Files
galaxy-game/ui/frontend/tests/inspector-overlay.test.ts
T
Ilia Denisov 676556db4e ui/phase-19: ship-group decoder + map binding + selection store
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>
2026-05-10 13:23:56 +02:00

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";