Files
galaxy-game/ui/frontend/tests/e2e/inspector-ship-group.spec.ts
T
Ilia Denisov 4e0058d46c test(ui): migrate suite to the app-shell (state-driven navigation)
- 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>
2026-05-23 20:49:35 +02:00

163 lines
4.3 KiB
TypeScript

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