renders", async ({
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page,
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}) => {
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await seedSession(page);
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// Seeded session → the dispatcher renders the lobby; the synthetic
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// loader lives there behind the dev-affordances flag.
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await page.goto("/");
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await expect(page.getByTestId("lobby-synthetic-section")).toBeVisible();
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const file = page.getByTestId("lobby-synthetic-file");
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await file.setInputFiles({
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name: "phase19.json",
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mimeType: "application/json",
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buffer: Buffer.from(JSON.stringify(SYNTHETIC_REPORT_FIXTURE)),
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});
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// Loading the report enters the game in place (the address bar stays
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// at the app base); the in-game map shell is the visible signal.
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await expect(page.getByTestId("game-shell")).toBeVisible({ timeout: 5_000 });
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await expect(page.getByTestId("active-view-map")).toBeVisible();
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// The renderer canvas mounts inside the active-view host. Even if
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// the WebGL/WebGPU backend is unavailable in CI, the layout still
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// reaches `ready` once the report is loaded — the assertion is
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// gentle on purpose so the spec doesn't flake on headless renders.
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const canvas = page.locator("canvas");
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await expect(canvas.first()).toBeVisible({ timeout: 10_000 });
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});
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