test(e2e): add Playwright spec for /play Bevy canvas route
play_canvas.spec.js covers the window.__FERROUS_DEBUG__ bridge on the /play route (five tests): bridge availability + seed param, draw3 URL param, applyLegalMove/undo round-trip, failureReport schema, and autonomous autoplay invariant batch across 7 seeds. All tests drive exclusively through the debug bridge — no DOM selectors, because the Bevy canvas is a single <canvas> element with no HTML controls. Also update SESSION_HANDOFF.md to reflect post-v0.35.1 work (10 commits since 2026-05-18 handoff), new e2e architecture notes, and HiDPI fix doc. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# Ferrous Solitaire — Session Handoff
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**Last updated:** 2026-05-18 — Three leaderboard bugs fixed, tagged v0.35.1. All commits on origin/master.
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**Last updated:** 2026-06-02 — Web e2e test suite complete; `/play` canvas bridge added and tested. All commits on origin/master.
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---
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## Current state
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- **HEAD on origin/master:** `8f86d66` (fix: three leaderboard bugs)
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- **HEAD:** `play_canvas.spec.js` added (Playwright tests for `/play` Bevy canvas route)
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- **Latest tag:** `v0.35.1`
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- **Working tree:** clean
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- **Build:** `cargo clippy --workspace -- -D warnings` clean
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- **Tests:** 1277 passing / 0 failing across the workspace
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- **Tests:** 1243 Rust tests passing; Playwright suite in `solitaire_server/e2e/`
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---
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## What shipped since the last handoff (v0.35.1 → present, 2026-06-02)
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| Commit | Summary |
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|--------|---------|
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| `64f975e` | 14 cross-platform UX/UI fixes from 500-game audit |
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| `763fdb4` | Fix input: hit-test deck at correct position; accept waste click |
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| `1cdb78c` | cargo fmt; add analytics domain to CSP |
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| `baf524e` | Rebuild Bevy canvas WASM; add SolitaireGame interactive API |
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| `9ff0585` | Remove Quaternions registry auth; canvas WASM drift guard |
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| `de7ae16` | Delay first-run modal until splash screen despawns |
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| `8b736ca` | Debug drag failures (temp logging, removed in next commit) |
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| `8b262af` | Clamp wgpu surface to CSS pixels on HiDPI (prevented WASM panic) |
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| `d45b7cb` | Add Playwright e2e test suite for web routes |
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| `2cf7282` | Add `window.__FERROUS_DEBUG__` bridge to `/play` for automation |
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**Key audit bugs fixed (all 7 from 500-game UX audit):** timer-after-undo, radial-menu clamping, Android resume flash, tab-hidden timer, orphaned tmp files, drag threshold 4→6px, Draw-1 recycle doc comment.
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**HiDPI wgpu fix:** `WindowResolution::default().with_scale_factor_override(1.0)` added to the Bevy canvas app. Root cause was physical pixels (CSS×DPR) exceeding WebGL2's 2048px per-dimension limit on HiDPI displays.
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**E2E test architecture:** three-tier — Rust unit tests → Playwright smoke/review specs → cycle regression gate. Debug bridge contract in `docs/testing-architecture.md`.
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---
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## What shipped before v0.35.1
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See git log. CHANGELOG.md currently ends at v0.33.0 (documentation debt, low priority).
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---
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@@ -83,9 +112,8 @@ Three bugs fixed:
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### 1. CHANGELOG documentation debt
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CHANGELOG.md currently ends at v0.33.0. Entries for v0.34.0, v0.35.0, and v0.35.1
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are missing. Low priority (git log is authoritative) but worth closing before the
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next release.
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CHANGELOG.md currently ends at v0.33.0. All post-v0.33.0 work is in git log. Low
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priority — git log is authoritative.
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### 2. Android APK launch verification (Option A)
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@@ -128,3 +156,18 @@ and wired to `GameStateResource` events.
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- **Test input-state pitfall:** `MinimalPlugins` has no input-tick system, so
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`ButtonInput::just_pressed` state persists across frames unless explicitly cleared
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with `input.release(key); input.clear()` between updates.
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- **`/play` debug bridge design:** `play.html` runs two independent WASM instances in
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`Promise.all([bootstrap(), init()])`. `bootstrap()` sets `window.__FERROUS_DEBUG__`
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(logic layer via `solitaire_wasm.js`); `init()` starts the Bevy canvas. The bridge
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operates its own `SolitaireGame` — moves applied through the bridge do NOT affect
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the Bevy visual game. This is intentional for automation/invariant checking.
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- **HiDPI Bevy canvas:** `WindowResolution::default().with_scale_factor_override(1.0)`
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is set in the canvas app. Without this, physical pixels exceed WebGL2's 2048px limit
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on HiDPI displays, causing an immediate wgpu panic on the first resize event.
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- **`/play-classic` vs `/play` in e2e:** `smoke.spec.js` + `gameplay_review.spec.js`
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target `/play-classic` (DOM-heavy game.html); `play_canvas.spec.js` targets `/play`
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using only the `__FERROUS_DEBUG__` bridge (no DOM selectors). `cycle_metrics.js`
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supports both via `--route play-classic|play`.
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