8c260f8715
Three Phase-27 BattleViewer refinements on top of the radial scene:
1. Height fit. The viewer is pinned to `calc(100dvh − 80px)` so it
never pushes the in-game shell past the viewport. `.active-view`
gains `overflow: hidden` + flex column; `.viewer` becomes a
`flex: 1` child; the always-visible text log shrinks to a 30 dvh
ceiling with its own scroll. A global `body { margin: 0 }`
reset (added to `app.html`) plugs the 16 px the browser's
default body margin used to leak.
2. Mass-based ship-class circles. New `lib/battle-player/mass.ts`
carries the radius formula and the per-battle FullMass compute:
`MIN_RADIUS + (MAX_RADIUS − MIN_RADIUS) * sqrt(mass / max)`,
clamped to `[6, 24] px`. FullMass goes through the existing
wasm bridge (`emptyMass` → `carryingMass` → `fullMass`) — no
new wire fields. The viewer page resolves a
`(race, className) → ShipClassRef` lookup from the parent
GameReport's `localShipClass` + `otherShipClass` tables and
passes it to the viewer via context. Unknown class or
degenerate (weapons/armament) params fall back to MAX_RADIUS
so the bucket stays visible.
3. Cloud cluster layout. Cluster key shifts from per-group
`g.key` to `(raceId, className)` so tech-variants of the same
hull collapse into one visual bucket. The horizontal
classCircleX row is replaced by a Vogel sunflower spiral in
the local `(u, v)` basis — `u` points from the race anchor to
the planet, `v` is `u` rotated 90° clockwise. Buckets are
sorted by NumberLeft desc; the cluster anchor is pushed inward
by a quarter step so rank-0 sits closest to the planet. The
step is adaptive (`min(baseStep, MAX_CLUSTER_RADIUS / sqrt(N))`)
so clusters with many classes do not spill into neighbours.
Tests:
- Vitest: `radiusForMass` covering zero / max / quarter-mass /
out-of-range cases (6 cases).
- Playwright: new `battle-viewer.spec.ts` case asserts
`document.documentElement.scrollHeight - window.innerHeight ≤ 4`
at a 1280×720 desktop viewport. The existing fixture gains
`localShipClass` + `otherShipClass` so the lookup has data to
render proportional circles.
Docs: `ui/docs/battle-viewer-ux.md` rewrites the "Radial scene"
section (cloud layout, mass-based radius, height fit) and adds
a "Height fit" subsection. `docs/FUNCTIONAL.md` §6.5 (+ ru
mirror) get the one-line story about per-mass sizing, cluster
aggregation, and the viewport-locked layout.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
306 lines
8.8 KiB
TypeScript
306 lines
8.8 KiB
TypeScript
// Phase 27 — Playwright coverage for the Battle Viewer.
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//
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// Mocks both the Connect-RPC `user.games.report` (so the report
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// renders battles + bombings) and the REST forwarder
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// `/api/v1/user/games/{game_id}/battles/{turn}/{battle_id}` (so the
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// viewer page loads its `BattleReport` without an engine).
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// Drives three flows:
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// 1. Reports view → click battle UUID → viewer renders.
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// 2. Playback controls: play / step back.
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// 3. Reports view → click bombing marker proxy → row scrolls
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// (here approximated by clicking the link in Reports — the
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// map e2e flow is exercised separately by `map-roundtrip`).
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import { fromJson, type JsonValue } from "@bufbuild/protobuf";
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import { ByteBuffer } from "flatbuffers";
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import { expect, test, type Page } from "@playwright/test";
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import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/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 {
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buildOrderResponsePayload,
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buildOrderGetResponsePayload,
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} from "./fixtures/order-fbs";
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import { buildMyGamesListPayload, type GameFixture } from "./fixtures/lobby-fbs";
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import { buildReportPayload } from "./fixtures/report-fbs";
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import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
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const GAME_ID = "00000000-0000-0000-0000-000000000010";
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const BATTLE_ID = "11111111-1111-1111-1111-111111111111";
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const SESSION_ID = "device-session-battle";
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const RACE_A = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
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const RACE_B = "bbbbbbbb-bbbb-bbbb-bbbb-bbbbbbbbbbbb";
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const SAMPLE_BATTLE = {
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id: BATTLE_ID,
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planet: 1,
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planetName: "Earth",
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races: { "0": RACE_A, "1": RACE_B },
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ships: {
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"10": {
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race: "Earthlings",
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className: "Cruiser",
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tech: { WEAPONS: 1 },
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num: 3,
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numLeft: 2,
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loadType: "EMP",
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loadQuantity: 0,
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inBattle: true,
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},
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"20": {
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race: "Bajori",
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className: "Hawk",
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tech: { SHIELDS: 1 },
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num: 2,
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numLeft: 0,
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loadType: "EMP",
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loadQuantity: 0,
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inBattle: true,
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},
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},
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protocol: [
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{ a: 0, sa: 10, d: 1, sd: 20, x: false },
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{ a: 0, sa: 10, d: 1, sd: 20, x: true },
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{ a: 1, sa: 20, d: 0, sd: 10, x: true },
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{ a: 0, sa: 10, d: 1, sd: 20, x: true },
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],
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};
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async function mockGatewayAndBattle(page: Page): Promise<void> {
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const game: GameFixture = {
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gameId: GAME_ID,
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gameName: "Phase 27 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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await page.route(
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"**/galaxy.gateway.v1.EdgeGateway/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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localPlanets: [
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{
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number: 1,
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name: "Earth",
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x: 2000,
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y: 2000,
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size: 1000,
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resources: 5,
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population: 4000,
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industry: 3000,
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capital: 0,
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material: 0,
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colonists: 100,
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freeIndustry: 800,
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production: "Cruiser",
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},
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],
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battles: [{ id: BATTLE_ID, planet: 1, shots: 4 }],
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localShipClass: [
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{
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name: "Cruiser",
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drive: 10,
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armament: 2,
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weapons: 5,
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shields: 5,
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cargo: 2,
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},
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],
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otherShipClass: [
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{
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race: "Bajori",
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name: "Hawk",
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drive: 12,
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armament: 1,
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weapons: 4,
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shields: 2,
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cargo: 0,
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mass: 75,
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},
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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, [], Date.now());
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break;
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case "user.games.order.get":
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payload = buildOrderGetResponsePayload(GAME_ID, [], Date.now(), false);
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break;
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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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headers: { "content-type": "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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`**/api/v1/user/games/${GAME_ID}/battles/1/${BATTLE_ID}`,
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async (route) => {
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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: JSON.stringify(SAMPLE_BATTLE),
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});
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},
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);
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await page.route(
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`**/api/v1/user/games/${GAME_ID}/battles/1/missing-uuid`,
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async (route) => {
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await route.fulfill({ status: 404 });
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},
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);
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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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}
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test.describe("Phase 27 battle viewer", () => {
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test("Reports UUID link opens the battle viewer", async ({ page }, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"desktop variant covers the link flow",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/report`);
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await expect(page.getByTestId("active-view-report")).toBeVisible();
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const row = page.getByTestId("report-battle-row").first();
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await expect(row).toBeVisible();
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await row.click();
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await expect(page).toHaveURL(
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new RegExp(`/games/${GAME_ID}/battle/${BATTLE_ID}\\?turn=1`),
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);
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await expect(page.getByTestId("battle-viewer")).toBeVisible();
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await expect(page.getByTestId("battle-scene")).toBeVisible();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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});
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test("playback play + step back updates the frame counter", 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 variant covers playback controls",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/battle/${BATTLE_ID}?turn=1`);
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await expect(page.getByTestId("battle-viewer")).toBeVisible();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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// Step forward once → 1 / 4.
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await page.getByTestId("battle-control-step-forward").click();
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await expect(page.getByTestId("battle-frame-index")).toContainText("1 / 4");
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// Step back to 0 / 4.
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await page.getByTestId("battle-control-step-back").click();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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});
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test("missing battle id surfaces the not-found state", 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 variant covers the negative path",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/battle/missing-uuid?turn=1`);
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await expect(page.getByTestId("battle-not-found")).toBeVisible();
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});
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test("viewer fits the desktop viewport without a vertical scroll", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"desktop-only height-fit check",
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);
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await page.setViewportSize({ width: 1280, height: 720 });
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/battle/${BATTLE_ID}?turn=1`);
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await expect(page.getByTestId("battle-viewer")).toBeVisible();
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await expect(page.getByTestId("battle-scene")).toBeVisible();
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// Phase 27 refinement: viewer + log fit the viewport; the
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// internal log scrolls inside its own pane rather than
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// growing the page. Allow a small tolerance for fractional
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// pixel rounding around flex math, but reject any
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// scrollable overflow beyond a couple of pixels.
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// Phase 27 refinement: viewer + log fit the viewport; the
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// internal log scrolls inside its own pane rather than
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// growing the page. Allow a small tolerance for fractional
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// pixel rounding around flex math.
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const overflow = await page.evaluate(
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() => document.documentElement.scrollHeight - window.innerHeight,
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);
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expect(overflow).toBeLessThanOrEqual(4);
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});
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});
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