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