676556db4e
Wires Phase 19's data and rendering layers without yet adding the
inspector UI:
- game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
/ ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
ReportLocalFleet types and walks the matching FlatBuffers
vectors (LocalGroup, OtherGroup, IncomingGroup,
UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
map is folded into the fixed-shape ShipGroupTech struct;
cargo strings normalise to the closed CargoLoadType | "NONE"
union; UUIDs come back as canonical 36-char strings.
- synthetic-report.ts mirrors the new fields so the DEV-only
lobby loader can feed JSON produced by legacy-report-to-json
straight into the live UI surface.
- selection.svelte.ts widens its discriminated union with a
`kind: "shipGroup"` branch carrying a ShipGroupRef
(local UUID / other / incoming / unidentified by index).
- world.ts adds Style.strokeDashPx and render.ts.drawLine
honours it via manual segmentation (PixiJS v8 has no native
dash API). Ignored on points and circles.
- state-binding.ts now returns { world, hitLookup }: the
hit-lookup map keys every primitive id back to a concrete
HitTarget so the click handler can dispatch to selectPlanet
or selectShipGroup. Ship-group primitives live in a separate
ship-groups.ts that emits one point per local / other /
unidentified group, plus a dashed origin→destination line +
clickable point per incoming group. Position is interpolated
along the trajectory for in-hyperspace groups.
- map.svelte threads the hitLookup into handleMapClick.
Vitest:
- tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
so existing fixtures can spread the new five empty arrays
without enumerating every field.
- state-binding-groups.test.ts covers each group variant's
primitive geometry and lookup correctness.
- All previously-existing fixture builders pick up the spread
so GameReport stays a complete object.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
221 lines
6.2 KiB
TypeScript
221 lines
6.2 KiB
TypeScript
// Integration test for the Phase 14 optimistic overlay. Mounts the
|
|
// inspector tab against a real `OrderDraftStore` + `GameStateStore`
|
|
// + the rendered-report context and walks the full happy path:
|
|
// add a `planetRename` command → mark it submitting → applied → the
|
|
// inspector picks up the new name through the overlay without a
|
|
// re-fetch of the report.
|
|
|
|
import "@testing-library/jest-dom/vitest";
|
|
import "fake-indexeddb/auto";
|
|
import { render, waitFor } from "@testing-library/svelte";
|
|
import { afterEach, beforeEach, describe, expect, test } from "vitest";
|
|
|
|
import InspectorTab from "../src/lib/sidebar/inspector-tab.svelte";
|
|
import {
|
|
GAME_STATE_CONTEXT_KEY,
|
|
GameStateStore,
|
|
} from "../src/lib/game-state.svelte";
|
|
import {
|
|
SELECTION_CONTEXT_KEY,
|
|
SelectionStore,
|
|
} from "../src/lib/selection.svelte";
|
|
import {
|
|
ORDER_DRAFT_CONTEXT_KEY,
|
|
OrderDraftStore,
|
|
} from "../src/sync/order-draft.svelte";
|
|
import {
|
|
RENDERED_REPORT_CONTEXT_KEY,
|
|
createRenderedReportSource,
|
|
} from "../src/lib/rendered-report.svelte";
|
|
import { i18n } from "../src/lib/i18n/index.svelte";
|
|
import type { GameReport, ReportPlanet } from "../src/api/game-state";
|
|
import { IDBCache } from "../src/platform/store/idb-cache";
|
|
import { openGalaxyDB } from "../src/platform/store/idb";
|
|
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
|
|
|
|
let db: Awaited<ReturnType<typeof openGalaxyDB>>;
|
|
let dbName: string;
|
|
|
|
beforeEach(async () => {
|
|
dbName = `galaxy-overlay-${crypto.randomUUID()}`;
|
|
db = await openGalaxyDB(dbName);
|
|
i18n.resetForTests("en");
|
|
});
|
|
|
|
afterEach(async () => {
|
|
db.close();
|
|
await new Promise<void>((resolve) => {
|
|
const req = indexedDB.deleteDatabase(dbName);
|
|
req.onsuccess = () => resolve();
|
|
req.onerror = () => resolve();
|
|
req.onblocked = () => resolve();
|
|
});
|
|
});
|
|
|
|
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: 1000,
|
|
mapHeight: 1000,
|
|
planetCount: planets.length,
|
|
planets,
|
|
race: "",
|
|
localShipClass: [],
|
|
routes: [],
|
|
localPlayerDrive: 0,
|
|
localPlayerWeapons: 0,
|
|
localPlayerShields: 0,
|
|
localPlayerCargo: 0,
|
|
...EMPTY_SHIP_GROUPS,
|
|
};
|
|
}
|
|
|
|
describe("inspector overlay reactivity", () => {
|
|
test("applied planetRename swaps the name without a report refresh", async () => {
|
|
const cache = new IDBCache(db);
|
|
const draft = new OrderDraftStore();
|
|
await draft.init({
|
|
cache,
|
|
gameId: "00000000-0000-0000-0000-000000000abc",
|
|
});
|
|
const gameState = new GameStateStore();
|
|
gameState.report = makeReport([
|
|
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
|
|
]);
|
|
gameState.status = "ready";
|
|
const selection = new SelectionStore();
|
|
selection.selectPlanet(7);
|
|
const renderedReport = createRenderedReportSource(gameState, draft);
|
|
|
|
const context = new Map<unknown, unknown>([
|
|
[GAME_STATE_CONTEXT_KEY, gameState],
|
|
[SELECTION_CONTEXT_KEY, selection],
|
|
[ORDER_DRAFT_CONTEXT_KEY, draft],
|
|
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
|
|
]);
|
|
|
|
const ui = render(InspectorTab, { context });
|
|
|
|
await waitFor(() => {
|
|
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent("Earth");
|
|
});
|
|
|
|
const cmdId = "00000000-0000-0000-0000-000000000001";
|
|
await draft.add({
|
|
kind: "planetRename",
|
|
id: cmdId,
|
|
planetNumber: 7,
|
|
name: "New-Earth",
|
|
});
|
|
|
|
// `valid` already participates in the overlay (auto-sync may
|
|
// not have fired yet, but the player's intent is committed).
|
|
expect(draft.statuses[cmdId]).toBe("valid");
|
|
await waitFor(() => {
|
|
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
|
|
"New-Earth",
|
|
);
|
|
});
|
|
|
|
// A simulated server refresh that returns the *un-renamed*
|
|
// snapshot must not erase the overlay (turn cutoff has not
|
|
// run yet, the engine still reports the old name).
|
|
gameState.report = makeReport([
|
|
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
|
|
]);
|
|
await waitFor(() => {
|
|
expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
|
|
"New-Earth",
|
|
);
|
|
});
|
|
|
|
draft.dispose();
|
|
});
|
|
|
|
test("auto-sync after add applies the overlay end-to-end", async () => {
|
|
const { recordingClient } = await import("./helpers/fake-order-client");
|
|
const handle = recordingClient(GAME_ID, "ok");
|
|
const cache = new IDBCache(db);
|
|
const draft = new OrderDraftStore();
|
|
await draft.init({ cache, gameId: GAME_ID });
|
|
draft.bindClient(handle.client);
|
|
|
|
const gameState = new GameStateStore();
|
|
gameState.gameId = GAME_ID;
|
|
gameState.report = makeReport([
|
|
makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
|
|
]);
|
|
gameState.status = "ready";
|
|
|
|
const selection = new SelectionStore();
|
|
selection.selectPlanet(7);
|
|
const renderedReport = createRenderedReportSource(gameState, draft);
|
|
|
|
const context = new Map<unknown, unknown>([
|
|
[GAME_STATE_CONTEXT_KEY, gameState],
|
|
[SELECTION_CONTEXT_KEY, selection],
|
|
[ORDER_DRAFT_CONTEXT_KEY, draft],
|
|
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
|
|
]);
|
|
|
|
const inspector = render(InspectorTab, { context });
|
|
await waitFor(() => {
|
|
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
|
|
"Earth",
|
|
);
|
|
});
|
|
|
|
const cmdId = "00000000-0000-0000-0000-000000000abc";
|
|
await draft.add({
|
|
kind: "planetRename",
|
|
id: cmdId,
|
|
planetNumber: 7,
|
|
name: "New-Earth",
|
|
});
|
|
// Overlay applies on `valid` immediately — auto-sync hasn't
|
|
// landed yet but the player's intent is committed.
|
|
await waitFor(() => {
|
|
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
|
|
"New-Earth",
|
|
);
|
|
});
|
|
|
|
await handle.waitForCalls(1);
|
|
await waitFor(() => {
|
|
expect(draft.statuses[cmdId]).toBe("applied");
|
|
});
|
|
expect(handle.calls).toHaveLength(1);
|
|
expect(handle.calls[0]!.commandIds).toEqual([cmdId]);
|
|
|
|
// Inspector still shows the new name after auto-sync.
|
|
expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
|
|
"New-Earth",
|
|
);
|
|
|
|
draft.dispose();
|
|
});
|
|
});
|
|
|
|
const GAME_ID = "11111111-2222-3333-4444-555555555555";
|