Files
scrabble-game/ui/e2e/game.spec.ts
T
Ilia Denisov d733ce3119
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00

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import { expect, test, type Page } from '@playwright/test';
// 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();
}
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(); // open the MakeMove popover (short tap)
await page.locator('.pop.go').click(); // "Make move ✅"
// 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('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('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);
});