6b6baf5710
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
31 lines
1.4 KiB
TypeScript
31 lines
1.4 KiB
TypeScript
import { expect, test } from './fixtures';
|
|
|
|
// The playable-slice smoke against the mock transport: guest login -> lobby shows the
|
|
// seeded active game -> open it -> the board renders committed tiles -> place a rack
|
|
// tile (tap) and see the score preview.
|
|
test('guest reaches a board and previews a placement', async ({ page }) => {
|
|
await page.goto('/');
|
|
|
|
await page.getByRole('button', { name: /guest/i }).click();
|
|
|
|
await expect(page.getByText('Your turn')).toBeVisible();
|
|
const activeRow = page.getByRole('button', { name: /Ann/ });
|
|
await expect(activeRow).toBeVisible();
|
|
await activeRow.click();
|
|
|
|
// Board renders, including a committed tile from the seeded HELLO play.
|
|
await expect(page.locator('[data-cell]').first()).toBeVisible();
|
|
await expect(page.locator('[data-cell] .letter', { hasText: 'H' }).first()).toBeVisible();
|
|
|
|
// Tap a rack tile, then an empty board cell -> a pending tile + score preview.
|
|
const rackTile = page.locator('.rack .tile').first();
|
|
await rackTile.click();
|
|
await page.locator('[data-cell]:not(.filled)').nth(30).click();
|
|
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
|
|
// The score preview appears where the hints count used to be.
|
|
await expect(page.locator('.scores')).toContainText(/\d/);
|
|
|
|
// The contextual MakeMove control (✅) appears once a tile is pending.
|
|
await expect(page.locator('.make')).toBeVisible();
|
|
});
|