Two latent test bugs surfaced once the e2e suite actually ran (it had been
red on the webServer startup timeout, so these never executed): 14 passed,
4 failed.
- game.js `__FERROUS_DEBUG__` was missing `serialize()` — play.html's bridge
has it but the /play-classic bridge (which the resume/move-history tests
use) drifted. Added it (the wasm SolitaireGame already exposes serialize()).
- game_behaviors.spec.js called `page.clock.tick()`, which is the sinon name;
Playwright's Clock API method is `page.clock.runFor()`. Replaced all 6 calls.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>