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scrabble-game/ui/e2e/gamelimit.spec.ts
T
Ilia Denisov e40adfb0c7
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fix(games): carry game kind on live events + fix the New Game lock funnel
Address review of the active-game limit lock:

- Live-event GameViews (opponent_moved, match_found, game_started, ...) did
  not carry game_kind, so a lobby patch from an event zeroed a game's kind
  and the client's per-kind count under-counted — a capped kind read as
  free (a disabled start instead of the lock, and a wrong per-kind result).
  Thread Kind through notify.GameSummary → the event GameView.

- New Game screen refreshes the lobby games on mount so the per-kind count
  reflects the current set, not a stale cached snapshot.

- The guest funnel's login button routes to the profile screen (the account
  controls), not settings.

- Copy: the guest prompt is "sign in to use all the game's features"; the
  durable notice is "finish your active games to start a new one".

Regression tests: the notify opponent-moved payload carries kind; the client
lock locks only the reached kind (vs_ai at cap leaves random open).
2026-07-10 10:55:48 +02:00

41 lines
2.0 KiB
TypeScript

import { expect, test } from './fixtures';
// The active-game limit lock on the New Game screen. When a start's kind is at the caller's per-kind
// cap (Profile.game_limits), the start button shows a 🔒 and opens a funnel modal instead of a game;
// when the cap lifts (the profile refetch a guest→durable upgrade would trigger), the lock clears and
// the button starts a game again. Driven by the mock's __mock.setGameLimits seam (no backend). The
// native Telegram popup path is verified on the contour; here the cross-platform in-app modal shows
// (the mock profile is a durable account, so it is the "finish a current game first" notice).
type Limits = { vsAi: number; random: number; friends: number };
function setLimits(l: Limits) {
(window as unknown as { __mock: { setGameLimits(l: Limits): void } }).__mock.setGameLimits(l);
}
test('new game: a start locks at its per-kind cap and the funnel modal opens', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
// The New Game button always opens the screen now — the per-kind lock lives on the start button.
await page.getByRole('button', { name: /🎲/ }).click();
const start = page.getByRole('button', { name: /start game/i });
await expect(start).not.toContainText('🔒');
// Cap every kind: the AI start (the default opponent) locks.
await page.evaluate(setLimits, { vsAi: 0, random: 0, friends: 0 });
await expect(start).toContainText('🔒');
// Tapping the locked start opens the modal instead of a game, and does not navigate away.
await start.click();
const notice = page.getByText(/reached the limit/i);
await expect(notice).toBeVisible();
await expect(page).toHaveURL(/\/new$/);
await page.getByRole('button', { name: /^ok$/i }).click();
await expect(notice).toHaveCount(0);
// Lift the cap (the same profile-refetch path a registration takes): the lock clears.
await page.evaluate(setLimits, { vsAi: 10, random: 10, friends: 10 });
await expect(start).not.toContainText('🔒');
});