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scrabble-game/ui/e2e/game.spec.ts
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Ilia Denisov ef61b778fc
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Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
Connectivity failures become state, not a toast on every attempt. A global online
signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and
on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place
of the title and softly disabling the in-game server actions (commit / exchange / pass
/ hint; local board/rack/reset stay live).

- transport: exec auto-retries with capped exponential backoff — every op on a
  rate-limit (rejected before processing, safe), reads only on unavailable (a mutation
  is never blindly re-sent, to avoid double-applying one whose response was lost; its
  button is disabled while offline so the player re-issues on reconnect). A reachability
  watcher (profile.get probe) and any successful traffic clear the signal.
- the old red error.unavailable toast is gone (handleError suppresses connection codes;
  the indicator replaces it). A server-data screen still opens with the spinner and
  fills on reconnect (global indicator + read auto-retry), so navigation is never dead.
- pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a
  Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on
  reconnect). Full suite + build green.
- docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the
  bot already drains all updates, no change).

Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat
send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to
extend.
2026-06-09 01:48:20 +02:00

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import { expect, test, type Page } from './fixtures';
// Behaviour/display coverage for the polished game screen, driven entirely by the mock
// transport (no backend). These lock the round-1..4 interactions so future UI edits
// surface as a failing assertion — to be re-agreed or fixed. The pure logic behind them
// (placement, check-word, board labels, result badges) is unit-tested separately.
async function openGame(page: Page): Promise<void> {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /Ann/ }).click(); // the seeded active game vs Ann
await expect(page.locator('[data-cell]').first()).toBeVisible();
// Wait for the screen-slide transition to settle so only the game pane remains;
// until it does, the leaving lobby pane's header (its menu button) is also in the
// DOM, which would make shared locators like .burger ambiguous.
await expect(page.locator('.pane')).toHaveCount(1);
}
test('offline shows the Connecting indicator and softly disables server actions (Stage 17)', async ({ page }) => {
await openGame(page);
// The exchange/draw tab is a server action; on my turn with tiles in the bag it is live.
const draw = page.locator('.tab').first();
await expect(draw).toBeEnabled();
await expect(page.getByText('Connecting…')).toHaveCount(0);
// Drop the connection (mock-only hook): the header swaps the title for the spinner +
// "Connecting…", and the server action goes inert.
await page.evaluate(() => (window as unknown as { __conn: { offline(): void } }).__conn.offline());
await expect(page.getByText('Connecting…')).toBeVisible();
await expect(draw).toBeDisabled();
// Reconnect: the indicator clears and the action is live again.
await page.evaluate(() => (window as unknown as { __conn: { online(): void } }).__conn.online());
await expect(page.getByText('Connecting…')).toHaveCount(0);
await expect(draw).toBeEnabled();
});
test('placing a tile and confirming via ✅ commits the move', async ({ page }) => {
await openGame(page);
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
await page.locator('.make').click(); // ✅ commits the move directly (no popover)
// After the commit the placement is cleared: no pending tile, no ✅ control.
await expect(page.locator('[data-cell].pending')).toHaveCount(0);
await expect(page.locator('.make')).toBeHidden();
});
test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => {
await openGame(page);
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
await page.waitForTimeout(600); // let the debounced draft save flush to the mock store
// Leave the game and reopen it. The mock keeps the saved composition, so the pending tile is
// restored without re-placing it (Stage 17 #4/#6).
await page.evaluate(() => (location.hash = '/'));
await page.getByRole('button', { name: /Ann/ }).click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
});
test('new game: variant buttons show a rules summary and the move-limit', 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
await expect(page.locator('.vrules').first()).toBeVisible(); // per-variant rules summary
await expect(page.locator('.movelimit')).toBeVisible(); // turn-time under the buttons
});
test('a pending tile recalls on double-tap, not on a single tap', async ({ page }) => {
await openGame(page);
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
// A single tap must NOT recall it (changed in Stage 17 — recall was too easy to trigger).
await page.waitForTimeout(350); // clear the double-tap window from the placing tap
await page.locator('[data-cell].pending').first().click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
// A double-tap (two synchronous clicks on the same cell) recalls it to the rack.
await page.locator('[data-cell].pending').first().evaluate((el: HTMLElement) => {
el.click();
el.click();
});
await expect(page.locator('[data-cell].pending')).toHaveCount(0);
});
test('the board is a gapless checkerboard by default; grid lines toggle in Settings', async ({ page }) => {
await openGame(page);
await expect(page.locator('.grid.gridless')).toBeVisible(); // lines off by default
await page.evaluate(() => (location.hash = '/settings'));
await page.locator('.gridlines input').check(); // turn grid lines on
await page.evaluate(() => (location.hash = '/game/g1'));
await expect(page.locator('.grid')).toBeVisible();
await expect(page.locator('.grid.gridless')).toHaveCount(0);
});
test('shuffle reorders the rack but keeps the same tiles', async ({ page }) => {
await openGame(page);
const before = await page.locator('.rack .tile').allTextContents();
expect(before.length).toBeGreaterThan(1);
await page.locator('button:has-text("🔀")').click(); // the shuffle tab (no pending tiles)
await page.waitForTimeout(650); // let the hop animation settle
// Same multiset of tiles after the shuffle — no tile is dropped or duplicated.
const after = await page.locator('.rack .tile').allTextContents();
expect([...after].sort()).toEqual([...before].sort());
});
test('history slides the board down and closes on a board tap', async ({ page }) => {
await openGame(page);
await page.locator('.burger').click();
await page.locator('.dropdown button').nth(0).click(); // History
await expect(page.locator('.history')).toBeVisible();
await expect(page.locator('.boardwrap.slid')).toBeVisible();
await page.locator('.boardwrap').click(); // tapping the board closes it
await expect(page.locator('.history')).toBeHidden();
});
test('Draw opens the exchange dialog and confirms a selection', async ({ page }) => {
await openGame(page);
await page.locator('button:has-text("🔄")').click(); // Draw tab
await expect(page.locator('.exch')).toBeVisible();
await page.locator('.etile').first().click();
await expect(page.locator('.etile.sel')).toHaveCount(1);
await page.locator('button.confirm').click();
await expect(page.locator('.exch')).toBeHidden();
});
test('check-word sanitises input and shows a verdict', async ({ page }) => {
await openGame(page);
await page.locator('.burger').click();
await page.locator('.dropdown button').nth(2).click(); // Check word
const input = page.locator('.check input');
await input.fill('qz9!a'); // digits/punctuation dropped, letters upper-cased
await expect(input).toHaveValue('QZA');
await page.locator('.check button').click(); // Check (enabled: length 3)
await expect(page.locator('.ok, .bad')).toBeVisible();
});
test('dropping the game ends it and shows the result', async ({ page }) => {
await openGame(page);
await page.locator('.burger').click();
await page.getByRole('button', { name: 'Drop game' }).click(); // robust against menu growth
await page.locator('button.danger').click(); // confirm in the modal
await expect(page.locator('.status .over')).toBeVisible();
});
test('a placed tile drags from one board cell to another (Stage 17 relocation)', async ({ page }) => {
await openGame(page);
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
const pending = page.locator('[data-cell].pending');
await expect(pending).toHaveCount(1);
const from = `${await pending.first().getAttribute('data-row')},${await pending.first().getAttribute('data-col')}`;
const target = page.locator('[data-cell]:not(.filled):not(.pending)').nth(45);
const fb = await pending.first().boundingBox();
const tb = await target.boundingBox();
// Pointer-drag the placed tile to a new cell (mouse events synthesise pointer events).
await page.mouse.move(fb!.x + fb!.width / 2, fb!.y + fb!.height / 2);
await page.mouse.down();
await page.mouse.move(tb!.x + tb!.width / 2, tb!.y + tb!.height / 2, { steps: 10 });
await page.mouse.up();
// Still exactly one pending tile (relocated, not duplicated), now at a different cell.
await expect(pending).toHaveCount(1);
const to = `${await pending.first().getAttribute('data-row')},${await pending.first().getAttribute('data-col')}`;
expect(to).not.toBe(from);
});
test('chat and word-check open as their own screens and back to the game (Stage 17)', async ({ page }) => {
await openGame(page);
await page.locator('.burger').click();
await page.getByRole('button', { name: /^Chat$/ }).click();
await expect(page).toHaveURL(/\/game\/g1\/chat$/);
await expect(page.locator('.pane')).toHaveCount(1); // let the slide transition settle
await expect(page.locator('.chat')).toBeVisible();
// The outgoing game header and the incoming chat header both carry a .back mid-slide; wait
// for the game's to unmount so the click targets a single, settled button.
await expect(page.locator('.back')).toHaveCount(1);
await page.locator('.back').click(); // header back chevron returns to the game
await expect(page).toHaveURL(/\/game\/g1$/);
await expect(page.locator('.pane')).toHaveCount(1);
await page.locator('.burger').click();
await page.getByRole('button', { name: /Check word/ }).click();
await expect(page).toHaveURL(/\/game\/g1\/check$/);
await expect(page.locator('.pane')).toHaveCount(1);
await expect(page.locator('.check input')).toBeVisible();
});
test('the board-label mode in Settings changes the on-board labels', async ({ page }) => {
await openGame(page);
// beginner (default) renders split "3× / word" labels.
await expect(page.locator('.bsplit').first()).toBeVisible();
await expect(page.locator('.b1')).toHaveCount(0);
// Switch to "classic" in Settings (in-SPA hash nav keeps the guest session).
await page.evaluate(() => (location.hash = '/settings'));
await page.locator('.seg').nth(2).locator('.opt').nth(1).click(); // board labels -> classic
await page.evaluate(() => (location.hash = '/game/g1'));
// classic renders single "3W"/"2L" labels and no split labels.
await expect(page.locator('.b1').first()).toBeVisible();
await expect(page.locator('.bsplit')).toHaveCount(0);
});