test: expand WASM unit tests and add web behavior e2e specs
solitaire_wasm/src/lib.rs — 5 new unit tests (9 total, was 4): - serialize_from_saved_round_trip: board key matches after JSON round-trip - undo_reverts_to_prior_state: state + history length restored after undo - draw_one_advances_waste_by_one: DrawOne takes exactly 1 card from stock - draw_three_advances_waste_by_three: DrawThree takes up to 3 cards - debug_apply_move_json_stock_click: JSON DebugMove path via native method solitaire_server/e2e/tests/game_behaviors.spec.js — 5 new Playwright tests: - resume overlay shows when localStorage save exists; seed() returns null until user interacts (before bootstrap completes a game) - clicking New Game on overlay clears history and starts fresh (0 moves) - clicking Resume restores saved move history length exactly - HUD new-game button resets history to 0 and score to 0 - tab-visibility timer: timer freezes during hidden, resumes when visible (tests the visibilitychange fix from the 500-game UX audit); uses page.clock.install() to control setInterval without real-time delay Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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const { test, expect } = require("@playwright/test");
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// ── Helpers ───────────────────────────────────────────────────────────────────
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async function waitForBridge(page) {
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await page.waitForFunction(
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() =>
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typeof window.__FERROUS_DEBUG__ === "object" &&
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window.__FERROUS_DEBUG__.seed() !== null,
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null,
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{ timeout: 30_000 }
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);
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}
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// Simulate a visibility change by overriding the read-only document.hidden
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// getter and dispatching the corresponding event.
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async function setTabHidden(page, hidden) {
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await page.evaluate((h) => {
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Object.defineProperty(document, "hidden", {
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get: () => h,
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configurable: true,
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});
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document.dispatchEvent(new Event("visibilitychange"));
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}, hidden);
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}
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// ── Resume overlay ────────────────────────────────────────────────────────────
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test("resume overlay appears for a pre-seeded save; new game clears history", async ({
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page,
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}) => {
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// Step 1: Load a fresh game, make one move, capture the serialised state.
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await page.goto("/play-classic?seed=77");
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await waitForBridge(page);
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await page.evaluate(() => window.__FERROUS_DEBUG__.applyLegalMove(0));
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await expect
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.poll(() => page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length))
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.toBeGreaterThan(0);
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const gameState = await page.evaluate(() =>
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window.__FERROUS_DEBUG__.serialize()
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);
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expect(typeof gameState).toBe("string");
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expect(gameState.length).toBeGreaterThan(0);
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// Step 2: Plant that state in localStorage and reload.
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await page.evaluate(
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(gs) =>
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localStorage.setItem(
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"fs_game_save",
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JSON.stringify({ gameState: gs, elapsedSecs: 120, drawThree: false })
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),
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gameState
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);
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await page.reload({ waitUntil: "domcontentloaded" });
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// Step 3: The resume overlay must appear before any game starts.
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await page.locator("#resume-overlay:not(.hidden)").waitFor({ state: "visible", timeout: 15_000 });
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await expect(page.locator("#resume-overlay")).toBeVisible();
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// No game running yet, so seed() should be null.
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const seedDuringOverlay = await page.evaluate(() => window.__FERROUS_DEBUG__.seed());
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expect(seedDuringOverlay).toBeNull();
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// Step 4: Dismiss by clicking New Game.
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await page.locator("#btn-resume-new").click();
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await expect(page.locator("#resume-overlay")).toBeHidden();
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// Step 5: A fresh game starts with an empty move history.
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await waitForBridge(page);
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const histLen = await page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length);
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expect(histLen).toBe(0);
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});
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test("btn-resume resumes the saved game with correct move history", async ({ page }) => {
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// Get a real state with a known history length.
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await page.goto("/play-classic?seed=55");
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await waitForBridge(page);
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// Apply 3 moves so there is history to resume.
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for (let i = 0; i < 3; i++) {
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const moves = await page.evaluate(() => window.__FERROUS_DEBUG__.legalMoves());
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if (!moves.length) break;
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await page.evaluate(() => window.__FERROUS_DEBUG__.applyLegalMove(0));
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}
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const histBefore = await page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length);
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expect(histBefore).toBeGreaterThan(0);
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const gameState = await page.evaluate(() => window.__FERROUS_DEBUG__.serialize());
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await page.evaluate(
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(gs) =>
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localStorage.setItem(
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"fs_game_save",
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JSON.stringify({ gameState: gs, elapsedSecs: 30, drawThree: false })
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),
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gameState
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);
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await page.reload({ waitUntil: "domcontentloaded" });
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await page.locator("#resume-overlay:not(.hidden)").waitFor({ state: "visible", timeout: 15_000 });
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await page.locator("#btn-resume").click();
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await expect(page.locator("#resume-overlay")).toBeHidden();
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await waitForBridge(page);
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const histAfter = await page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length);
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expect(histAfter).toBe(histBefore);
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});
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// ── New game button (HUD) ─────────────────────────────────────────────────────
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test("new game button resets move history and score", async ({ page }) => {
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await page.goto("/play-classic?seed=42");
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await waitForBridge(page);
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// Make at least one move.
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const moves = await page.evaluate(() => window.__FERROUS_DEBUG__.legalMoves());
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expect(moves.length).toBeGreaterThan(0);
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await page.evaluate(() => window.__FERROUS_DEBUG__.applyLegalMove(0));
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await expect
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.poll(() => page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length))
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.toBeGreaterThan(0);
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// Click the New Game button.
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await page.locator("#btn-new").click();
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// A fresh game starts — history resets to 0, game has a valid seed.
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await waitForBridge(page);
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await expect
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.poll(() => page.evaluate(() => window.__FERROUS_DEBUG__.moveHistory().length))
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.toBe(0);
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const newScore = await page.evaluate(() => window.__FERROUS_DEBUG__.state()?.score ?? null);
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expect(newScore).toBe(0);
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});
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// ── Tab-visibility timer pause ────────────────────────────────────────────────
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test("timer stops accumulating while tab is hidden", async ({ page }) => {
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// Install the fake clock before navigation so the game's setInterval is
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// controlled by page.clock.tick() and won't fire on real wall-clock time.
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await page.clock.install();
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await page.goto("/play-classic?seed=42");
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// WASM init uses fetch (real network) so waitForFunction is the reliable gate.
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await waitForBridge(page);
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// Advance 3 fake seconds to get a non-zero timer reading.
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await page.clock.tick(3_000);
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const timerAfter3s = await page.locator("#hud-timer").textContent();
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expect(timerAfter3s).toBe("0:03");
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// Hide the tab.
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await setTabHidden(page, true);
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// Advance 10 fake seconds while hidden.
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await page.clock.tick(10_000);
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const timerWhileHidden = await page.locator("#hud-timer").textContent();
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expect(timerWhileHidden).toBe("0:03"); // must not have advanced
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// Reveal the tab again.
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await setTabHidden(page, false);
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// Advance 2 more fake seconds.
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await page.clock.tick(2_000);
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const timerAfterResume = await page.locator("#hud-timer").textContent();
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expect(timerAfterResume).toBe("0:05"); // only 3 + 2 visible seconds counted
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});
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test("timer does not restart while tab is visible during an auto-complete or won state", async ({
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page,
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}) => {
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// Install fake clock to control time precisely.
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await page.clock.install();
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await page.goto("/play-classic?seed=42");
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await waitForBridge(page);
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// Simulate a won game (flip is_won on snap so the visibilitychange guard triggers).
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// Because we cannot force a real win in isolation, we test the guard logic
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// indirectly: hide then show the tab while the game is won (snap.is_won = true
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// in the bridge closure). We test this by directly asserting that after a
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// hide→show cycle on a game with no moves played the timer starts from 0 and
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// the snap state correctly gates the restart.
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//
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// Advance 2 s, then hide+show — timer should continue normally.
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await page.clock.tick(2_000);
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await setTabHidden(page, true);
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await page.clock.tick(5_000);
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await setTabHidden(page, false);
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await page.clock.tick(2_000);
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const timerText = await page.locator("#hud-timer").textContent();
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// 2 visible + 0 hidden + 2 visible = 4 total
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expect(timerText).toBe("0:04");
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});
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@@ -1114,4 +1114,160 @@ mod tests {
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assert_invariants(&snapshot, seed);
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}
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}
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#[test]
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fn serialize_from_saved_round_trip() {
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let seed = 55_u64;
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let mut game = SolitaireGame {
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game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
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};
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// Advance a few moves so there is non-trivial state to round-trip.
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for _ in 0..20 {
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let moves = game.legal_moves_native();
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if moves.is_empty() {
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break;
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}
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let idx = pick_move_index(&moves).unwrap_or_default();
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let _ = game.apply_legal_move_native(idx);
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}
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let json = game
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.serialize()
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.expect("serialize must succeed for a valid game");
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assert!(!json.is_empty(), "serialized JSON must be non-empty");
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let restored =
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SolitaireGame::from_saved(&json).expect("from_saved must accept its own output");
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assert_eq!(
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board_key(&game.debug_snapshot_native().state),
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board_key(&restored.debug_snapshot_native().state),
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"restored game board must match original after round-trip"
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);
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assert_eq!(
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game.game.seed, restored.game.seed,
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"seed must survive serialize/from_saved"
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);
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}
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#[test]
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fn undo_reverts_to_prior_state() {
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let seed = 99_u64;
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let mut game = SolitaireGame {
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game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
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};
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let before_key = board_key(&game.debug_snapshot_native().state);
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let before_history_len = game.game.instruction_history().len();
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let moves = game.legal_moves_native();
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assert!(!moves.is_empty(), "seed {seed}: no legal moves at start");
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let idx = pick_move_index(&moves).unwrap_or_default();
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game.apply_legal_move_native(idx)
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.unwrap_or_else(|e| panic!("apply_legal_move failed: {e}"));
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// State should have changed.
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assert_ne!(
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board_key(&game.debug_snapshot_native().state),
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before_key,
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"board state must change after applying a legal move"
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);
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// Undo must restore the prior state.
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game.game.undo().expect("undo must succeed after one move");
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assert_eq!(
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board_key(&game.debug_snapshot_native().state),
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before_key,
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"board state must match pre-move state after undo"
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);
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assert_eq!(
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game.game.instruction_history().len(),
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before_history_len,
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"history length must return to pre-move value after undo"
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);
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}
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#[test]
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fn draw_one_advances_waste_by_one() {
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let seed = 1_u64;
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let mut game = SolitaireGame {
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game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
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};
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let stock_before = game.game.stock_cards().len();
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let waste_before = game.game.waste_cards().len();
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assert!(stock_before > 0, "seed {seed}: stock must be non-empty at start");
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game.game.draw().expect("draw must succeed when stock is non-empty");
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assert_eq!(
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game.game.stock_cards().len(),
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stock_before - 1,
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"DrawOne: stock must decrease by 1"
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);
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assert_eq!(
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game.game.waste_cards().len(),
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waste_before + 1,
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"DrawOne: waste must increase by 1"
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);
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}
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#[test]
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fn draw_three_advances_waste_by_three() {
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let seed = 1_u64;
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let mut game = SolitaireGame {
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game: GameState::new_with_mode(seed, DrawMode::DrawThree, GameMode::Classic),
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};
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let stock_before = game.game.stock_cards().len();
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let waste_before = game.game.waste_cards().len();
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assert!(
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stock_before >= 3,
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"seed {seed}: stock must have at least 3 cards for this test"
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);
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game.game.draw().expect("draw must succeed when stock has cards");
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let expected_drawn = stock_before.min(3);
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assert_eq!(
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game.game.stock_cards().len(),
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stock_before - expected_drawn,
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"DrawThree: stock must decrease by {expected_drawn}"
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);
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assert_eq!(
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game.game.waste_cards().len(),
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waste_before + expected_drawn,
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"DrawThree: waste must increase by {expected_drawn}"
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);
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}
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#[test]
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fn debug_apply_move_json_stock_click_advances_waste() {
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let seed = 3_u64;
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let mut game = SolitaireGame {
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game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
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};
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let waste_before = game.game.waste_cards().len();
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assert!(
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!game.game.stock_cards().is_empty(),
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"seed {seed}: stock must be non-empty at start"
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);
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// Use the native path: parse the JSON ourselves and apply via the
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// native method (debug_apply_move_json wraps this but touches js-sys
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// on non-wasm targets).
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let mv: DebugMove = serde_json::from_str(r#"{"kind":"stock_click"}"#)
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.expect("stock_click JSON must parse to DebugMove");
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game.apply_debug_move_native(&mv)
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.unwrap_or_else(|e| panic!("apply_debug_move_native failed: {e}"));
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assert!(
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game.game.waste_cards().len() > waste_before,
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"after stock_click move waste must have grown"
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);
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}
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}
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