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scrabble-game/ui/e2e/quickmatch.spec.ts
T
Ilia Denisov 4409253dce
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fix(ui): also resync an open game on a foreground regain without a stream drop
Closes the residual tail of the previous commit: when the live stream stays
alive across a brief suspend (Telegram/iOS can pause the socket without tearing
it down), an in-game event shed from a full hub buffer is never recovered by
the reconnect refetch (no reconnect) or the open-game poll (it only runs while
the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a
foreground regain that did not drop the stream, and have Game.svelte refetch
the open game once per resync. Also rescues a missed move/game_over after a
suspend. Add a silent-join mock seam + an e2e isolating this path; extend the
ARCHITECTURE §10 fallback note.
2026-06-14 00:14:49 +02:00

79 lines
4.7 KiB
TypeScript

import { expect, test } from './fixtures';
// The quick-match flow drops the player straight into a game that is still waiting for an
// opponent (status 'open'): the opponent card shows "searching for opponent" and resign is
// disabled until the mock attaches a robot shortly after, which restores the game UI. Driven
// entirely by the mock transport (no backend).
test('quick game: enter immediately, wait for an opponent, then it joins', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /New/ }).click(); // lobby tab bar -> auto-match
// Pick a variant and start; the player lands in the game at once (no "searching" screen).
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
// Still waiting for an opponent: the opponent card shows the placeholder, and resign (in the
// history panel) is disabled.
await expect(page.getByText(/Searching for opponent/)).toBeVisible();
await page.locator('.scoreboard').click(); // open the history panel
await expect(page.getByRole('button', { name: 'Drop game' })).toBeDisabled();
// Attach the opponent deterministically (the mock otherwise joins on a timer).
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
// The opponent card shows its name, the placeholder is gone, and resign is enabled again.
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
await expect(page.getByRole('button', { name: 'Drop game' })).toBeEnabled();
});
// The opponent_joined push is best-effort and never replayed, so a join that lands while the live
// stream is down is lost. The waiting game screen recovers it without a push: a poll while the
// stream is down, and a refetch on stream reconnect. The __stream hook (lib/app.svelte.ts) drops /
// restores the stream; while it is dropped the mock has no subscriber, so joinOpponent emits to
// no one — exactly the missed-event case.
async function enterOpenGame(page: import('@playwright/test').Page): Promise<void> {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /New/ }).click();
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
await expect(page.getByText(/Searching for opponent/)).toBeVisible();
}
test('quick game: a poll recovers a join missed while the live stream is down', async ({ page }) => {
await enterOpenGame(page);
// Drop the stream (no auto-reconnect), then let the opponent join: the push reaches no one, so
// only the poll fallback can restore the UI.
await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});
test('quick game: a stream reconnect recovers a join missed while it was down', async ({ page }) => {
await enterOpenGame(page);
// The opponent joins while the stream is down (the push is lost), then it reconnects before the
// poll could tick — the reconnect refetch is what catches up.
await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await page.evaluate(() => (window as unknown as { __stream: { restore(): void } }).__stream.restore());
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});
test('quick game: a foreground resync recovers a join shed while the stream stayed alive', async ({ page }) => {
await enterOpenGame(page);
// The opponent joins but the event is shed with the stream still alive (no reconnect, and the
// poll only runs while the stream is down): nothing has recovered yet.
await page.evaluate(() => (window as unknown as { __mock: { joinOpponentSilently(): void } }).__mock.joinOpponentSilently());
await expect(page.getByText(/Searching for opponent/)).toBeVisible();
// Returning to the foreground resyncs the open game (pageshow drives goForeground).
await page.evaluate(() => window.dispatchEvent(new Event('pageshow')));
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});