8bd2fb89eb
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>
195 lines
7.9 KiB
JavaScript
195 lines
7.9 KiB
JavaScript
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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