import { expect, test } from './fixtures'; // The simultaneous quick-game cap. When the backend reports the player is at the limit // (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain, // low-emphasis notice under the lists; when it clears, the button re-enables and the // notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which // also nudges the lobby to re-fetch (the lobby refreshes on any live event). test('lobby: New Game disables and a notice shows at the simultaneous-game limit', async ({ page }) => { await page.goto('/'); await page.getByRole('button', { name: /guest/i }).click(); // Below the limit: the New Game tab is enabled and no notice is shown. const newGame = page.getByRole('button', { name: /🎲/ }); await expect(newGame).toBeEnabled(); await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0); // Reach the limit: the button greys out (disabled) and the notice appears under the lists. await page.evaluate(() => (window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(true), ); await expect(newGame).toBeDisabled(); await expect(page.getByText(/reached the simultaneous games limit/i)).toBeVisible(); // Drop back below the limit (a game finished): the button re-enables and the notice clears. await page.evaluate(() => (window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false), ); await expect(newGame).toBeEnabled(); await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0); });