feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, and the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured. O1 pure net-state reducer (test-first). O2 reactive store + event wiring (connection/offline become thin shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs (ARCHITECTURE, FUNCTIONAL +_ru, TESTING, deploy/README). Also disable the manual android-build CI workflow for now (rename to .disabled); the Android APK release comes later. Tests: gateway go green, svelte-check 0/0, vitest 617, e2e 122/122 (chromium + webkit).
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@@ -1,8 +1,9 @@
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import { test, expect, type Page } from './fixtures';
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// The offline mode is gated to an installed standalone PWA with a confirmed email. The mock account
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// has an email; force the standalone display mode so the Settings offline toggle is offered. Only the
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// `(display-mode: standalone)` query is overridden — theme/reduce-motion queries pass through.
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// Offline is now implicit — the net-state machine detects it; there is no toggle. The e2e drives the
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// machine through the mock's __net hook (the real probe watcher is inert under the mock). Standalone
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// display mode is still forced so the mock's offline dictionary path (served from /e2edict/) matches an
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// installed PWA; only the `(display-mode: standalone)` query is overridden.
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async function forceStandalone(page: Page): Promise<void> {
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await page.addInitScript(() => {
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const orig = window.matchMedia.bind(window);
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@@ -15,25 +16,30 @@ async function forceStandalone(page: Page): Promise<void> {
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// After a load, land in the lobby. The mock cold-starts on the login screen (no seeded session), so
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// click through as guest. Waiting for the button (rather than a point-in-time count()) is what makes
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// this deterministic: a count() sampled during the pre-login splash frame returned 0, skipped the
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// click, and then hung — or latched a transient lobby tab-bar — instead of opening the real lobby.
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// this deterministic.
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async function enterLobby(page: Page): Promise<void> {
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await page.getByRole('button', { name: /guest|гост/i }).first().click();
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// The lobby tab bar has three tabs in a fixed order: New (0), Stats (1), Settings (2). nth() is
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// robust to locale, emoji variation selectors and the coachmark anchors (which the first-run
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// onboarding strips after it completes).
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// robust to locale, emoji variation selectors and the coachmark anchors.
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await expect(page.locator('button.tab').nth(2)).toBeVisible();
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}
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// Pick a rack tile by its glyph and drop it on a board square (the rack of the pinned-seed game has
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// all-distinct letters, so the glyph is unambiguous).
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// Drive the net-state machine offline / online through the mock hook (no toggle, no dialog).
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async function goOffline(page: Page): Promise<void> {
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await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
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}
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async function goOnline(page: Page): Promise<void> {
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await page.evaluate(() => (window as unknown as { __net: { online(): void } }).__net.online());
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}
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// Pick a rack tile by its glyph and drop it on a board square (the pinned-seed rack is all-distinct).
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async function placeTile(page: Page, glyph: string, row: number, col: number): Promise<void> {
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await page.locator('.rack .tile', { hasText: glyph }).first().click();
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await page.locator(`[data-cell][data-row="${row}"][data-col="${col}"]`).click();
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}
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test.describe('offline mode', () => {
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test('enter via the toggle, play a local vs_ai game, persist across a reload', async ({ page }) => {
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test.describe('offline mode (implicit)', () => {
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test('auto-detects offline, plays a local vs_ai game, persists across a reload', async ({ page }) => {
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await forceStandalone(page);
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await page.goto('/');
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await enterLobby(page);
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@@ -41,23 +47,22 @@ test.describe('offline mode', () => {
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// Online: a seeded online game (vs Ann) is listed.
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await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
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// Enter offline through the real Settings toggle (its readiness check fetches every enabled
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// variant's dawg, served from /e2edict/ by the mock) — the header turns blue with the chip.
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await page.locator('button.tab').nth(2).click();
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await page.getByRole('button', { name: /^(Offline|Оффлайн)$/ }).click();
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// The network drops: the machine auto-detects offline (no toggle, no dialog) — a toast announces it
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// and the header turns blue with the chip.
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await goOffline(page);
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await expect(page.locator('.toast')).toContainText(/offline|соединени/i);
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await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
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// Back in the (now offline) lobby: the online games are hidden and the Stats tab is disabled.
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await page.getByRole('button', { name: /Back|Назад/i }).click();
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await expect(page.locator('button.tab').nth(2)).toBeVisible();
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await expect(page.getByText('Ann', { exact: false })).toHaveCount(0);
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// The (now offline) lobby stays mounted: the server game (vs Ann) rides along GREYED from the cache
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// (un-openable), and the Stats tab disables.
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await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
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await expect(page.locator('button.tab').nth(1)).toBeDisabled();
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// Create a device-local English vs_ai game with a pinned bag seed (deals the rack NEWYMAO).
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await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('1'));
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await page.locator('button.tab').nth(0).click();
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// The English variant's display name is "Scrabble" (Latin) in both locales — the Russian
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// variants are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
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// The English variant's display name is "Scrabble" (Latin) in both locales — the Russian variants
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// are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
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await page.locator('.variant', { hasText: 'Scrabble' }).click();
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await page.locator('button.invite').click();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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@@ -72,8 +77,8 @@ test.describe('offline mode', () => {
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await expect(page.locator('[data-cell].pending')).toHaveCount(3);
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await page.locator('.make').click();
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// The play commits and the local robot replies with a real move, so the board carries more than
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// WAY's three tiles.
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// The play commits and the local robot replies with a real move (which needs the bundled
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// dictionary), so the board carries more than WAY's three tiles.
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await expect(async () => {
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expect(await page.locator('[data-cell].filled').count()).toBeGreaterThan(3);
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}).toPass({ timeout: 15000 });
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@@ -83,13 +88,52 @@ test.describe('offline mode', () => {
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// button shows the 🔒 lock (it lifts after 30 idle minutes on a monotonic clock — not waited here).
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await expect(page.locator('.lock')).toBeVisible();
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// Reload: the hash router restores the /game/<id> route and the local game replays from
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// IndexedDB with every committed tile intact.
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// Reload: the hash router restores the /game/<id> route and the local game replays from IndexedDB
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// with every committed tile intact.
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await page.reload();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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await expect(page.locator('[data-cell].filled')).toHaveCount(filled);
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// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload —
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// the wait was not reset by relaunching.
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// The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload.
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await expect(page.locator('.lock')).toBeVisible();
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});
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test('self-heals to online when the network returns', async ({ page }) => {
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await forceStandalone(page);
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await page.goto('/');
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await enterLobby(page);
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await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
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// Offline, then the network returns: the machine heals to online on its own (a "back online" toast),
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// the offline tint drops and the online games return — no user action.
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await goOffline(page);
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await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
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await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
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await goOnline(page);
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await expect(page.locator('header.nav.offline')).toHaveCount(0, { timeout: 15000 });
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// Back online, the server game is active again (no longer greyed).
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await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
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await expect(page.locator('.rowwrap.greyed')).toHaveCount(0);
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await expect(page.locator('button.tab').nth(1)).toBeEnabled();
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});
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test('a stale deliberate-offline pref is ignored and cleared; Settings has no toggle', async ({ page }) => {
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await forceStandalone(page);
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// Seed a pre-redesign deliberate-offline flag: offline is implicit now, so it must be ignored
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// (nobody stuck offline) and cleared on boot.
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await page.addInitScript(() => localStorage.setItem('scrabble.offlineMode', '1'));
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await page.goto('/');
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await enterLobby(page);
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// Booted online despite the stale pref: the online game (vs Ann) shows and the header is not blue.
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await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
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await expect(page.locator('header.nav.offline')).toHaveCount(0);
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// The orphaned key was cleared at boot.
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expect(await page.evaluate(() => localStorage.getItem('scrabble.offlineMode'))).toBeNull();
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// Settings no longer offers the offline toggle (the "Play mode" Online/Offline segment is gone),
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// even in the eligible (standalone + email) context where it used to appear.
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await page.locator('button.tab').nth(2).click();
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await expect(page.getByRole('button', { name: /^(Offline|Оффлайн)$/ })).toHaveCount(0);
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});
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});
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