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A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
146 lines
8.6 KiB
TypeScript
146 lines
8.6 KiB
TypeScript
import { expect, test } from './fixtures';
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// The quick-match flow drops the player straight into a game that is still waiting for an
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// opponent (status 'open'): the opponent card shows "searching for opponent" and resign is
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// disabled until the mock attaches a robot shortly after, which restores the game UI. Driven
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// entirely by the mock transport (no backend).
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test('quick game: enter immediately, wait for an opponent, then it joins', 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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// Choose a random human opponent (the default is the AI); pick a variant and start. The player
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// lands in an open game at once (no "searching" screen).
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await page.getByRole('button', { name: 'Random player' }).click();
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await page.locator('.variant').first().click();
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await page.getByRole('button', { name: /Start game/i }).click();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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// Still waiting for an opponent: the opponent card shows the placeholder, and resign (in the
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// history panel) is disabled.
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await expect(page.getByText(/Searching for opponent/)).toBeVisible();
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await page.locator('.scoreboard').click(); // open the history panel
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await expect(page.getByRole('button', { name: 'Drop game' })).toBeDisabled();
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// Attach the opponent deterministically (the mock otherwise joins on a timer).
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
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// The opponent card shows its name, the placeholder is gone, and resign is enabled again.
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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await expect(page.getByRole('button', { name: 'Drop game' })).toBeEnabled();
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});
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// The honest-AI quick game is the default opponent: the player starts a game already seated with a
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// robot shown as 🤖, with no "searching" wait. Chat and nudge are disabled (the opponent is a robot),
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// add-friend is never offered, and the dictionary word-check stays available. Mock transport only.
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test('AI game: 🤖 opponent, no wait, chat disabled, dictionary still works', 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();
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// AI is the default opponent: the move-clock line is replaced by the 7-day inactivity rule.
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await expect(page.getByText(/Loss after 7 days of inactivity/)).toBeVisible();
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await page.locator('.variant').first().click();
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await page.getByRole('button', { name: /Start game/i }).click();
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// The player lands in an active game at once (no "searching" wait); the opponent shows as 🤖.
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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await expect(page.locator('.scoreboard').getByText('🤖')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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// Chat is disabled (the message field), while the dictionary word-check stays usable.
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await page.locator('.scoreboard').click(); // open the history
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await page.getByRole('button', { name: 'Chat' }).click(); // 💬 -> comms hub
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await expect(page).toHaveURL(/\/game\/.+\/chat$/);
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await expect(page.locator('.chat input')).toBeDisabled();
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await page.getByRole('button', { name: 'Dictionary' }).click();
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await expect(page.locator('.check input')).toBeEnabled();
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});
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// GCG export is pointless for a practice AI game, so the finished AI game hides the 📤 export
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// (the comms hub stays). Start an AI game, resign it, reopen the history and check the header.
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test('AI game: no GCG export offered after it ends', 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();
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await page.locator('.variant').first().click(); // AI is the default opponent
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await page.getByRole('button', { name: /Start game/i }).click();
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await expect(page.locator('.scoreboard').getByText('🤖')).toBeVisible();
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// Resign the practice game from the history header.
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await page.locator('.scoreboard').click();
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await page.getByRole('button', { name: 'Drop game' }).click();
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await page.locator('button.danger').click();
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await expect(page.locator('.status .over')).toBeVisible();
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// Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export,
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// while the comms hub stays reachable.
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await page.locator('.scoreboard').click();
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await expect(page.getByRole('button', { name: 'Export GCG' })).toHaveCount(0);
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await expect(page.getByRole('button', { name: 'Chat' })).toBeVisible();
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});
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// The opponent_joined push is best-effort and never replayed, so a join that lands while the live
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// stream is down is lost. The waiting game screen recovers it without a push: a poll while the
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// stream is down, and a refetch on stream reconnect. The __stream hook (lib/app.svelte.ts) drops /
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// restores the stream; while it is dropped the mock has no subscriber, so joinOpponent emits to
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// no one — exactly the missed-event case.
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async function enterOpenGame(page: import('@playwright/test').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: /New/ }).click();
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await page.getByRole('button', { name: 'Random player' }).click();
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await page.locator('.variant').first().click();
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await page.getByRole('button', { name: /Start game/i }).click();
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await expect(page.getByText(/Searching for opponent/)).toBeVisible();
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}
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test('quick game: a poll recovers a join missed while the live stream is down', async ({ page }) => {
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await enterOpenGame(page);
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// Drop the stream (no auto-reconnect), then let the opponent join: the push reaches no one, so
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// only the poll fallback can restore the UI.
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await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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});
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test('quick game: a stream reconnect recovers a join missed while it was down', async ({ page }) => {
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await enterOpenGame(page);
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// The opponent joins while the stream is down (the push is lost), then it reconnects before the
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// poll could tick — the reconnect refetch is what catches up.
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await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
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await page.evaluate(() => (window as unknown as { __stream: { restore(): void } }).__stream.restore());
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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});
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test('quick game: a foreground resync recovers a join shed while the stream stayed alive', async ({ page }) => {
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await enterOpenGame(page);
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// The opponent joins but the event is shed with the stream still alive (no reconnect, and the
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// poll only runs while the stream is down): nothing has recovered yet.
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponentSilently(): void } }).__mock.joinOpponentSilently());
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await expect(page.getByText(/Searching for opponent/)).toBeVisible();
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// Returning to the foreground resyncs the open game (pageshow drives goForeground).
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await page.evaluate(() => window.dispatchEvent(new Event('pageshow')));
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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});
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// Regression: an opponent joining must not freeze the screen. The in-game live-event effect tracked
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// the `view` it also writes, so opponent_joined re-invalidated itself in a tight loop (opponent_moved
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// was spared only by its delta's move-count idempotency). The board must still respond afterwards.
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test('quick game: the board stays interactive after the opponent joins', async ({ page }) => {
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await enterOpenGame(page);
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
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await expect(page.getByText('Robo')).toBeVisible();
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// Place a rack tile on the centre star: a frozen screen renders no pending tile.
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(112).click(); // row 7, col 7
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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});
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