Version 2.0.0: Animation fixes, timing improvements, and E2E test suite
Animation fixes: - Fix held card positioning bug (was appearing at bottom of page) - Fix discard pile blank/white flash on turn transitions - Fix blank card at round end by skipping animations during round_over/game_over - Set card content before triggering flip animation to prevent flash - Center suit symbol on 10 cards Timing improvements: - Reduce post-discard delay from 700ms to 500ms - Reduce post-swap delay from 1800ms to 1000ms - Speed up swap flip animation from 1150ms to 550ms - Reduce CPU initial thinking delay from 150-250ms to 80-150ms - Pause now happens after swap completes (showing result) instead of before E2E test suite: - Add Playwright-based test bot that plays full games - State parser extracts game state from DOM for validation - AI brain ports decision logic for automated play - Freeze detector monitors for UI hangs - Visual validator checks CSS states - Full game, stress, and visual test specs Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
5
tests/e2e/.gitignore
vendored
Normal file
5
tests/e2e/.gitignore
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
node_modules/
|
||||
playwright-report/
|
||||
test-results/
|
||||
*.db
|
||||
*.db-journal
|
||||
255
tests/e2e/bot/actions.ts
Normal file
255
tests/e2e/bot/actions.ts
Normal file
@@ -0,0 +1,255 @@
|
||||
/**
|
||||
* Game action executors with proper animation timing
|
||||
*/
|
||||
|
||||
import { Page } from '@playwright/test';
|
||||
import { SELECTORS } from '../utils/selectors';
|
||||
import { TIMING, waitForAnimations } from '../utils/timing';
|
||||
|
||||
/**
|
||||
* Result of a game action
|
||||
*/
|
||||
export interface ActionResult {
|
||||
success: boolean;
|
||||
error?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Executes game actions on the page
|
||||
*/
|
||||
export class Actions {
|
||||
constructor(private page: Page) {}
|
||||
|
||||
/**
|
||||
* Draw a card from the deck
|
||||
*/
|
||||
async drawFromDeck(): Promise<ActionResult> {
|
||||
try {
|
||||
// Wait for any ongoing animations first
|
||||
await waitForAnimations(this.page);
|
||||
|
||||
const deck = this.page.locator(SELECTORS.game.deck);
|
||||
await deck.waitFor({ state: 'visible', timeout: 5000 });
|
||||
|
||||
// Wait for deck to become clickable (may take a moment after turn starts)
|
||||
let isClickable = false;
|
||||
for (let i = 0; i < 20; i++) {
|
||||
isClickable = await deck.evaluate(el => el.classList.contains('clickable'));
|
||||
if (isClickable) break;
|
||||
await this.page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
if (!isClickable) {
|
||||
return { success: false, error: 'Deck is not clickable' };
|
||||
}
|
||||
|
||||
// Use force:true because deck-area has a pulsing animation that makes it "unstable"
|
||||
await deck.click({ force: true, timeout: 5000 });
|
||||
await this.page.waitForTimeout(TIMING.drawComplete);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a card from the discard pile
|
||||
*/
|
||||
async drawFromDiscard(): Promise<ActionResult> {
|
||||
try {
|
||||
// Wait for any ongoing animations first
|
||||
await waitForAnimations(this.page);
|
||||
|
||||
const discard = this.page.locator(SELECTORS.game.discard);
|
||||
await discard.waitFor({ state: 'visible', timeout: 5000 });
|
||||
// Use force:true because deck-area has a pulsing animation
|
||||
await discard.click({ force: true, timeout: 5000 });
|
||||
await this.page.waitForTimeout(TIMING.drawComplete);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Swap drawn card with a card at position
|
||||
*/
|
||||
async swapCard(position: number): Promise<ActionResult> {
|
||||
try {
|
||||
const cardSelector = SELECTORS.cards.playerCard(position);
|
||||
const card = this.page.locator(cardSelector);
|
||||
await card.waitFor({ state: 'visible', timeout: 5000 });
|
||||
// Use force:true to handle any CSS animations
|
||||
await card.click({ force: true, timeout: 5000 });
|
||||
await this.page.waitForTimeout(TIMING.swapComplete);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Discard the drawn card
|
||||
*/
|
||||
async discardDrawn(): Promise<ActionResult> {
|
||||
try {
|
||||
const discardBtn = this.page.locator(SELECTORS.game.discardBtn);
|
||||
await discardBtn.click();
|
||||
await this.page.waitForTimeout(TIMING.pauseAfterDiscard);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Flip a card at position
|
||||
*/
|
||||
async flipCard(position: number): Promise<ActionResult> {
|
||||
try {
|
||||
// Wait for animations before clicking
|
||||
await waitForAnimations(this.page);
|
||||
|
||||
const cardSelector = SELECTORS.cards.playerCard(position);
|
||||
const card = this.page.locator(cardSelector);
|
||||
await card.waitFor({ state: 'visible', timeout: 5000 });
|
||||
// Use force:true to handle any CSS animations
|
||||
await card.click({ force: true, timeout: 5000 });
|
||||
await this.page.waitForTimeout(TIMING.flipComplete);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Skip the optional flip (endgame mode)
|
||||
*/
|
||||
async skipFlip(): Promise<ActionResult> {
|
||||
try {
|
||||
const skipBtn = this.page.locator(SELECTORS.game.skipFlipBtn);
|
||||
await skipBtn.click();
|
||||
await this.page.waitForTimeout(TIMING.turnTransition);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Knock early (flip all remaining cards)
|
||||
*/
|
||||
async knockEarly(): Promise<ActionResult> {
|
||||
try {
|
||||
const knockBtn = this.page.locator(SELECTORS.game.knockEarlyBtn);
|
||||
await knockBtn.click();
|
||||
await this.page.waitForTimeout(TIMING.swapComplete);
|
||||
await waitForAnimations(this.page);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for turn to start
|
||||
*/
|
||||
async waitForMyTurn(timeout: number = 30000): Promise<boolean> {
|
||||
try {
|
||||
await this.page.waitForFunction(
|
||||
(sel) => {
|
||||
const deckArea = document.querySelector(sel);
|
||||
return deckArea?.classList.contains('your-turn-to-draw');
|
||||
},
|
||||
SELECTORS.game.deckArea,
|
||||
{ timeout }
|
||||
);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for game phase change
|
||||
*/
|
||||
async waitForPhase(
|
||||
expectedPhases: string[],
|
||||
timeout: number = 30000
|
||||
): Promise<boolean> {
|
||||
const start = Date.now();
|
||||
|
||||
while (Date.now() - start < timeout) {
|
||||
// Check for round over
|
||||
const nextRoundBtn = this.page.locator(SELECTORS.game.nextRoundBtn);
|
||||
if (await nextRoundBtn.isVisible().catch(() => false)) {
|
||||
if (expectedPhases.includes('round_over')) return true;
|
||||
}
|
||||
|
||||
// Check for game over
|
||||
const newGameBtn = this.page.locator(SELECTORS.game.newGameBtn);
|
||||
if (await newGameBtn.isVisible().catch(() => false)) {
|
||||
if (expectedPhases.includes('game_over')) return true;
|
||||
}
|
||||
|
||||
// Check for final turn
|
||||
const finalTurnBadge = this.page.locator(SELECTORS.game.finalTurnBadge);
|
||||
if (await finalTurnBadge.isVisible().catch(() => false)) {
|
||||
if (expectedPhases.includes('final_turn')) return true;
|
||||
}
|
||||
|
||||
// Check for my turn (playing phase)
|
||||
const deckArea = this.page.locator(SELECTORS.game.deckArea);
|
||||
const isMyTurn = await deckArea.evaluate(el =>
|
||||
el.classList.contains('your-turn-to-draw')
|
||||
).catch(() => false);
|
||||
if (isMyTurn && expectedPhases.includes('playing')) return true;
|
||||
|
||||
await this.page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Click the "Next Hole" button to start next round
|
||||
*/
|
||||
async nextRound(): Promise<ActionResult> {
|
||||
try {
|
||||
const btn = this.page.locator(SELECTORS.game.nextRoundBtn);
|
||||
await btn.waitFor({ state: 'visible', timeout: 5000 });
|
||||
await btn.click();
|
||||
await this.page.waitForTimeout(TIMING.roundOverDelay);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Click the "New Game" button to return to waiting room
|
||||
*/
|
||||
async newGame(): Promise<ActionResult> {
|
||||
try {
|
||||
const btn = this.page.locator(SELECTORS.game.newGameBtn);
|
||||
await btn.waitFor({ state: 'visible', timeout: 5000 });
|
||||
await btn.click();
|
||||
await this.page.waitForTimeout(TIMING.turnTransition);
|
||||
return { success: true };
|
||||
} catch (error) {
|
||||
return { success: false, error: String(error) };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for animations to complete
|
||||
*/
|
||||
async waitForAnimationComplete(timeout: number = 5000): Promise<void> {
|
||||
await waitForAnimations(this.page, timeout);
|
||||
}
|
||||
}
|
||||
334
tests/e2e/bot/ai-brain.ts
Normal file
334
tests/e2e/bot/ai-brain.ts
Normal file
@@ -0,0 +1,334 @@
|
||||
/**
|
||||
* AI decision-making logic for the test bot
|
||||
* Simplified port of server/ai.py for client-side decision making
|
||||
*/
|
||||
|
||||
import { CardState, PlayerState } from './state-parser';
|
||||
|
||||
/**
|
||||
* Card value mapping (standard rules)
|
||||
*/
|
||||
const CARD_VALUES: Record<string, number> = {
|
||||
'★': -2, // Joker
|
||||
'2': -2,
|
||||
'A': 1,
|
||||
'K': 0,
|
||||
'3': 3,
|
||||
'4': 4,
|
||||
'5': 5,
|
||||
'6': 6,
|
||||
'7': 7,
|
||||
'8': 8,
|
||||
'9': 9,
|
||||
'10': 10,
|
||||
'J': 10,
|
||||
'Q': 10,
|
||||
};
|
||||
|
||||
/**
|
||||
* Game options that affect card values
|
||||
*/
|
||||
export interface GameOptions {
|
||||
superKings?: boolean; // K = -2 instead of 0
|
||||
tenPenny?: boolean; // 10 = 1 instead of 10
|
||||
oneEyedJacks?: boolean; // J♥/J♠ = 0
|
||||
eagleEye?: boolean; // Jokers +2 unpaired, -4 paired
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the point value of a card
|
||||
*/
|
||||
export function getCardValue(card: { rank: string | null; suit?: string | null }, options: GameOptions = {}): number {
|
||||
if (!card.rank) return 5; // Unknown card estimated at average
|
||||
|
||||
let value = CARD_VALUES[card.rank] ?? 5;
|
||||
|
||||
// Super Kings rule
|
||||
if (options.superKings && card.rank === 'K') {
|
||||
value = -2;
|
||||
}
|
||||
|
||||
// Ten Penny rule
|
||||
if (options.tenPenny && card.rank === '10') {
|
||||
value = 1;
|
||||
}
|
||||
|
||||
// One-Eyed Jacks rule
|
||||
if (options.oneEyedJacks && card.rank === 'J') {
|
||||
if (card.suit === 'hearts' || card.suit === 'spades') {
|
||||
value = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Eagle Eye rule (Jokers are +2 when unpaired)
|
||||
// Note: We can't know pairing status from just one card, so this is informational
|
||||
if (options.eagleEye && card.rank === '★') {
|
||||
value = 2; // Default to unpaired value
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get column partner position (cards that can form pairs)
|
||||
* Column pairs: (0,3), (1,4), (2,5)
|
||||
*/
|
||||
export function getColumnPartner(position: number): number {
|
||||
return position < 3 ? position + 3 : position - 3;
|
||||
}
|
||||
|
||||
/**
|
||||
* AI Brain - makes decisions for the test bot
|
||||
*/
|
||||
export class AIBrain {
|
||||
constructor(private options: GameOptions = {}) {}
|
||||
|
||||
/**
|
||||
* Choose 2 cards for initial flip
|
||||
* Prefer different columns for better pair information
|
||||
*/
|
||||
chooseInitialFlips(cards: CardState[]): number[] {
|
||||
const faceDown = cards.filter(c => !c.faceUp);
|
||||
if (faceDown.length === 0) return [];
|
||||
if (faceDown.length === 1) return [faceDown[0].position];
|
||||
|
||||
// Good initial flip patterns (different columns)
|
||||
const patterns = [
|
||||
[0, 4], [2, 4], [3, 1], [5, 1],
|
||||
[0, 5], [2, 3],
|
||||
];
|
||||
|
||||
// Find a valid pattern
|
||||
for (const pattern of patterns) {
|
||||
const valid = pattern.every(p =>
|
||||
faceDown.some(c => c.position === p)
|
||||
);
|
||||
if (valid) return pattern;
|
||||
}
|
||||
|
||||
// Fallback: pick any two face-down cards in different columns
|
||||
const result: number[] = [];
|
||||
const usedColumns = new Set<number>();
|
||||
|
||||
for (const card of faceDown) {
|
||||
const col = card.position % 3;
|
||||
if (!usedColumns.has(col)) {
|
||||
result.push(card.position);
|
||||
usedColumns.add(col);
|
||||
if (result.length === 2) break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we couldn't get different columns, just take first two
|
||||
if (result.length < 2) {
|
||||
for (const card of faceDown) {
|
||||
if (!result.includes(card.position)) {
|
||||
result.push(card.position);
|
||||
if (result.length === 2) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Decide whether to take from discard pile
|
||||
*/
|
||||
shouldTakeDiscard(
|
||||
discardCard: { rank: string; suit: string } | null,
|
||||
myCards: CardState[]
|
||||
): boolean {
|
||||
if (!discardCard) return false;
|
||||
|
||||
const value = getCardValue(discardCard, this.options);
|
||||
|
||||
// Always take Jokers and Kings (excellent cards)
|
||||
if (discardCard.rank === '★' || discardCard.rank === 'K') {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Always take negative/low value cards
|
||||
if (value <= 2) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if discard can form a pair with a visible card
|
||||
for (const card of myCards) {
|
||||
if (card.faceUp && card.rank === discardCard.rank) {
|
||||
const partnerPos = getColumnPartner(card.position);
|
||||
const partnerCard = myCards.find(c => c.position === partnerPos);
|
||||
|
||||
// Only pair if partner is face-down (unknown) - pairing negative cards is wasteful
|
||||
if (partnerCard && !partnerCard.faceUp && value > 0) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Take medium cards if we have visible bad cards to replace
|
||||
if (value <= 5) {
|
||||
for (const card of myCards) {
|
||||
if (card.faceUp && card.rank) {
|
||||
const cardValue = getCardValue(card, this.options);
|
||||
if (cardValue > value + 1) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Default: draw from deck
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Choose position to swap drawn card, or null to discard
|
||||
*/
|
||||
chooseSwapPosition(
|
||||
drawnCard: { rank: string; suit?: string | null },
|
||||
myCards: CardState[],
|
||||
mustSwap: boolean = false // True if drawn from discard
|
||||
): number | null {
|
||||
const drawnValue = getCardValue(drawnCard, this.options);
|
||||
|
||||
// Calculate score for each position
|
||||
const scores: { pos: number; score: number }[] = [];
|
||||
|
||||
for (let pos = 0; pos < 6; pos++) {
|
||||
const card = myCards.find(c => c.position === pos);
|
||||
if (!card) continue;
|
||||
|
||||
let score = 0;
|
||||
const partnerPos = getColumnPartner(pos);
|
||||
const partnerCard = myCards.find(c => c.position === partnerPos);
|
||||
|
||||
// Check for pair creation
|
||||
if (partnerCard?.faceUp && partnerCard.rank === drawnCard.rank) {
|
||||
const partnerValue = getCardValue(partnerCard, this.options);
|
||||
|
||||
if (drawnValue >= 0) {
|
||||
// Good pair! Both cards become 0
|
||||
score += drawnValue + partnerValue;
|
||||
} else {
|
||||
// Pairing negative cards is wasteful (unless special rules)
|
||||
score -= Math.abs(drawnValue) * 2;
|
||||
}
|
||||
}
|
||||
|
||||
// Point improvement
|
||||
if (card.faceUp && card.rank) {
|
||||
const currentValue = getCardValue(card, this.options);
|
||||
score += currentValue - drawnValue;
|
||||
} else {
|
||||
// Face-down card - expected value ~4.5
|
||||
const expectedHidden = 4.5;
|
||||
score += (expectedHidden - drawnValue) * 0.7; // Discount for uncertainty
|
||||
}
|
||||
|
||||
// Bonus for revealing hidden cards with good drawn cards
|
||||
if (!card.faceUp && drawnValue <= 3) {
|
||||
score += 2;
|
||||
}
|
||||
|
||||
scores.push({ pos, score });
|
||||
}
|
||||
|
||||
// Sort by score descending
|
||||
scores.sort((a, b) => b.score - a.score);
|
||||
|
||||
// If best score is positive, swap there
|
||||
if (scores.length > 0 && scores[0].score > 0) {
|
||||
return scores[0].pos;
|
||||
}
|
||||
|
||||
// Must swap if drawn from discard
|
||||
if (mustSwap && scores.length > 0) {
|
||||
// Find a face-down position if possible
|
||||
const faceDownScores = scores.filter(s => {
|
||||
const card = myCards.find(c => c.position === s.pos);
|
||||
return card && !card.faceUp;
|
||||
});
|
||||
|
||||
if (faceDownScores.length > 0) {
|
||||
return faceDownScores[0].pos;
|
||||
}
|
||||
|
||||
// Otherwise take the best score even if negative
|
||||
return scores[0].pos;
|
||||
}
|
||||
|
||||
// Discard the drawn card
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Choose which card to flip after discarding
|
||||
*/
|
||||
chooseFlipPosition(myCards: CardState[]): number {
|
||||
const faceDown = myCards.filter(c => !c.faceUp);
|
||||
if (faceDown.length === 0) return 0;
|
||||
|
||||
// Prefer flipping cards where the partner is visible (pair info)
|
||||
for (const card of faceDown) {
|
||||
const partnerPos = getColumnPartner(card.position);
|
||||
const partner = myCards.find(c => c.position === partnerPos);
|
||||
if (partner?.faceUp) {
|
||||
return card.position;
|
||||
}
|
||||
}
|
||||
|
||||
// Random face-down card
|
||||
return faceDown[Math.floor(Math.random() * faceDown.length)].position;
|
||||
}
|
||||
|
||||
/**
|
||||
* Decide whether to skip optional flip (endgame mode)
|
||||
*/
|
||||
shouldSkipFlip(myCards: CardState[]): boolean {
|
||||
const faceDown = myCards.filter(c => !c.faceUp);
|
||||
|
||||
// Always flip if we have many hidden cards
|
||||
if (faceDown.length >= 3) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Small chance to skip with 1-2 hidden cards
|
||||
return faceDown.length <= 2 && Math.random() < 0.15;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate estimated hand score
|
||||
*/
|
||||
estimateScore(cards: CardState[]): number {
|
||||
let score = 0;
|
||||
|
||||
// Group cards by column for pair detection
|
||||
const columns: (CardState | undefined)[][] = [
|
||||
[cards.find(c => c.position === 0), cards.find(c => c.position === 3)],
|
||||
[cards.find(c => c.position === 1), cards.find(c => c.position === 4)],
|
||||
[cards.find(c => c.position === 2), cards.find(c => c.position === 5)],
|
||||
];
|
||||
|
||||
for (const [top, bottom] of columns) {
|
||||
if (top?.faceUp && bottom?.faceUp) {
|
||||
if (top.rank === bottom.rank) {
|
||||
// Pair - contributes 0
|
||||
continue;
|
||||
}
|
||||
score += getCardValue(top, this.options);
|
||||
score += getCardValue(bottom, this.options);
|
||||
} else if (top?.faceUp) {
|
||||
score += getCardValue(top, this.options);
|
||||
score += 4.5; // Estimate for hidden bottom
|
||||
} else if (bottom?.faceUp) {
|
||||
score += 4.5; // Estimate for hidden top
|
||||
score += getCardValue(bottom, this.options);
|
||||
} else {
|
||||
score += 9; // Both hidden, estimate 4.5 each
|
||||
}
|
||||
}
|
||||
|
||||
return Math.round(score);
|
||||
}
|
||||
}
|
||||
599
tests/e2e/bot/golf-bot.ts
Normal file
599
tests/e2e/bot/golf-bot.ts
Normal file
@@ -0,0 +1,599 @@
|
||||
/**
|
||||
* GolfBot - Main orchestrator for the test bot
|
||||
* Controls browser and coordinates game actions
|
||||
*/
|
||||
|
||||
import { Page, expect } from '@playwright/test';
|
||||
import { StateParser, GamePhase, ParsedGameState } from './state-parser';
|
||||
import { AIBrain, GameOptions } from './ai-brain';
|
||||
import { Actions, ActionResult } from './actions';
|
||||
import { SELECTORS } from '../utils/selectors';
|
||||
import { TIMING, waitForAnimations } from '../utils/timing';
|
||||
|
||||
/**
|
||||
* Options for starting a game
|
||||
*/
|
||||
export interface StartGameOptions {
|
||||
holes?: number;
|
||||
decks?: number;
|
||||
initialFlips?: number;
|
||||
flipMode?: 'never' | 'always' | 'endgame';
|
||||
knockPenalty?: boolean;
|
||||
jokerMode?: 'none' | 'standard' | 'lucky-swing' | 'eagle-eye';
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a turn
|
||||
*/
|
||||
export interface TurnResult {
|
||||
success: boolean;
|
||||
action: string;
|
||||
details?: Record<string, unknown>;
|
||||
error?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* GolfBot - automated game player for testing
|
||||
*/
|
||||
export class GolfBot {
|
||||
private stateParser: StateParser;
|
||||
private actions: Actions;
|
||||
private brain: AIBrain;
|
||||
private screenshots: { label: string; buffer: Buffer }[] = [];
|
||||
private consoleErrors: string[] = [];
|
||||
private turnCount = 0;
|
||||
|
||||
constructor(
|
||||
private page: Page,
|
||||
aiOptions: GameOptions = {}
|
||||
) {
|
||||
this.stateParser = new StateParser(page);
|
||||
this.actions = new Actions(page);
|
||||
this.brain = new AIBrain(aiOptions);
|
||||
|
||||
// Capture console errors
|
||||
page.on('console', msg => {
|
||||
if (msg.type() === 'error') {
|
||||
this.consoleErrors.push(msg.text());
|
||||
}
|
||||
});
|
||||
|
||||
page.on('pageerror', err => {
|
||||
this.consoleErrors.push(err.message);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Navigate to the game
|
||||
*/
|
||||
async goto(url?: string): Promise<void> {
|
||||
await this.page.goto(url || '/');
|
||||
await this.page.waitForLoadState('networkidle');
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new game room
|
||||
*/
|
||||
async createGame(playerName: string): Promise<string> {
|
||||
// Enter name
|
||||
const nameInput = this.page.locator(SELECTORS.lobby.playerNameInput);
|
||||
await nameInput.fill(playerName);
|
||||
|
||||
// Click create room
|
||||
const createBtn = this.page.locator(SELECTORS.lobby.createRoomBtn);
|
||||
await createBtn.click();
|
||||
|
||||
// Wait for waiting room
|
||||
await this.page.waitForSelector(SELECTORS.screens.waiting, {
|
||||
state: 'visible',
|
||||
timeout: 10000,
|
||||
});
|
||||
|
||||
// Get room code
|
||||
const roomCodeEl = this.page.locator(SELECTORS.waiting.roomCode);
|
||||
const roomCode = await roomCodeEl.textContent() || '';
|
||||
|
||||
return roomCode.trim();
|
||||
}
|
||||
|
||||
/**
|
||||
* Join an existing game room
|
||||
*/
|
||||
async joinGame(roomCode: string, playerName: string): Promise<void> {
|
||||
// Enter name
|
||||
const nameInput = this.page.locator(SELECTORS.lobby.playerNameInput);
|
||||
await nameInput.fill(playerName);
|
||||
|
||||
// Enter room code
|
||||
const codeInput = this.page.locator(SELECTORS.lobby.roomCodeInput);
|
||||
await codeInput.fill(roomCode);
|
||||
|
||||
// Click join
|
||||
const joinBtn = this.page.locator(SELECTORS.lobby.joinRoomBtn);
|
||||
await joinBtn.click();
|
||||
|
||||
// Wait for waiting room
|
||||
await this.page.waitForSelector(SELECTORS.screens.waiting, {
|
||||
state: 'visible',
|
||||
timeout: 10000,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a CPU player
|
||||
*/
|
||||
async addCPU(profileName?: string): Promise<void> {
|
||||
// Click add CPU button
|
||||
const addBtn = this.page.locator(SELECTORS.waiting.addCpuBtn);
|
||||
await addBtn.click();
|
||||
|
||||
// Wait for modal
|
||||
await this.page.waitForSelector(SELECTORS.waiting.cpuModal, {
|
||||
state: 'visible',
|
||||
timeout: 5000,
|
||||
});
|
||||
|
||||
// Select profile if specified
|
||||
if (profileName) {
|
||||
const profileCard = this.page.locator(
|
||||
`${SELECTORS.waiting.cpuProfilesGrid} .profile-card:has-text("${profileName}")`
|
||||
);
|
||||
await profileCard.click();
|
||||
} else {
|
||||
// Select first available profile
|
||||
const firstProfile = this.page.locator(
|
||||
`${SELECTORS.waiting.cpuProfilesGrid} .profile-card:not(.unavailable)`
|
||||
).first();
|
||||
await firstProfile.click();
|
||||
}
|
||||
|
||||
// Click add button
|
||||
const addSelectedBtn = this.page.locator(SELECTORS.waiting.addSelectedCpusBtn);
|
||||
await addSelectedBtn.click();
|
||||
|
||||
// Wait for modal to close
|
||||
await this.page.waitForSelector(SELECTORS.waiting.cpuModal, {
|
||||
state: 'hidden',
|
||||
timeout: 5000,
|
||||
});
|
||||
|
||||
await this.page.waitForTimeout(500);
|
||||
}
|
||||
|
||||
/**
|
||||
* Start the game
|
||||
*/
|
||||
async startGame(options: StartGameOptions = {}): Promise<void> {
|
||||
// Set game options if host
|
||||
const hostSettings = this.page.locator(SELECTORS.waiting.hostSettings);
|
||||
|
||||
if (await hostSettings.isVisible()) {
|
||||
if (options.holes) {
|
||||
await this.page.selectOption(SELECTORS.waiting.numRounds, String(options.holes));
|
||||
}
|
||||
if (options.decks) {
|
||||
await this.page.selectOption(SELECTORS.waiting.numDecks, String(options.decks));
|
||||
}
|
||||
if (options.initialFlips !== undefined) {
|
||||
await this.page.selectOption(SELECTORS.waiting.initialFlips, String(options.initialFlips));
|
||||
}
|
||||
|
||||
// Advanced options require opening the details section first
|
||||
if (options.flipMode) {
|
||||
const advancedSection = this.page.locator('.advanced-options-section');
|
||||
if (await advancedSection.isVisible()) {
|
||||
// Check if it's already open
|
||||
const isOpen = await advancedSection.evaluate(el => el.hasAttribute('open'));
|
||||
if (!isOpen) {
|
||||
await advancedSection.locator('summary').click();
|
||||
await this.page.waitForTimeout(300);
|
||||
}
|
||||
}
|
||||
await this.page.selectOption(SELECTORS.waiting.flipMode, options.flipMode);
|
||||
}
|
||||
}
|
||||
|
||||
// Click start game
|
||||
const startBtn = this.page.locator(SELECTORS.waiting.startGameBtn);
|
||||
await startBtn.click();
|
||||
|
||||
// Wait for game screen
|
||||
await this.page.waitForSelector(SELECTORS.screens.game, {
|
||||
state: 'visible',
|
||||
timeout: 10000,
|
||||
});
|
||||
|
||||
await waitForAnimations(this.page);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current game phase
|
||||
*/
|
||||
async getGamePhase(): Promise<GamePhase> {
|
||||
return this.stateParser.getPhase();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get full game state
|
||||
*/
|
||||
async getGameState(): Promise<ParsedGameState> {
|
||||
return this.stateParser.getState();
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if it's bot's turn
|
||||
*/
|
||||
async isMyTurn(): Promise<boolean> {
|
||||
return this.stateParser.isMyTurn();
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for bot's turn
|
||||
*/
|
||||
async waitForMyTurn(timeout: number = 30000): Promise<boolean> {
|
||||
return this.actions.waitForMyTurn(timeout);
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for any animation to complete
|
||||
*/
|
||||
async waitForAnimation(): Promise<void> {
|
||||
await waitForAnimations(this.page);
|
||||
}
|
||||
|
||||
/**
|
||||
* Play a complete turn
|
||||
*/
|
||||
async playTurn(): Promise<TurnResult> {
|
||||
this.turnCount++;
|
||||
const state = await this.getGameState();
|
||||
|
||||
// Handle initial flip phase
|
||||
if (state.phase === 'initial_flip') {
|
||||
return this.handleInitialFlip(state);
|
||||
}
|
||||
|
||||
// Handle waiting for flip after discard
|
||||
if (state.phase === 'waiting_for_flip') {
|
||||
return this.handleWaitingForFlip(state);
|
||||
}
|
||||
|
||||
// Regular turn
|
||||
if (!state.heldCard.visible) {
|
||||
// Need to draw
|
||||
return this.handleDraw(state);
|
||||
} else {
|
||||
// Have a card, need to swap or discard
|
||||
return this.handleSwapOrDiscard(state);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle initial flip phase
|
||||
*/
|
||||
private async handleInitialFlip(state: ParsedGameState): Promise<TurnResult> {
|
||||
const myCards = state.myPlayer?.cards || [];
|
||||
const faceDownPositions = myCards.filter(c => !c.faceUp).map(c => c.position);
|
||||
|
||||
if (faceDownPositions.length === 0) {
|
||||
return { success: true, action: 'initial_flip_complete' };
|
||||
}
|
||||
|
||||
// Choose cards to flip
|
||||
const toFlip = this.brain.chooseInitialFlips(myCards);
|
||||
|
||||
for (const pos of toFlip) {
|
||||
if (faceDownPositions.includes(pos)) {
|
||||
const result = await this.actions.flipCard(pos);
|
||||
if (!result.success) {
|
||||
return { success: false, action: 'initial_flip', error: result.error };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
action: 'initial_flip',
|
||||
details: { positions: toFlip },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle draw phase
|
||||
*/
|
||||
private async handleDraw(state: ParsedGameState): Promise<TurnResult> {
|
||||
const myCards = state.myPlayer?.cards || [];
|
||||
const discardTop = state.discard.topCard;
|
||||
|
||||
// Decide: discard or deck
|
||||
const takeDiscard = this.brain.shouldTakeDiscard(discardTop, myCards);
|
||||
|
||||
let result: ActionResult;
|
||||
let source: string;
|
||||
|
||||
if (takeDiscard && state.discard.clickable) {
|
||||
result = await this.actions.drawFromDiscard();
|
||||
source = 'discard';
|
||||
} else {
|
||||
result = await this.actions.drawFromDeck();
|
||||
source = 'deck';
|
||||
}
|
||||
|
||||
if (!result.success) {
|
||||
return { success: false, action: 'draw', error: result.error };
|
||||
}
|
||||
|
||||
// Wait for held card to be visible
|
||||
await this.page.waitForTimeout(500);
|
||||
|
||||
// Now handle swap or discard
|
||||
const newState = await this.getGameState();
|
||||
|
||||
// If held card still not visible, wait a bit more and retry
|
||||
if (!newState.heldCard.visible) {
|
||||
await this.page.waitForTimeout(500);
|
||||
const retryState = await this.getGameState();
|
||||
return this.handleSwapOrDiscard(retryState, source === 'discard');
|
||||
}
|
||||
|
||||
return this.handleSwapOrDiscard(newState, source === 'discard');
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle swap or discard decision
|
||||
*/
|
||||
private async handleSwapOrDiscard(
|
||||
state: ParsedGameState,
|
||||
mustSwap: boolean = false
|
||||
): Promise<TurnResult> {
|
||||
const myCards = state.myPlayer?.cards || [];
|
||||
const heldCard = state.heldCard.card;
|
||||
|
||||
if (!heldCard) {
|
||||
return { success: false, action: 'swap_or_discard', error: 'No held card' };
|
||||
}
|
||||
|
||||
// Decide: swap position or discard
|
||||
const swapPos = this.brain.chooseSwapPosition(heldCard, myCards, mustSwap);
|
||||
|
||||
if (swapPos !== null) {
|
||||
// Swap
|
||||
const result = await this.actions.swapCard(swapPos);
|
||||
return {
|
||||
success: result.success,
|
||||
action: 'swap',
|
||||
details: { position: swapPos, card: heldCard },
|
||||
error: result.error,
|
||||
};
|
||||
} else {
|
||||
// Discard
|
||||
const result = await this.actions.discardDrawn();
|
||||
|
||||
if (!result.success) {
|
||||
return { success: false, action: 'discard', error: result.error };
|
||||
}
|
||||
|
||||
// Check if we need to flip
|
||||
await this.page.waitForTimeout(200);
|
||||
const afterState = await this.getGameState();
|
||||
|
||||
if (afterState.phase === 'waiting_for_flip') {
|
||||
return this.handleWaitingForFlip(afterState);
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
action: 'discard',
|
||||
details: { card: heldCard },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle waiting for flip after discard
|
||||
*/
|
||||
private async handleWaitingForFlip(state: ParsedGameState): Promise<TurnResult> {
|
||||
const myCards = state.myPlayer?.cards || [];
|
||||
|
||||
// Check if flip is optional
|
||||
if (state.canSkipFlip) {
|
||||
if (this.brain.shouldSkipFlip(myCards)) {
|
||||
const result = await this.actions.skipFlip();
|
||||
return {
|
||||
success: result.success,
|
||||
action: 'skip_flip',
|
||||
error: result.error,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a card to flip
|
||||
const pos = this.brain.chooseFlipPosition(myCards);
|
||||
const result = await this.actions.flipCard(pos);
|
||||
|
||||
return {
|
||||
success: result.success,
|
||||
action: 'flip',
|
||||
details: { position: pos },
|
||||
error: result.error,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Take a screenshot with label
|
||||
*/
|
||||
async takeScreenshot(label: string): Promise<Buffer> {
|
||||
const buffer = await this.page.screenshot();
|
||||
this.screenshots.push({ label, buffer });
|
||||
return buffer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all collected screenshots
|
||||
*/
|
||||
getScreenshots(): { label: string; buffer: Buffer }[] {
|
||||
return this.screenshots;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get console errors collected
|
||||
*/
|
||||
getConsoleErrors(): string[] {
|
||||
return this.consoleErrors;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear console errors
|
||||
*/
|
||||
clearConsoleErrors(): void {
|
||||
this.consoleErrors = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the UI appears frozen (animation stuck)
|
||||
*/
|
||||
async isFrozen(timeout: number = 3000): Promise<boolean> {
|
||||
try {
|
||||
await waitForAnimations(this.page, timeout);
|
||||
return false;
|
||||
} catch {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get turn count
|
||||
*/
|
||||
getTurnCount(): number {
|
||||
return this.turnCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Play through initial flip phase completely
|
||||
*/
|
||||
async completeInitialFlips(): Promise<void> {
|
||||
let phase = await this.getGamePhase();
|
||||
let attempts = 0;
|
||||
const maxAttempts = 10;
|
||||
|
||||
while (phase === 'initial_flip' && attempts < maxAttempts) {
|
||||
if (await this.isMyTurn()) {
|
||||
await this.playTurn();
|
||||
}
|
||||
await this.page.waitForTimeout(500);
|
||||
phase = await this.getGamePhase();
|
||||
attempts++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Play through entire round
|
||||
*/
|
||||
async playRound(maxTurns: number = 100): Promise<{ success: boolean; turns: number }> {
|
||||
let turns = 0;
|
||||
|
||||
while (turns < maxTurns) {
|
||||
const phase = await this.getGamePhase();
|
||||
|
||||
if (phase === 'round_over' || phase === 'game_over') {
|
||||
return { success: true, turns };
|
||||
}
|
||||
|
||||
if (await this.isMyTurn()) {
|
||||
const result = await this.playTurn();
|
||||
if (!result.success) {
|
||||
console.warn(`Turn ${turns} failed:`, result.error);
|
||||
}
|
||||
turns++;
|
||||
}
|
||||
|
||||
await this.page.waitForTimeout(200);
|
||||
|
||||
// Check for frozen state
|
||||
if (await this.isFrozen()) {
|
||||
return { success: false, turns };
|
||||
}
|
||||
}
|
||||
|
||||
return { success: false, turns };
|
||||
}
|
||||
|
||||
/**
|
||||
* Play through entire game (all rounds)
|
||||
*/
|
||||
async playGame(maxRounds: number = 18): Promise<{
|
||||
success: boolean;
|
||||
rounds: number;
|
||||
totalTurns: number;
|
||||
}> {
|
||||
let rounds = 0;
|
||||
let totalTurns = 0;
|
||||
|
||||
while (rounds < maxRounds) {
|
||||
const phase = await this.getGamePhase();
|
||||
|
||||
if (phase === 'game_over') {
|
||||
return { success: true, rounds, totalTurns };
|
||||
}
|
||||
|
||||
// Complete initial flips first
|
||||
await this.completeInitialFlips();
|
||||
|
||||
// Play the round
|
||||
const roundResult = await this.playRound();
|
||||
totalTurns += roundResult.turns;
|
||||
rounds++;
|
||||
|
||||
if (!roundResult.success) {
|
||||
return { success: false, rounds, totalTurns };
|
||||
}
|
||||
|
||||
// Check for game over
|
||||
let newPhase = await this.getGamePhase();
|
||||
if (newPhase === 'game_over') {
|
||||
return { success: true, rounds, totalTurns };
|
||||
}
|
||||
|
||||
// Check if this was the final round
|
||||
const state = await this.getGameState();
|
||||
const isLastRound = state.currentRound >= state.totalRounds;
|
||||
|
||||
// If last round just ended, wait for game_over or trigger it
|
||||
if (newPhase === 'round_over' && isLastRound) {
|
||||
// Wait a few seconds for auto-transition or countdown
|
||||
for (let i = 0; i < 10; i++) {
|
||||
await this.page.waitForTimeout(1000);
|
||||
newPhase = await this.getGamePhase();
|
||||
if (newPhase === 'game_over') {
|
||||
return { success: true, rounds, totalTurns };
|
||||
}
|
||||
}
|
||||
|
||||
// Game might require clicking Next Hole to show Final Results
|
||||
// Try clicking the button to trigger the transition
|
||||
const nextResult = await this.actions.nextRound();
|
||||
|
||||
// Wait for Final Results modal to appear
|
||||
for (let i = 0; i < 10; i++) {
|
||||
await this.page.waitForTimeout(1000);
|
||||
newPhase = await this.getGamePhase();
|
||||
if (newPhase === 'game_over') {
|
||||
return { success: true, rounds, totalTurns };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Start next round if available
|
||||
if (newPhase === 'round_over') {
|
||||
await this.page.waitForTimeout(1000);
|
||||
const nextResult = await this.actions.nextRound();
|
||||
if (!nextResult.success) {
|
||||
// Maybe we're not the host, wait for host to start
|
||||
await this.page.waitForTimeout(5000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { success: true, rounds, totalTurns };
|
||||
}
|
||||
}
|
||||
10
tests/e2e/bot/index.ts
Normal file
10
tests/e2e/bot/index.ts
Normal file
@@ -0,0 +1,10 @@
|
||||
export { GolfBot, StartGameOptions, TurnResult } from './golf-bot';
|
||||
export { AIBrain, GameOptions, getCardValue, getColumnPartner } from './ai-brain';
|
||||
export { Actions, ActionResult } from './actions';
|
||||
export {
|
||||
StateParser,
|
||||
CardState,
|
||||
PlayerState,
|
||||
ParsedGameState,
|
||||
GamePhase,
|
||||
} from './state-parser';
|
||||
524
tests/e2e/bot/state-parser.ts
Normal file
524
tests/e2e/bot/state-parser.ts
Normal file
@@ -0,0 +1,524 @@
|
||||
import { Page, Locator } from '@playwright/test';
|
||||
import { SELECTORS } from '../utils/selectors';
|
||||
|
||||
/**
|
||||
* Represents a card's state as extracted from the DOM
|
||||
*/
|
||||
export interface CardState {
|
||||
position: number;
|
||||
faceUp: boolean;
|
||||
rank: string | null;
|
||||
suit: string | null;
|
||||
clickable: boolean;
|
||||
selected: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents a player's state as extracted from the DOM
|
||||
*/
|
||||
export interface PlayerState {
|
||||
name: string;
|
||||
cards: CardState[];
|
||||
isCurrentTurn: boolean;
|
||||
score: number | null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents the overall game state as extracted from the DOM
|
||||
*/
|
||||
export interface ParsedGameState {
|
||||
phase: GamePhase;
|
||||
currentRound: number;
|
||||
totalRounds: number;
|
||||
statusMessage: string;
|
||||
isFinalTurn: boolean;
|
||||
myPlayer: PlayerState | null;
|
||||
opponents: PlayerState[];
|
||||
deck: {
|
||||
clickable: boolean;
|
||||
};
|
||||
discard: {
|
||||
hasCard: boolean;
|
||||
clickable: boolean;
|
||||
pickedUp: boolean;
|
||||
topCard: { rank: string; suit: string } | null;
|
||||
};
|
||||
heldCard: {
|
||||
visible: boolean;
|
||||
card: { rank: string; suit: string } | null;
|
||||
};
|
||||
canDiscard: boolean;
|
||||
canSkipFlip: boolean;
|
||||
canKnockEarly: boolean;
|
||||
}
|
||||
|
||||
export type GamePhase =
|
||||
| 'lobby'
|
||||
| 'waiting'
|
||||
| 'initial_flip'
|
||||
| 'playing'
|
||||
| 'waiting_for_flip'
|
||||
| 'final_turn'
|
||||
| 'round_over'
|
||||
| 'game_over';
|
||||
|
||||
/**
|
||||
* Parses game state from the DOM
|
||||
* This allows visual validation - the DOM should reflect the internal game state
|
||||
*/
|
||||
export class StateParser {
|
||||
constructor(private page: Page) {}
|
||||
|
||||
/**
|
||||
* Get the current screen/phase
|
||||
*/
|
||||
async getPhase(): Promise<GamePhase> {
|
||||
// Check which screen is active
|
||||
const lobbyVisible = await this.isVisible(SELECTORS.screens.lobby);
|
||||
if (lobbyVisible) return 'lobby';
|
||||
|
||||
const waitingVisible = await this.isVisible(SELECTORS.screens.waiting);
|
||||
if (waitingVisible) return 'waiting';
|
||||
|
||||
const gameVisible = await this.isVisible(SELECTORS.screens.game);
|
||||
if (!gameVisible) return 'lobby';
|
||||
|
||||
// We're in the game screen - determine game phase
|
||||
const statusText = await this.getStatusMessage();
|
||||
const gameButtons = await this.isVisible(SELECTORS.game.gameButtons);
|
||||
|
||||
// Check for game over - Final Results modal or "New Game" button visible
|
||||
const finalResultsModal = this.page.locator('#final-results-modal');
|
||||
if (await finalResultsModal.isVisible().catch(() => false)) {
|
||||
return 'game_over';
|
||||
}
|
||||
const newGameBtn = this.page.locator(SELECTORS.game.newGameBtn);
|
||||
if (await newGameBtn.isVisible().catch(() => false)) {
|
||||
return 'game_over';
|
||||
}
|
||||
|
||||
// Check for round over (Next Hole button visible)
|
||||
const nextRoundBtn = this.page.locator(SELECTORS.game.nextRoundBtn);
|
||||
if (await nextRoundBtn.isVisible().catch(() => false)) {
|
||||
// Check if this is the last round - if so, might be transitioning to game_over
|
||||
const currentRound = await this.getCurrentRound();
|
||||
const totalRounds = await this.getTotalRounds();
|
||||
|
||||
// If on last round and all cards revealed, this is effectively game_over
|
||||
if (currentRound >= totalRounds) {
|
||||
// Check the button text - if it doesn't mention "Next", might be game over
|
||||
const btnText = await nextRoundBtn.textContent().catch(() => '');
|
||||
if (btnText && !btnText.toLowerCase().includes('next')) {
|
||||
return 'game_over';
|
||||
}
|
||||
// Still round_over but will transition to game_over soon
|
||||
}
|
||||
return 'round_over';
|
||||
}
|
||||
|
||||
// Check for final turn badge
|
||||
const finalTurnBadge = this.page.locator(SELECTORS.game.finalTurnBadge);
|
||||
if (await finalTurnBadge.isVisible().catch(() => false)) {
|
||||
return 'final_turn';
|
||||
}
|
||||
|
||||
// Check if waiting for initial flip
|
||||
if (statusText.toLowerCase().includes('flip') &&
|
||||
statusText.toLowerCase().includes('card')) {
|
||||
// Could be initial flip or flip after discard
|
||||
const skipFlipBtn = this.page.locator(SELECTORS.game.skipFlipBtn);
|
||||
if (await skipFlipBtn.isVisible().catch(() => false)) {
|
||||
return 'waiting_for_flip';
|
||||
}
|
||||
|
||||
// Check if we're in initial flip phase (multiple cards to flip)
|
||||
const myCards = await this.getMyCards();
|
||||
const faceUpCount = myCards.filter(c => c.faceUp).length;
|
||||
if (faceUpCount < 2) {
|
||||
return 'initial_flip';
|
||||
}
|
||||
return 'waiting_for_flip';
|
||||
}
|
||||
|
||||
return 'playing';
|
||||
}
|
||||
|
||||
/**
|
||||
* Get full parsed game state
|
||||
*/
|
||||
async getState(): Promise<ParsedGameState> {
|
||||
const phase = await this.getPhase();
|
||||
|
||||
return {
|
||||
phase,
|
||||
currentRound: await this.getCurrentRound(),
|
||||
totalRounds: await this.getTotalRounds(),
|
||||
statusMessage: await this.getStatusMessage(),
|
||||
isFinalTurn: await this.isFinalTurn(),
|
||||
myPlayer: await this.getMyPlayer(),
|
||||
opponents: await this.getOpponents(),
|
||||
deck: {
|
||||
clickable: await this.isDeckClickable(),
|
||||
},
|
||||
discard: {
|
||||
hasCard: await this.discardHasCard(),
|
||||
clickable: await this.isDiscardClickable(),
|
||||
pickedUp: await this.isDiscardPickedUp(),
|
||||
topCard: await this.getDiscardTop(),
|
||||
},
|
||||
heldCard: {
|
||||
visible: await this.isHeldCardVisible(),
|
||||
card: await this.getHeldCard(),
|
||||
},
|
||||
canDiscard: await this.isVisible(SELECTORS.game.discardBtn),
|
||||
canSkipFlip: await this.isVisible(SELECTORS.game.skipFlipBtn),
|
||||
canKnockEarly: await this.isVisible(SELECTORS.game.knockEarlyBtn),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current round number
|
||||
*/
|
||||
async getCurrentRound(): Promise<number> {
|
||||
const text = await this.getText(SELECTORS.game.currentRound);
|
||||
return parseInt(text) || 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get total rounds
|
||||
*/
|
||||
async getTotalRounds(): Promise<number> {
|
||||
const text = await this.getText(SELECTORS.game.totalRounds);
|
||||
return parseInt(text) || 9;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get status message text
|
||||
*/
|
||||
async getStatusMessage(): Promise<string> {
|
||||
return this.getText(SELECTORS.game.statusMessage);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if final turn badge is visible
|
||||
*/
|
||||
async isFinalTurn(): Promise<boolean> {
|
||||
return this.isVisible(SELECTORS.game.finalTurnBadge);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get local player's state
|
||||
*/
|
||||
async getMyPlayer(): Promise<PlayerState | null> {
|
||||
const playerArea = this.page.locator(SELECTORS.game.playerArea).first();
|
||||
if (!await playerArea.isVisible().catch(() => false)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const nameEl = playerArea.locator('.player-name');
|
||||
const name = await nameEl.textContent().catch(() => 'You') || 'You';
|
||||
|
||||
const scoreEl = playerArea.locator(SELECTORS.game.yourScore);
|
||||
const scoreText = await scoreEl.textContent().catch(() => '0') || '0';
|
||||
const score = parseInt(scoreText) || 0;
|
||||
|
||||
const cards = await this.getMyCards();
|
||||
const isCurrentTurn = await this.isMyTurn();
|
||||
|
||||
return { name, cards, isCurrentTurn, score };
|
||||
}
|
||||
|
||||
/**
|
||||
* Get cards for local player
|
||||
*/
|
||||
async getMyCards(): Promise<CardState[]> {
|
||||
const cards: CardState[] = [];
|
||||
const cardContainer = this.page.locator(SELECTORS.game.playerCards);
|
||||
|
||||
const cardEls = cardContainer.locator('.card, .card-slot .card');
|
||||
const count = await cardEls.count();
|
||||
|
||||
for (let i = 0; i < Math.min(count, 6); i++) {
|
||||
const cardEl = cardEls.nth(i);
|
||||
cards.push(await this.parseCard(cardEl, i));
|
||||
}
|
||||
|
||||
return cards;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get opponent players' states
|
||||
*/
|
||||
async getOpponents(): Promise<PlayerState[]> {
|
||||
const opponents: PlayerState[] = [];
|
||||
const opponentAreas = this.page.locator('.opponent-area');
|
||||
const count = await opponentAreas.count();
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const area = opponentAreas.nth(i);
|
||||
const nameEl = area.locator('.opponent-name');
|
||||
const name = await nameEl.textContent().catch(() => `Opponent ${i + 1}`) || `Opponent ${i + 1}`;
|
||||
|
||||
const scoreEl = area.locator('.opponent-showing');
|
||||
const scoreText = await scoreEl.textContent().catch(() => null);
|
||||
const score = scoreText ? parseInt(scoreText) : null;
|
||||
|
||||
const isCurrentTurn = await area.evaluate(el =>
|
||||
el.classList.contains('current-turn')
|
||||
);
|
||||
|
||||
const cards: CardState[] = [];
|
||||
const cardEls = area.locator('.card-grid .card');
|
||||
const cardCount = await cardEls.count();
|
||||
|
||||
for (let j = 0; j < Math.min(cardCount, 6); j++) {
|
||||
cards.push(await this.parseCard(cardEls.nth(j), j));
|
||||
}
|
||||
|
||||
opponents.push({ name, cards, isCurrentTurn, score });
|
||||
}
|
||||
|
||||
return opponents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse a single card element
|
||||
*/
|
||||
private async parseCard(cardEl: Locator, position: number): Promise<CardState> {
|
||||
const classList = await cardEl.evaluate(el => Array.from(el.classList));
|
||||
|
||||
// Face-down cards have 'card-back' class, face-up have 'card-front' class
|
||||
const faceUp = classList.includes('card-front');
|
||||
const clickable = classList.includes('clickable');
|
||||
const selected = classList.includes('selected');
|
||||
|
||||
let rank: string | null = null;
|
||||
let suit: string | null = null;
|
||||
|
||||
if (faceUp) {
|
||||
const content = await cardEl.textContent().catch(() => '') || '';
|
||||
|
||||
// Check for joker
|
||||
if (classList.includes('joker') || content.toLowerCase().includes('joker')) {
|
||||
rank = '★';
|
||||
// Determine suit from icon
|
||||
if (content.includes('🐉')) {
|
||||
suit = 'hearts';
|
||||
} else if (content.includes('👹')) {
|
||||
suit = 'spades';
|
||||
}
|
||||
} else {
|
||||
// Parse rank and suit from text
|
||||
const lines = content.split('\n').map(l => l.trim()).filter(l => l);
|
||||
if (lines.length >= 2) {
|
||||
rank = lines[0];
|
||||
suit = this.parseSuitSymbol(lines[1]);
|
||||
} else if (lines.length === 1) {
|
||||
// Try to extract rank from combined text
|
||||
const text = lines[0];
|
||||
const rankMatch = text.match(/^([AKQJ]|10|[2-9])/);
|
||||
if (rankMatch) {
|
||||
rank = rankMatch[1];
|
||||
const suitPart = text.slice(rank.length);
|
||||
suit = this.parseSuitSymbol(suitPart);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { position, faceUp, rank, suit, clickable, selected };
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse suit symbol to suit name
|
||||
*/
|
||||
private parseSuitSymbol(symbol: string): string | null {
|
||||
const cleaned = symbol.trim();
|
||||
if (cleaned.includes('♥') || cleaned.includes('hearts')) return 'hearts';
|
||||
if (cleaned.includes('♦') || cleaned.includes('diamonds')) return 'diamonds';
|
||||
if (cleaned.includes('♣') || cleaned.includes('clubs')) return 'clubs';
|
||||
if (cleaned.includes('♠') || cleaned.includes('spades')) return 'spades';
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if it's the local player's turn
|
||||
*/
|
||||
async isMyTurn(): Promise<boolean> {
|
||||
// Check if deck area has your-turn-to-draw class
|
||||
const deckArea = this.page.locator(SELECTORS.game.deckArea);
|
||||
const hasClass = await deckArea.evaluate(el =>
|
||||
el.classList.contains('your-turn-to-draw')
|
||||
).catch(() => false);
|
||||
|
||||
if (hasClass) return true;
|
||||
|
||||
// Check status message
|
||||
const status = await this.getStatusMessage();
|
||||
const statusLower = status.toLowerCase();
|
||||
|
||||
// Various indicators that it's our turn
|
||||
if (statusLower.includes('your turn')) return true;
|
||||
if (statusLower.includes('select') && statusLower.includes('card')) return true; // Initial flip
|
||||
if (statusLower.includes('flip a card')) return true;
|
||||
if (statusLower.includes('choose a card')) return true;
|
||||
|
||||
// Check if our cards are clickable (another indicator)
|
||||
const clickableCards = await this.getClickablePositions();
|
||||
if (clickableCards.length > 0) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if deck is clickable
|
||||
*/
|
||||
async isDeckClickable(): Promise<boolean> {
|
||||
const deck = this.page.locator(SELECTORS.game.deck);
|
||||
return deck.evaluate(el => el.classList.contains('clickable')).catch(() => false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if discard pile has a card
|
||||
*/
|
||||
async discardHasCard(): Promise<boolean> {
|
||||
const discard = this.page.locator(SELECTORS.game.discard);
|
||||
return discard.evaluate(el =>
|
||||
el.classList.contains('has-card') || el.classList.contains('card-front')
|
||||
).catch(() => false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if discard is clickable
|
||||
*/
|
||||
async isDiscardClickable(): Promise<boolean> {
|
||||
const discard = this.page.locator(SELECTORS.game.discard);
|
||||
return discard.evaluate(el =>
|
||||
el.classList.contains('clickable') && !el.classList.contains('disabled')
|
||||
).catch(() => false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if discard card is picked up (floating)
|
||||
*/
|
||||
async isDiscardPickedUp(): Promise<boolean> {
|
||||
const discard = this.page.locator(SELECTORS.game.discard);
|
||||
return discard.evaluate(el => el.classList.contains('picked-up')).catch(() => false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the top card of the discard pile
|
||||
*/
|
||||
async getDiscardTop(): Promise<{ rank: string; suit: string } | null> {
|
||||
const hasCard = await this.discardHasCard();
|
||||
if (!hasCard) return null;
|
||||
|
||||
const content = await this.page.locator(SELECTORS.game.discardContent).textContent()
|
||||
.catch(() => null);
|
||||
if (!content) return null;
|
||||
|
||||
return this.parseCardContent(content);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if held card is visible
|
||||
*/
|
||||
async isHeldCardVisible(): Promise<boolean> {
|
||||
const floating = this.page.locator(SELECTORS.game.heldCardFloating);
|
||||
return floating.isVisible().catch(() => false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get held card details
|
||||
*/
|
||||
async getHeldCard(): Promise<{ rank: string; suit: string } | null> {
|
||||
const visible = await this.isHeldCardVisible();
|
||||
if (!visible) return null;
|
||||
|
||||
const content = await this.page.locator(SELECTORS.game.heldCardFloatingContent)
|
||||
.textContent().catch(() => null);
|
||||
if (!content) return null;
|
||||
|
||||
return this.parseCardContent(content);
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse card content text (from held card, discard, etc.)
|
||||
*/
|
||||
private parseCardContent(content: string): { rank: string; suit: string } | null {
|
||||
// Handle jokers
|
||||
if (content.toLowerCase().includes('joker')) {
|
||||
const suit = content.includes('🐉') ? 'hearts' : 'spades';
|
||||
return { rank: '★', suit };
|
||||
}
|
||||
|
||||
// Try to parse rank and suit
|
||||
// Content may be "7\n♥" (with newline) or "7♥" (combined)
|
||||
const lines = content.split('\n').map(l => l.trim()).filter(l => l);
|
||||
|
||||
if (lines.length >= 2) {
|
||||
// Two separate lines
|
||||
return {
|
||||
rank: lines[0],
|
||||
suit: this.parseSuitSymbol(lines[1]) || 'unknown',
|
||||
};
|
||||
} else if (lines.length === 1) {
|
||||
const text = lines[0];
|
||||
// Try to extract rank (A, K, Q, J, 10, or 2-9)
|
||||
const rankMatch = text.match(/^(10|[AKQJ2-9])/);
|
||||
if (rankMatch) {
|
||||
const rank = rankMatch[1];
|
||||
const suitPart = text.slice(rank.length);
|
||||
const suit = this.parseSuitSymbol(suitPart);
|
||||
if (suit) {
|
||||
return { rank, suit };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Count face-up cards for local player
|
||||
*/
|
||||
async countFaceUpCards(): Promise<number> {
|
||||
const cards = await this.getMyCards();
|
||||
return cards.filter(c => c.faceUp).length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Count face-down cards for local player
|
||||
*/
|
||||
async countFaceDownCards(): Promise<number> {
|
||||
const cards = await this.getMyCards();
|
||||
return cards.filter(c => !c.faceUp).length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get positions of clickable cards
|
||||
*/
|
||||
async getClickablePositions(): Promise<number[]> {
|
||||
const cards = await this.getMyCards();
|
||||
return cards.filter(c => c.clickable).map(c => c.position);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get positions of face-down cards
|
||||
*/
|
||||
async getFaceDownPositions(): Promise<number[]> {
|
||||
const cards = await this.getMyCards();
|
||||
return cards.filter(c => !c.faceUp).map(c => c.position);
|
||||
}
|
||||
|
||||
// Helper methods
|
||||
private async isVisible(selector: string): Promise<boolean> {
|
||||
const el = this.page.locator(selector);
|
||||
return el.isVisible().catch(() => false);
|
||||
}
|
||||
|
||||
private async getText(selector: string): Promise<string> {
|
||||
const el = this.page.locator(selector);
|
||||
return (await el.textContent().catch(() => '')) || '';
|
||||
}
|
||||
}
|
||||
231
tests/e2e/health/animation-tracker.ts
Normal file
231
tests/e2e/health/animation-tracker.ts
Normal file
@@ -0,0 +1,231 @@
|
||||
/**
|
||||
* Animation tracker - monitors animation completion and timing
|
||||
*/
|
||||
|
||||
import { Page } from '@playwright/test';
|
||||
import { TIMING } from '../utils/timing';
|
||||
|
||||
/**
|
||||
* Animation event
|
||||
*/
|
||||
export interface AnimationEvent {
|
||||
type: 'start' | 'complete' | 'stall';
|
||||
animationType?: string;
|
||||
duration?: number;
|
||||
timestamp: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* AnimationTracker - tracks animation states
|
||||
*/
|
||||
export class AnimationTracker {
|
||||
private events: AnimationEvent[] = [];
|
||||
private animationStartTime: number | null = null;
|
||||
|
||||
constructor(private page: Page) {}
|
||||
|
||||
/**
|
||||
* Record animation start
|
||||
*/
|
||||
recordStart(type?: string): void {
|
||||
this.animationStartTime = Date.now();
|
||||
this.events.push({
|
||||
type: 'start',
|
||||
animationType: type,
|
||||
timestamp: this.animationStartTime,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Record animation complete
|
||||
*/
|
||||
recordComplete(type?: string): void {
|
||||
const now = Date.now();
|
||||
const duration = this.animationStartTime
|
||||
? now - this.animationStartTime
|
||||
: undefined;
|
||||
|
||||
this.events.push({
|
||||
type: 'complete',
|
||||
animationType: type,
|
||||
duration,
|
||||
timestamp: now,
|
||||
});
|
||||
|
||||
this.animationStartTime = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Record animation stall
|
||||
*/
|
||||
recordStall(type?: string): void {
|
||||
const now = Date.now();
|
||||
const duration = this.animationStartTime
|
||||
? now - this.animationStartTime
|
||||
: undefined;
|
||||
|
||||
this.events.push({
|
||||
type: 'stall',
|
||||
animationType: type,
|
||||
duration,
|
||||
timestamp: now,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if animation queue is animating
|
||||
*/
|
||||
async isAnimating(): Promise<boolean> {
|
||||
try {
|
||||
return await this.page.evaluate(() => {
|
||||
const game = (window as any).game;
|
||||
return game?.animationQueue?.isAnimating() ?? false;
|
||||
});
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get animation queue length
|
||||
*/
|
||||
async getQueueLength(): Promise<number> {
|
||||
try {
|
||||
return await this.page.evaluate(() => {
|
||||
const game = (window as any).game;
|
||||
return game?.animationQueue?.queue?.length ?? 0;
|
||||
});
|
||||
} catch {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for animation to complete with tracking
|
||||
*/
|
||||
async waitForAnimation(
|
||||
type: string,
|
||||
timeoutMs: number = 5000
|
||||
): Promise<{ completed: boolean; duration: number }> {
|
||||
this.recordStart(type);
|
||||
const startTime = Date.now();
|
||||
|
||||
try {
|
||||
await this.page.waitForFunction(
|
||||
() => {
|
||||
const game = (window as any).game;
|
||||
if (!game?.animationQueue) return true;
|
||||
return !game.animationQueue.isAnimating();
|
||||
},
|
||||
{ timeout: timeoutMs }
|
||||
);
|
||||
|
||||
const duration = Date.now() - startTime;
|
||||
this.recordComplete(type);
|
||||
return { completed: true, duration };
|
||||
} catch {
|
||||
const duration = Date.now() - startTime;
|
||||
this.recordStall(type);
|
||||
return { completed: false, duration };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for specific animation type by watching DOM changes
|
||||
*/
|
||||
async waitForFlipAnimation(timeoutMs: number = 2000): Promise<boolean> {
|
||||
return this.waitForAnimationClass('flipping', timeoutMs);
|
||||
}
|
||||
|
||||
async waitForSwapAnimation(timeoutMs: number = 3000): Promise<boolean> {
|
||||
return this.waitForAnimationClass('swap-animation', timeoutMs);
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for animation class to appear and disappear
|
||||
*/
|
||||
private async waitForAnimationClass(
|
||||
className: string,
|
||||
timeoutMs: number
|
||||
): Promise<boolean> {
|
||||
try {
|
||||
// Wait for class to appear
|
||||
await this.page.waitForSelector(`.${className}`, {
|
||||
state: 'attached',
|
||||
timeout: timeoutMs / 2,
|
||||
});
|
||||
|
||||
// Wait for class to disappear (animation complete)
|
||||
await this.page.waitForSelector(`.${className}`, {
|
||||
state: 'detached',
|
||||
timeout: timeoutMs / 2,
|
||||
});
|
||||
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get animation events
|
||||
*/
|
||||
getEvents(): AnimationEvent[] {
|
||||
return [...this.events];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get stall events
|
||||
*/
|
||||
getStalls(): AnimationEvent[] {
|
||||
return this.events.filter(e => e.type === 'stall');
|
||||
}
|
||||
|
||||
/**
|
||||
* Get average animation duration by type
|
||||
*/
|
||||
getAverageDuration(type?: string): number | null {
|
||||
const completed = this.events.filter(e =>
|
||||
e.type === 'complete' &&
|
||||
e.duration !== undefined &&
|
||||
(!type || e.animationType === type)
|
||||
);
|
||||
|
||||
if (completed.length === 0) return null;
|
||||
|
||||
const total = completed.reduce((sum, e) => sum + (e.duration || 0), 0);
|
||||
return total / completed.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if animations are within expected timing
|
||||
*/
|
||||
validateTiming(
|
||||
type: string,
|
||||
expectedMs: number,
|
||||
tolerancePercent: number = 50
|
||||
): { valid: boolean; actual: number | null } {
|
||||
const avgDuration = this.getAverageDuration(type);
|
||||
|
||||
if (avgDuration === null) {
|
||||
return { valid: true, actual: null };
|
||||
}
|
||||
|
||||
const tolerance = expectedMs * (tolerancePercent / 100);
|
||||
const minOk = expectedMs - tolerance;
|
||||
const maxOk = expectedMs + tolerance;
|
||||
|
||||
return {
|
||||
valid: avgDuration >= minOk && avgDuration <= maxOk,
|
||||
actual: avgDuration,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear tracked events
|
||||
*/
|
||||
clear(): void {
|
||||
this.events = [];
|
||||
this.animationStartTime = null;
|
||||
}
|
||||
}
|
||||
209
tests/e2e/health/freeze-detector.ts
Normal file
209
tests/e2e/health/freeze-detector.ts
Normal file
@@ -0,0 +1,209 @@
|
||||
/**
|
||||
* Freeze detector - monitors for UI responsiveness issues
|
||||
*/
|
||||
|
||||
import { Page } from '@playwright/test';
|
||||
import { SELECTORS } from '../utils/selectors';
|
||||
import { TIMING } from '../utils/timing';
|
||||
|
||||
/**
|
||||
* Health check result
|
||||
*/
|
||||
export interface HealthCheck {
|
||||
healthy: boolean;
|
||||
issues: HealthIssue[];
|
||||
}
|
||||
|
||||
export interface HealthIssue {
|
||||
type: 'animation_stall' | 'websocket_closed' | 'console_error' | 'unresponsive';
|
||||
message: string;
|
||||
timestamp: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* FreezeDetector - monitors UI health
|
||||
*/
|
||||
export class FreezeDetector {
|
||||
private issues: HealthIssue[] = [];
|
||||
private consoleErrors: string[] = [];
|
||||
private wsState: number | null = null;
|
||||
|
||||
constructor(private page: Page) {
|
||||
// Monitor console errors
|
||||
page.on('console', msg => {
|
||||
if (msg.type() === 'error') {
|
||||
const text = msg.text();
|
||||
this.consoleErrors.push(text);
|
||||
this.addIssue('console_error', text);
|
||||
}
|
||||
});
|
||||
|
||||
page.on('pageerror', err => {
|
||||
this.consoleErrors.push(err.message);
|
||||
this.addIssue('console_error', err.message);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a health issue
|
||||
*/
|
||||
private addIssue(type: HealthIssue['type'], message: string): void {
|
||||
this.issues.push({
|
||||
type,
|
||||
message,
|
||||
timestamp: Date.now(),
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear recorded issues
|
||||
*/
|
||||
clearIssues(): void {
|
||||
this.issues = [];
|
||||
this.consoleErrors = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all recorded issues
|
||||
*/
|
||||
getIssues(): HealthIssue[] {
|
||||
return [...this.issues];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get recent issues (within timeframe)
|
||||
*/
|
||||
getRecentIssues(withinMs: number = 10000): HealthIssue[] {
|
||||
const cutoff = Date.now() - withinMs;
|
||||
return this.issues.filter(i => i.timestamp > cutoff);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check for animation stall
|
||||
*/
|
||||
async checkAnimationStall(timeoutMs: number = 5000): Promise<boolean> {
|
||||
try {
|
||||
await this.page.waitForFunction(
|
||||
() => {
|
||||
const game = (window as any).game;
|
||||
if (!game?.animationQueue) return true;
|
||||
return !game.animationQueue.isAnimating();
|
||||
},
|
||||
{ timeout: timeoutMs }
|
||||
);
|
||||
return false; // No stall
|
||||
} catch {
|
||||
this.addIssue('animation_stall', `Animation did not complete within ${timeoutMs}ms`);
|
||||
return true; // Stalled
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check WebSocket health
|
||||
*/
|
||||
async checkWebSocket(): Promise<boolean> {
|
||||
try {
|
||||
const state = await this.page.evaluate(() => {
|
||||
const game = (window as any).game;
|
||||
return game?.ws?.readyState;
|
||||
});
|
||||
|
||||
this.wsState = state;
|
||||
|
||||
// WebSocket.OPEN = 1
|
||||
if (state !== 1) {
|
||||
const stateNames: Record<number, string> = {
|
||||
0: 'CONNECTING',
|
||||
1: 'OPEN',
|
||||
2: 'CLOSING',
|
||||
3: 'CLOSED',
|
||||
};
|
||||
this.addIssue('websocket_closed', `WebSocket is ${stateNames[state] || 'UNKNOWN'}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (error) {
|
||||
this.addIssue('websocket_closed', `Failed to check WebSocket: ${error}`);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if element is responsive to clicks
|
||||
*/
|
||||
async checkClickResponsiveness(
|
||||
selector: string,
|
||||
timeoutMs: number = 2000
|
||||
): Promise<boolean> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
if (!await el.isVisible()) {
|
||||
return true; // Element not visible is not necessarily an issue
|
||||
}
|
||||
|
||||
// Check if element is clickable
|
||||
await el.click({ timeout: timeoutMs, trial: true });
|
||||
return true;
|
||||
} catch {
|
||||
this.addIssue('unresponsive', `Element ${selector} not responsive`);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Run full health check
|
||||
*/
|
||||
async runHealthCheck(): Promise<HealthCheck> {
|
||||
const animationOk = !(await this.checkAnimationStall());
|
||||
const wsOk = await this.checkWebSocket();
|
||||
|
||||
const healthy = animationOk && wsOk && this.consoleErrors.length === 0;
|
||||
|
||||
return {
|
||||
healthy,
|
||||
issues: this.getRecentIssues(),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Monitor game loop for issues
|
||||
* Returns when an issue is detected or timeout
|
||||
*/
|
||||
async monitorUntilIssue(
|
||||
timeoutMs: number = 60000,
|
||||
checkIntervalMs: number = 500
|
||||
): Promise<HealthIssue | null> {
|
||||
const startTime = Date.now();
|
||||
|
||||
while (Date.now() - startTime < timeoutMs) {
|
||||
// Check animation
|
||||
const animStall = await this.checkAnimationStall(3000);
|
||||
if (animStall) {
|
||||
return this.issues[this.issues.length - 1];
|
||||
}
|
||||
|
||||
// Check WebSocket
|
||||
const wsOk = await this.checkWebSocket();
|
||||
if (!wsOk) {
|
||||
return this.issues[this.issues.length - 1];
|
||||
}
|
||||
|
||||
// Check for new console errors
|
||||
if (this.consoleErrors.length > 0) {
|
||||
return this.issues[this.issues.length - 1];
|
||||
}
|
||||
|
||||
await this.page.waitForTimeout(checkIntervalMs);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get console errors
|
||||
*/
|
||||
getConsoleErrors(): string[] {
|
||||
return [...this.consoleErrors];
|
||||
}
|
||||
}
|
||||
2
tests/e2e/health/index.ts
Normal file
2
tests/e2e/health/index.ts
Normal file
@@ -0,0 +1,2 @@
|
||||
export { FreezeDetector, HealthCheck, HealthIssue } from './freeze-detector';
|
||||
export { AnimationTracker, AnimationEvent } from './animation-tracker';
|
||||
111
tests/e2e/package-lock.json
generated
Normal file
111
tests/e2e/package-lock.json
generated
Normal file
@@ -0,0 +1,111 @@
|
||||
{
|
||||
"name": "golf-e2e-tests",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "golf-e2e-tests",
|
||||
"version": "1.0.0",
|
||||
"devDependencies": {
|
||||
"@playwright/test": "^1.40.0",
|
||||
"@types/node": "^20.10.0",
|
||||
"typescript": "^5.3.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@playwright/test": {
|
||||
"version": "1.58.0",
|
||||
"resolved": "https://registry.npmjs.org/@playwright/test/-/test-1.58.0.tgz",
|
||||
"integrity": "sha512-fWza+Lpbj6SkQKCrU6si4iu+fD2dD3gxNHFhUPxsfXBPhnv3rRSQVd0NtBUT9Z/RhF/boCBcuUaMUSTRTopjZg==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"dependencies": {
|
||||
"playwright": "1.58.0"
|
||||
},
|
||||
"bin": {
|
||||
"playwright": "cli.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@types/node": {
|
||||
"version": "20.19.30",
|
||||
"resolved": "https://registry.npmjs.org/@types/node/-/node-20.19.30.tgz",
|
||||
"integrity": "sha512-WJtwWJu7UdlvzEAUm484QNg5eAoq5QR08KDNx7g45Usrs2NtOPiX8ugDqmKdXkyL03rBqU5dYNYVQetEpBHq2g==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"undici-types": "~6.21.0"
|
||||
}
|
||||
},
|
||||
"node_modules/fsevents": {
|
||||
"version": "2.3.2",
|
||||
"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.2.tgz",
|
||||
"integrity": "sha512-xiqMQR4xAeHTuB9uWm+fFRcIOgKBMiOBP+eXiyT7jsgVCq1bkVygt00oASowB7EdtpOHaaPgKt812P9ab+DDKA==",
|
||||
"dev": true,
|
||||
"hasInstallScript": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/playwright": {
|
||||
"version": "1.58.0",
|
||||
"resolved": "https://registry.npmjs.org/playwright/-/playwright-1.58.0.tgz",
|
||||
"integrity": "sha512-2SVA0sbPktiIY/MCOPX8e86ehA/e+tDNq+e5Y8qjKYti2Z/JG7xnronT/TXTIkKbYGWlCbuucZ6dziEgkoEjQQ==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"dependencies": {
|
||||
"playwright-core": "1.58.0"
|
||||
},
|
||||
"bin": {
|
||||
"playwright": "cli.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"fsevents": "2.3.2"
|
||||
}
|
||||
},
|
||||
"node_modules/playwright-core": {
|
||||
"version": "1.58.0",
|
||||
"resolved": "https://registry.npmjs.org/playwright-core/-/playwright-core-1.58.0.tgz",
|
||||
"integrity": "sha512-aaoB1RWrdNi3//rOeKuMiS65UCcgOVljU46At6eFcOFPFHWtd2weHRRow6z/n+Lec0Lvu0k9ZPKJSjPugikirw==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"bin": {
|
||||
"playwright-core": "cli.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/typescript": {
|
||||
"version": "5.9.3",
|
||||
"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.9.3.tgz",
|
||||
"integrity": "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"bin": {
|
||||
"tsc": "bin/tsc",
|
||||
"tsserver": "bin/tsserver"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=14.17"
|
||||
}
|
||||
},
|
||||
"node_modules/undici-types": {
|
||||
"version": "6.21.0",
|
||||
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-6.21.0.tgz",
|
||||
"integrity": "sha512-iwDZqg0QAGrg9Rav5H4n0M64c3mkR59cJ6wQp+7C4nI0gsmExaedaYLNO44eT4AtBBwjbTiGPMlt2Md0T9H9JQ==",
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
}
|
||||
}
|
||||
}
|
||||
22
tests/e2e/package.json
Normal file
22
tests/e2e/package.json
Normal file
@@ -0,0 +1,22 @@
|
||||
{
|
||||
"name": "golf-e2e-tests",
|
||||
"version": "1.0.0",
|
||||
"description": "End-to-end tests for Golf Card Game",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"test": "playwright test",
|
||||
"test:headed": "playwright test --headed",
|
||||
"test:debug": "playwright test --debug",
|
||||
"test:ui": "playwright test --ui",
|
||||
"test:full-game": "playwright test specs/full-game.spec.ts",
|
||||
"test:visual": "playwright test specs/visual.spec.ts",
|
||||
"test:stress": "playwright test specs/stress.spec.ts",
|
||||
"test:report": "playwright show-report",
|
||||
"install:browsers": "playwright install chromium"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@playwright/test": "^1.40.0",
|
||||
"@types/node": "^20.10.0",
|
||||
"typescript": "^5.3.0"
|
||||
}
|
||||
}
|
||||
36
tests/e2e/playwright.config.ts
Normal file
36
tests/e2e/playwright.config.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
import { defineConfig, devices } from '@playwright/test';
|
||||
|
||||
export default defineConfig({
|
||||
testDir: './specs',
|
||||
fullyParallel: true,
|
||||
forbidOnly: !!process.env.CI,
|
||||
retries: process.env.CI ? 2 : 0,
|
||||
workers: process.env.CI ? 1 : undefined,
|
||||
reporter: [
|
||||
['html', { outputFolder: 'playwright-report' }],
|
||||
['list'],
|
||||
],
|
||||
use: {
|
||||
baseURL: process.env.TEST_URL || 'http://localhost:8000',
|
||||
trace: 'on-first-retry',
|
||||
screenshot: 'only-on-failure',
|
||||
video: 'retain-on-failure',
|
||||
},
|
||||
projects: [
|
||||
{
|
||||
name: 'chromium',
|
||||
use: { ...devices['Desktop Chrome'] },
|
||||
},
|
||||
{
|
||||
name: 'mobile',
|
||||
use: { ...devices['iPhone 13'] },
|
||||
},
|
||||
{
|
||||
name: 'tablet',
|
||||
use: { ...devices['iPad Pro 11'] },
|
||||
},
|
||||
],
|
||||
// Note: The server must be running before tests
|
||||
// Start it with: cd ../.. && python server/main.py
|
||||
// webServer config removed because it requires PostgreSQL which may not be available
|
||||
});
|
||||
253
tests/e2e/specs/full-game.spec.ts
Normal file
253
tests/e2e/specs/full-game.spec.ts
Normal file
@@ -0,0 +1,253 @@
|
||||
/**
|
||||
* Full game playthrough tests
|
||||
* Tests complete game sessions with the bot
|
||||
*/
|
||||
|
||||
import { test, expect } from '@playwright/test';
|
||||
import { GolfBot } from '../bot/golf-bot';
|
||||
import { FreezeDetector } from '../health/freeze-detector';
|
||||
import { ScreenshotValidator } from '../visual/screenshot-validator';
|
||||
|
||||
test.describe('Full Game Playthrough', () => {
|
||||
test('bot completes 3-hole game against CPU', async ({ page }) => {
|
||||
test.setTimeout(180000); // 3 minutes for 3-hole game
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const freezeDetector = new FreezeDetector(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
// Navigate to game
|
||||
await bot.goto();
|
||||
|
||||
// Create game and add CPU
|
||||
const roomCode = await bot.createGame('TestBot');
|
||||
expect(roomCode).toHaveLength(4);
|
||||
|
||||
await bot.addCPU('Sofia');
|
||||
|
||||
// Take screenshot of waiting room
|
||||
await validator.capture('waiting-room');
|
||||
|
||||
// Start game with 3 holes
|
||||
await bot.startGame({ holes: 3 });
|
||||
|
||||
// Verify game started
|
||||
const phase = await bot.getGamePhase();
|
||||
expect(['initial_flip', 'playing']).toContain(phase);
|
||||
|
||||
// Take screenshot of game start
|
||||
await validator.capture('game-start', phase);
|
||||
|
||||
// Play through the entire game
|
||||
const result = await bot.playGame(3);
|
||||
|
||||
// Take final screenshot
|
||||
await validator.capture('game-over', 'game_over');
|
||||
|
||||
// Verify game completed
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.rounds).toBeGreaterThanOrEqual(1);
|
||||
|
||||
// Check for errors
|
||||
const errors = bot.getConsoleErrors();
|
||||
expect(errors).toHaveLength(0);
|
||||
|
||||
// Verify no freezes occurred
|
||||
const health = await freezeDetector.runHealthCheck();
|
||||
expect(health.healthy).toBe(true);
|
||||
});
|
||||
|
||||
test('bot completes 9-hole game against CPU', async ({ page }) => {
|
||||
test.setTimeout(900000); // 15 minutes for 9-hole game
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const freezeDetector = new FreezeDetector(page);
|
||||
|
||||
await bot.goto();
|
||||
|
||||
const roomCode = await bot.createGame('TestBot');
|
||||
await bot.addCPU('Marcus');
|
||||
|
||||
await bot.startGame({ holes: 9 });
|
||||
|
||||
// Play full game
|
||||
const result = await bot.playGame(9);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.rounds).toBe(9);
|
||||
|
||||
// Verify game ended properly
|
||||
const finalPhase = await bot.getGamePhase();
|
||||
expect(finalPhase).toBe('game_over');
|
||||
|
||||
// Check health
|
||||
const health = await freezeDetector.runHealthCheck();
|
||||
expect(health.healthy).toBe(true);
|
||||
});
|
||||
|
||||
test('bot handles initial flip phase correctly', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1, initialFlips: 2 });
|
||||
|
||||
// Wait for initial flip phase
|
||||
await page.waitForTimeout(500);
|
||||
|
||||
// Take screenshot before flips
|
||||
await validator.capture('before-initial-flip');
|
||||
|
||||
// Complete initial flips
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
// Take screenshot after flips
|
||||
await validator.capture('after-initial-flip');
|
||||
|
||||
// Verify 2 cards are face-up
|
||||
const state = await bot.getGameState();
|
||||
const faceUpCount = state.myPlayer?.cards.filter(c => c.faceUp).length || 0;
|
||||
expect(faceUpCount).toBeGreaterThanOrEqual(2);
|
||||
});
|
||||
|
||||
test('bot recovers from rapid turn changes', async ({ page }) => {
|
||||
test.setTimeout(90000); // 90 seconds
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
|
||||
// Add multiple fast CPUs
|
||||
await bot.addCPU('Maya'); // Aggressive
|
||||
await bot.addCPU('Sage'); // Sneaky finisher
|
||||
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Play with health monitoring
|
||||
let frozenCount = 0;
|
||||
let turnCount = 0;
|
||||
|
||||
while (await bot.getGamePhase() !== 'round_over' && turnCount < 50) {
|
||||
if (await bot.isMyTurn()) {
|
||||
const result = await bot.playTurn();
|
||||
expect(result.success).toBe(true);
|
||||
turnCount++;
|
||||
}
|
||||
|
||||
// Check for freeze
|
||||
if (await bot.isFrozen(2000)) {
|
||||
frozenCount++;
|
||||
}
|
||||
|
||||
await page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
// Should not have frozen
|
||||
expect(frozenCount).toBe(0);
|
||||
});
|
||||
|
||||
test('game handles all players finishing', async ({ page }) => {
|
||||
test.setTimeout(90000); // 90 seconds for single round
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Play until round over
|
||||
const roundResult = await bot.playRound(100);
|
||||
expect(roundResult.success).toBe(true);
|
||||
|
||||
// Take screenshot of round end
|
||||
await validator.capture('round-end');
|
||||
|
||||
// Verify all player cards are revealed
|
||||
const state = await bot.getGameState();
|
||||
const allRevealed = state.myPlayer?.cards.every(c => c.faceUp) ?? false;
|
||||
expect(allRevealed).toBe(true);
|
||||
|
||||
// Verify scoreboard is visible
|
||||
const scoreboardVisible = await validator.expectVisible('#game-buttons');
|
||||
expect(scoreboardVisible.passed).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
test.describe('Game Settings', () => {
|
||||
test('Speed Golf mode (flip on discard)', async ({ page }) => {
|
||||
test.setTimeout(90000); // 90 seconds
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
|
||||
// Start with Speed Golf (always flip)
|
||||
await bot.startGame({
|
||||
holes: 1,
|
||||
flipMode: 'always',
|
||||
});
|
||||
|
||||
// Play through
|
||||
const result = await bot.playRound(50);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// No errors should occur
|
||||
expect(bot.getConsoleErrors()).toHaveLength(0);
|
||||
});
|
||||
|
||||
test('Endgame mode (optional flip)', async ({ page }) => {
|
||||
test.setTimeout(90000); // 90 seconds
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
|
||||
// Start with Endgame mode
|
||||
await bot.startGame({
|
||||
holes: 1,
|
||||
flipMode: 'endgame',
|
||||
});
|
||||
|
||||
// Play through
|
||||
const result = await bot.playRound(50);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
expect(bot.getConsoleErrors()).toHaveLength(0);
|
||||
});
|
||||
|
||||
test('Multiple decks with many players', async ({ page }) => {
|
||||
test.setTimeout(90000);
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
|
||||
// Add 4 CPUs (5 total players)
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.addCPU('Marcus');
|
||||
await bot.addCPU('Maya');
|
||||
await bot.addCPU('Kenji');
|
||||
|
||||
// Start with 2 decks
|
||||
await bot.startGame({
|
||||
holes: 1,
|
||||
decks: 2,
|
||||
});
|
||||
|
||||
// Play through
|
||||
const result = await bot.playRound(100);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
expect(bot.getConsoleErrors()).toHaveLength(0);
|
||||
});
|
||||
});
|
||||
401
tests/e2e/specs/stress.spec.ts
Normal file
401
tests/e2e/specs/stress.spec.ts
Normal file
@@ -0,0 +1,401 @@
|
||||
/**
|
||||
* Stress tests
|
||||
* Tests for race conditions, memory leaks, and edge cases
|
||||
*/
|
||||
|
||||
import { test, expect } from '@playwright/test';
|
||||
import { GolfBot } from '../bot/golf-bot';
|
||||
import { FreezeDetector } from '../health/freeze-detector';
|
||||
import { AnimationTracker } from '../health/animation-tracker';
|
||||
|
||||
test.describe('Stress Tests', () => {
|
||||
test('rapid action sequence (race condition detection)', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const freezeDetector = new FreezeDetector(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('StressBot');
|
||||
await bot.addCPU('Maya'); // Aggressive, fast player
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
let actionCount = 0;
|
||||
let errorCount = 0;
|
||||
|
||||
// Rapid turns with minimal delays
|
||||
while (await bot.getGamePhase() !== 'round_over' && actionCount < 100) {
|
||||
if (await bot.isMyTurn()) {
|
||||
// Reduce normal waits
|
||||
const state = await bot.getGameState();
|
||||
|
||||
if (!state.heldCard.visible) {
|
||||
// Quick draw
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click({ timeout: 1000 }).catch(() => { errorCount++; });
|
||||
await page.waitForTimeout(100);
|
||||
} else {
|
||||
// Quick swap or discard
|
||||
const faceDown = state.myPlayer?.cards.find(c => !c.faceUp);
|
||||
if (faceDown) {
|
||||
const card = page.locator(`#player-cards .card:nth-child(${faceDown.position + 1})`);
|
||||
await card.click({ timeout: 1000 }).catch(() => { errorCount++; });
|
||||
} else {
|
||||
const discardBtn = page.locator('#discard-btn');
|
||||
await discardBtn.click({ timeout: 1000 }).catch(() => { errorCount++; });
|
||||
}
|
||||
await page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
actionCount++;
|
||||
} else {
|
||||
await page.waitForTimeout(50);
|
||||
}
|
||||
|
||||
// Check for freezes
|
||||
if (await bot.isFrozen(2000)) {
|
||||
console.warn(`Freeze detected at action ${actionCount}`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Verify no critical errors
|
||||
const health = await freezeDetector.runHealthCheck();
|
||||
expect(health.issues.filter(i => i.type === 'websocket_closed')).toHaveLength(0);
|
||||
|
||||
// Some click errors are acceptable (timing issues), but not too many
|
||||
expect(errorCount).toBeLessThan(10);
|
||||
|
||||
console.log(`Completed ${actionCount} rapid actions with ${errorCount} minor errors`);
|
||||
});
|
||||
|
||||
test('multiple games in succession (memory leak detection)', async ({ page }) => {
|
||||
test.setTimeout(300000); // 5 minutes
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const gamesCompleted: number[] = [];
|
||||
|
||||
// Get initial memory if available
|
||||
const getMemory = async () => {
|
||||
try {
|
||||
return await page.evaluate(() => {
|
||||
if ('memory' in performance) {
|
||||
return (performance as any).memory.usedJSHeapSize;
|
||||
}
|
||||
return null;
|
||||
});
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
const initialMemory = await getMemory();
|
||||
console.log(`Initial memory: ${initialMemory ? Math.round(initialMemory / 1024 / 1024) + 'MB' : 'N/A'}`);
|
||||
|
||||
// Play 10 quick games
|
||||
for (let game = 0; game < 10; game++) {
|
||||
await bot.goto();
|
||||
await bot.createGame(`MemBot${game}`);
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
const result = await bot.playRound(50);
|
||||
|
||||
if (result.success) {
|
||||
gamesCompleted.push(game);
|
||||
}
|
||||
|
||||
// Check memory every few games
|
||||
if (game % 3 === 2) {
|
||||
const currentMemory = await getMemory();
|
||||
if (currentMemory) {
|
||||
console.log(`Game ${game + 1}: memory = ${Math.round(currentMemory / 1024 / 1024)}MB`);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear any accumulated errors
|
||||
bot.clearConsoleErrors();
|
||||
}
|
||||
|
||||
// Should complete most games
|
||||
expect(gamesCompleted.length).toBeGreaterThanOrEqual(8);
|
||||
|
||||
// Final memory check
|
||||
const finalMemory = await getMemory();
|
||||
if (initialMemory && finalMemory) {
|
||||
const memoryGrowth = finalMemory - initialMemory;
|
||||
console.log(`Memory growth: ${Math.round(memoryGrowth / 1024 / 1024)}MB`);
|
||||
|
||||
// Memory shouldn't grow excessively (allow 50MB growth for 10 games)
|
||||
expect(memoryGrowth).toBeLessThan(50 * 1024 * 1024);
|
||||
}
|
||||
});
|
||||
|
||||
test('6-player game with 5 CPUs (max players)', async ({ page }) => {
|
||||
test.setTimeout(180000); // 3 minutes
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const freezeDetector = new FreezeDetector(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
|
||||
// Add 5 CPU players (max typical setup)
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.addCPU('Maya');
|
||||
await bot.addCPU('Priya');
|
||||
await bot.addCPU('Marcus');
|
||||
await bot.addCPU('Kenji');
|
||||
|
||||
// Start with 2 decks (recommended for 6 players)
|
||||
await bot.startGame({
|
||||
holes: 3,
|
||||
decks: 2,
|
||||
});
|
||||
|
||||
// Play through all rounds
|
||||
const result = await bot.playGame(3);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.rounds).toBe(3);
|
||||
|
||||
// Check for issues
|
||||
const health = await freezeDetector.runHealthCheck();
|
||||
expect(health.healthy).toBe(true);
|
||||
|
||||
console.log(`6-player game completed in ${result.totalTurns} turns`);
|
||||
});
|
||||
|
||||
test('animation queue under load', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const animTracker = new AnimationTracker(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('AnimBot');
|
||||
await bot.addCPU('Maya'); // Fast player
|
||||
await bot.addCPU('Sage'); // Sneaky finisher
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
let animationCount = 0;
|
||||
let stallCount = 0;
|
||||
|
||||
while (await bot.getGamePhase() !== 'round_over' && animationCount < 50) {
|
||||
if (await bot.isMyTurn()) {
|
||||
// Track animation timing
|
||||
animTracker.recordStart('turn');
|
||||
|
||||
await bot.playTurn();
|
||||
|
||||
const result = await animTracker.waitForAnimation('turn', 5000);
|
||||
if (!result.completed) {
|
||||
stallCount++;
|
||||
}
|
||||
|
||||
animationCount++;
|
||||
}
|
||||
|
||||
await page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
// Check animation timing is reasonable
|
||||
const avgDuration = animTracker.getAverageDuration('turn');
|
||||
console.log(`Average turn animation: ${avgDuration?.toFixed(0) || 'N/A'}ms`);
|
||||
|
||||
// Stalls should be rare
|
||||
expect(stallCount).toBeLessThan(3);
|
||||
|
||||
// Check stall events
|
||||
const stalls = animTracker.getStalls();
|
||||
if (stalls.length > 0) {
|
||||
console.log(`Animation stalls:`, stalls);
|
||||
}
|
||||
});
|
||||
|
||||
test('websocket reconnection handling', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const freezeDetector = new FreezeDetector(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('ReconnectBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
// Play a few turns
|
||||
for (let i = 0; i < 3; i++) {
|
||||
await bot.waitForMyTurn(10000);
|
||||
if (await bot.isMyTurn()) {
|
||||
await bot.playTurn();
|
||||
}
|
||||
}
|
||||
|
||||
// Check WebSocket is healthy
|
||||
const wsHealthy = await freezeDetector.checkWebSocket();
|
||||
expect(wsHealthy).toBe(true);
|
||||
|
||||
// Note: Actually closing/reopening websocket would require
|
||||
// server cooperation or network manipulation
|
||||
});
|
||||
|
||||
test('concurrent clicks during animation', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('ClickBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Draw a card
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click();
|
||||
await page.waitForTimeout(200);
|
||||
|
||||
// Try rapid clicks on multiple elements while animation might be running
|
||||
const clickPromises: Promise<void>[] = [];
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = page.locator(`#player-cards .card:nth-child(${i + 1})`);
|
||||
clickPromises.push(
|
||||
card.click({ timeout: 500 }).catch(() => {})
|
||||
);
|
||||
}
|
||||
|
||||
// Wait for all clicks to complete or timeout
|
||||
await Promise.all(clickPromises);
|
||||
|
||||
// Wait for any animations
|
||||
await page.waitForTimeout(2000);
|
||||
|
||||
// Game should still be in a valid state
|
||||
const phase = await bot.getGamePhase();
|
||||
expect(['playing', 'waiting_for_flip', 'round_over']).toContain(phase);
|
||||
|
||||
// No console errors
|
||||
const errors = bot.getConsoleErrors();
|
||||
expect(errors.filter(e => e.includes('undefined') || e.includes('null'))).toHaveLength(0);
|
||||
});
|
||||
});
|
||||
|
||||
test.describe('Edge Cases', () => {
|
||||
test('all cards revealed simultaneously', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('EdgeBot');
|
||||
await bot.addCPU('Sofia');
|
||||
|
||||
// Start with Speed Golf (flip on discard) to reveal cards faster
|
||||
await bot.startGame({
|
||||
holes: 1,
|
||||
flipMode: 'always',
|
||||
initialFlips: 2,
|
||||
});
|
||||
|
||||
// Play until we trigger round end
|
||||
const result = await bot.playRound(100);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// Verify game handled the transition
|
||||
const phase = await bot.getGamePhase();
|
||||
expect(phase).toBe('round_over');
|
||||
});
|
||||
|
||||
test('deck reshuffle scenario', async ({ page }) => {
|
||||
test.setTimeout(180000); // 3 minutes for longer game
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('ShuffleBot');
|
||||
|
||||
// Add many players to deplete deck faster
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.addCPU('Maya');
|
||||
await bot.addCPU('Marcus');
|
||||
await bot.addCPU('Kenji');
|
||||
|
||||
// Use only 1 deck to force reshuffle
|
||||
await bot.startGame({
|
||||
holes: 1,
|
||||
decks: 1,
|
||||
});
|
||||
|
||||
// Play through - deck should reshuffle during game
|
||||
const result = await bot.playRound(200);
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
|
||||
test('empty discard pile handling', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('EmptyBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// At game start, discard might be empty briefly
|
||||
const initialState = await bot.getGameState();
|
||||
|
||||
// Game should still function
|
||||
await bot.completeInitialFlips();
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Should be able to draw from deck even if discard is empty
|
||||
if (await bot.isMyTurn()) {
|
||||
const state = await bot.getGameState();
|
||||
if (!state.discard.hasCard) {
|
||||
// Draw from deck should work
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click();
|
||||
await page.waitForTimeout(500);
|
||||
|
||||
// Should have a held card now
|
||||
const afterState = await bot.getGameState();
|
||||
expect(afterState.heldCard.visible).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test('final turn badge timing', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('BadgeBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Monitor for final turn badge
|
||||
let sawFinalTurnBadge = false;
|
||||
let turnsAfterBadge = 0;
|
||||
|
||||
while (await bot.getGamePhase() !== 'round_over') {
|
||||
const state = await bot.getGameState();
|
||||
|
||||
if (state.isFinalTurn) {
|
||||
sawFinalTurnBadge = true;
|
||||
}
|
||||
|
||||
if (sawFinalTurnBadge && await bot.isMyTurn()) {
|
||||
turnsAfterBadge++;
|
||||
}
|
||||
|
||||
if (await bot.isMyTurn()) {
|
||||
await bot.playTurn();
|
||||
}
|
||||
|
||||
await page.waitForTimeout(100);
|
||||
}
|
||||
|
||||
// If final turn happened, we should have had at most 1 turn after badge appeared
|
||||
// (this depends on whether we're the one who triggered final turn)
|
||||
if (sawFinalTurnBadge) {
|
||||
expect(turnsAfterBadge).toBeLessThanOrEqual(2);
|
||||
}
|
||||
});
|
||||
});
|
||||
348
tests/e2e/specs/visual.spec.ts
Normal file
348
tests/e2e/specs/visual.spec.ts
Normal file
@@ -0,0 +1,348 @@
|
||||
/**
|
||||
* Visual regression tests
|
||||
* Validates visual correctness at key game moments
|
||||
*/
|
||||
|
||||
import { test, expect, devices } from '@playwright/test';
|
||||
import { GolfBot } from '../bot/golf-bot';
|
||||
import { ScreenshotValidator } from '../visual/screenshot-validator';
|
||||
import {
|
||||
validateGameStart,
|
||||
validateAfterInitialFlip,
|
||||
validateDrawPhase,
|
||||
validateAfterDraw,
|
||||
validateRoundOver,
|
||||
validateFinalTurn,
|
||||
validateResponsiveLayout,
|
||||
} from '../visual/visual-rules';
|
||||
|
||||
test.describe('Visual Validation', () => {
|
||||
test('game start visual state', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Wait for game to fully render
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Capture game start
|
||||
await validator.capture('game-start-visual');
|
||||
|
||||
// Validate visual state
|
||||
const result = await validateGameStart(validator);
|
||||
expect(result.passed).toBe(true);
|
||||
if (!result.passed) {
|
||||
console.log('Failures:', result.failures);
|
||||
}
|
||||
});
|
||||
|
||||
test('initial flip visual state', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1, initialFlips: 2 });
|
||||
|
||||
// Complete initial flips
|
||||
await bot.completeInitialFlips();
|
||||
await page.waitForTimeout(500);
|
||||
|
||||
// Capture after flips
|
||||
await validator.capture('after-initial-flip-visual');
|
||||
|
||||
// Validate
|
||||
const result = await validateAfterInitialFlip(validator, 2);
|
||||
expect(result.passed).toBe(true);
|
||||
if (!result.passed) {
|
||||
console.log('Failures:', result.failures);
|
||||
}
|
||||
});
|
||||
|
||||
test('draw phase visual state', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Complete initial phase and wait for our turn
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
// Wait for our turn
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Capture draw phase
|
||||
await validator.capture('draw-phase-visual');
|
||||
|
||||
// Validate
|
||||
const result = await validateDrawPhase(validator);
|
||||
expect(result.passed).toBe(true);
|
||||
if (!result.passed) {
|
||||
console.log('Failures:', result.failures);
|
||||
}
|
||||
});
|
||||
|
||||
test('held card visual state', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Draw a card
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click();
|
||||
|
||||
// Wait for draw animation
|
||||
await page.waitForTimeout(500);
|
||||
|
||||
// Capture held card state
|
||||
await validator.capture('held-card-visual');
|
||||
|
||||
// Validate held card is visible
|
||||
const heldResult = await validator.expectHeldCardVisible();
|
||||
expect(heldResult.passed).toBe(true);
|
||||
|
||||
// Validate cards are clickable
|
||||
const clickableResult = await validator.expectCount(
|
||||
'#player-cards .card.clickable',
|
||||
6
|
||||
);
|
||||
expect(clickableResult.passed).toBe(true);
|
||||
});
|
||||
|
||||
test('round over visual state', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
// Play until round over
|
||||
await bot.playRound(50);
|
||||
|
||||
// Wait for animations
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Capture round over
|
||||
await validator.capture('round-over-visual');
|
||||
|
||||
// Validate
|
||||
const result = await validateRoundOver(validator);
|
||||
expect(result.passed).toBe(true);
|
||||
if (!result.passed) {
|
||||
console.log('Failures:', result.failures);
|
||||
}
|
||||
});
|
||||
|
||||
test('card flip animation renders correctly', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1, initialFlips: 0 }); // No initial flips
|
||||
|
||||
// Wait for our turn
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Capture before flip
|
||||
await validator.capture('before-flip');
|
||||
|
||||
// Get a face-down card position
|
||||
const state = await bot.getGameState();
|
||||
const faceDownPos = state.myPlayer?.cards.find(c => !c.faceUp)?.position ?? 0;
|
||||
|
||||
// Draw and swap to trigger flip
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click();
|
||||
await page.waitForTimeout(300);
|
||||
|
||||
// Click the face-down card to swap
|
||||
const card = page.locator(`#player-cards .card:nth-child(${faceDownPos + 1})`);
|
||||
await card.click();
|
||||
|
||||
// Wait for animation to complete
|
||||
await page.waitForTimeout(1500);
|
||||
|
||||
// Capture after flip
|
||||
await validator.capture('after-flip');
|
||||
|
||||
// Verify card is now face-up
|
||||
const afterState = await bot.getGameState();
|
||||
const cardAfter = afterState.myPlayer?.cards.find(c => c.position === faceDownPos);
|
||||
expect(cardAfter?.faceUp).toBe(true);
|
||||
});
|
||||
|
||||
test('opponent highlighting on their turn', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
|
||||
// Play our turn and then wait for opponent's turn
|
||||
if (await bot.isMyTurn()) {
|
||||
await bot.playTurn();
|
||||
}
|
||||
|
||||
// Wait for opponent turn indicator
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Check if it's opponent's turn
|
||||
const state = await bot.getGameState();
|
||||
const opponentPlaying = state.opponents.some(o => o.isCurrentTurn);
|
||||
|
||||
if (opponentPlaying) {
|
||||
// Capture opponent turn
|
||||
await validator.capture('opponent-turn-visual');
|
||||
|
||||
// Find which opponent has current turn
|
||||
const currentOpponentIndex = state.opponents.findIndex(o => o.isCurrentTurn);
|
||||
if (currentOpponentIndex >= 0) {
|
||||
const result = await validator.expectOpponentCurrentTurn(currentOpponentIndex);
|
||||
expect(result.passed).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test('discard pile updates correctly', async ({ page }) => {
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await bot.completeInitialFlips();
|
||||
await bot.waitForMyTurn(10000);
|
||||
|
||||
// Get initial discard state
|
||||
const beforeState = await bot.getGameState();
|
||||
const beforeDiscard = beforeState.discard.topCard;
|
||||
|
||||
// Draw from deck and discard
|
||||
const deck = page.locator('#deck');
|
||||
await deck.click();
|
||||
await page.waitForTimeout(500);
|
||||
|
||||
// Get the held card
|
||||
const heldCard = (await bot.getGameState()).heldCard.card;
|
||||
|
||||
// Discard the drawn card
|
||||
const discardBtn = page.locator('#discard-btn');
|
||||
await discardBtn.click();
|
||||
await page.waitForTimeout(800);
|
||||
|
||||
// Capture after discard
|
||||
await validator.capture('after-discard-visual');
|
||||
|
||||
// Verify discard pile has the card we discarded
|
||||
const afterState = await bot.getGameState();
|
||||
expect(afterState.discard.hasCard).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
test.describe('Responsive Layout', () => {
|
||||
test('mobile layout (375px)', async ({ browser }) => {
|
||||
const context = await browser.newContext({
|
||||
...devices['iPhone 13'],
|
||||
});
|
||||
const page = await context.newPage();
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Capture mobile layout
|
||||
await validator.capture('mobile-375-layout');
|
||||
|
||||
// Validate responsive elements
|
||||
const result = await validateResponsiveLayout(validator, 375);
|
||||
expect(result.passed).toBe(true);
|
||||
if (!result.passed) {
|
||||
console.log('Mobile failures:', result.failures);
|
||||
}
|
||||
|
||||
await context.close();
|
||||
});
|
||||
|
||||
test('tablet layout (768px)', async ({ browser }) => {
|
||||
const context = await browser.newContext({
|
||||
viewport: { width: 768, height: 1024 },
|
||||
});
|
||||
const page = await context.newPage();
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Capture tablet layout
|
||||
await validator.capture('tablet-768-layout');
|
||||
|
||||
// Validate responsive elements
|
||||
const result = await validateResponsiveLayout(validator, 768);
|
||||
expect(result.passed).toBe(true);
|
||||
|
||||
await context.close();
|
||||
});
|
||||
|
||||
test('desktop layout (1920px)', async ({ browser }) => {
|
||||
const context = await browser.newContext({
|
||||
viewport: { width: 1920, height: 1080 },
|
||||
});
|
||||
const page = await context.newPage();
|
||||
|
||||
const bot = new GolfBot(page);
|
||||
const validator = new ScreenshotValidator(page);
|
||||
|
||||
await bot.goto();
|
||||
await bot.createGame('TestBot');
|
||||
await bot.addCPU('Sofia');
|
||||
await bot.startGame({ holes: 1 });
|
||||
|
||||
await page.waitForTimeout(1000);
|
||||
|
||||
// Capture desktop layout
|
||||
await validator.capture('desktop-1920-layout');
|
||||
|
||||
// Validate responsive elements
|
||||
const result = await validateResponsiveLayout(validator, 1920);
|
||||
expect(result.passed).toBe(true);
|
||||
|
||||
await context.close();
|
||||
});
|
||||
});
|
||||
32
tests/e2e/tsconfig.json
Normal file
32
tests/e2e/tsconfig.json
Normal file
@@ -0,0 +1,32 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"module": "commonjs",
|
||||
"moduleResolution": "node",
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"resolveJsonModule": true,
|
||||
"declaration": false,
|
||||
"declarationMap": false,
|
||||
"sourceMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": ".",
|
||||
"baseUrl": ".",
|
||||
"paths": {
|
||||
"@bot/*": ["bot/*"],
|
||||
"@health/*": ["health/*"],
|
||||
"@visual/*": ["visual/*"],
|
||||
"@utils/*": ["utils/*"]
|
||||
}
|
||||
},
|
||||
"include": [
|
||||
"**/*.ts"
|
||||
],
|
||||
"exclude": [
|
||||
"node_modules",
|
||||
"dist",
|
||||
"playwright-report"
|
||||
]
|
||||
}
|
||||
12
tests/e2e/utils/index.ts
Normal file
12
tests/e2e/utils/index.ts
Normal file
@@ -0,0 +1,12 @@
|
||||
export {
|
||||
TIMING,
|
||||
waitForAnimations,
|
||||
waitForWebSocket,
|
||||
safeWait,
|
||||
} from './timing';
|
||||
export {
|
||||
SELECTORS,
|
||||
playerCardSelector,
|
||||
clickableCardSelector,
|
||||
opponentCardSelector,
|
||||
} from './selectors';
|
||||
157
tests/e2e/utils/selectors.ts
Normal file
157
tests/e2e/utils/selectors.ts
Normal file
@@ -0,0 +1,157 @@
|
||||
/**
|
||||
* DOM selector constants for the Golf game
|
||||
* Extracted from client/index.html and client/app.js
|
||||
*/
|
||||
|
||||
export const SELECTORS = {
|
||||
// Screens
|
||||
screens: {
|
||||
lobby: '#lobby-screen',
|
||||
waiting: '#waiting-screen',
|
||||
game: '#game-screen',
|
||||
rules: '#rules-screen',
|
||||
},
|
||||
|
||||
// Lobby elements
|
||||
lobby: {
|
||||
playerNameInput: '#player-name',
|
||||
roomCodeInput: '#room-code',
|
||||
createRoomBtn: '#create-room-btn',
|
||||
joinRoomBtn: '#join-room-btn',
|
||||
error: '#lobby-error',
|
||||
},
|
||||
|
||||
// Waiting room elements
|
||||
waiting: {
|
||||
roomCode: '#display-room-code',
|
||||
copyCodeBtn: '#copy-room-code',
|
||||
shareBtn: '#share-room-link',
|
||||
playersList: '#players-list',
|
||||
hostSettings: '#host-settings',
|
||||
startGameBtn: '#start-game-btn',
|
||||
leaveRoomBtn: '#leave-room-btn',
|
||||
addCpuBtn: '#add-cpu-btn',
|
||||
removeCpuBtn: '#remove-cpu-btn',
|
||||
cpuModal: '#cpu-select-modal',
|
||||
cpuProfilesGrid: '#cpu-profiles-grid',
|
||||
cancelCpuBtn: '#cancel-cpu-btn',
|
||||
addSelectedCpusBtn: '#add-selected-cpus-btn',
|
||||
// Settings
|
||||
numDecks: '#num-decks',
|
||||
numRounds: '#num-rounds',
|
||||
initialFlips: '#initial-flips',
|
||||
flipMode: '#flip-mode',
|
||||
knockPenalty: '#knock-penalty',
|
||||
},
|
||||
|
||||
// Game screen elements
|
||||
game: {
|
||||
// Header
|
||||
currentRound: '#current-round',
|
||||
totalRounds: '#total-rounds',
|
||||
statusMessage: '#status-message',
|
||||
finalTurnBadge: '#final-turn-badge',
|
||||
muteBtn: '#mute-btn',
|
||||
leaveGameBtn: '#leave-game-btn',
|
||||
activeRulesBar: '#active-rules-bar',
|
||||
|
||||
// Table
|
||||
opponentsRow: '#opponents-row',
|
||||
playerArea: '.player-area',
|
||||
playerCards: '#player-cards',
|
||||
playerHeader: '#player-header',
|
||||
yourScore: '#your-score',
|
||||
|
||||
// Deck and discard
|
||||
deckArea: '.deck-area',
|
||||
deck: '#deck',
|
||||
discard: '#discard',
|
||||
discardContent: '#discard-content',
|
||||
discardBtn: '#discard-btn',
|
||||
skipFlipBtn: '#skip-flip-btn',
|
||||
knockEarlyBtn: '#knock-early-btn',
|
||||
|
||||
// Held card
|
||||
heldCardSlot: '#held-card-slot',
|
||||
heldCardDisplay: '#held-card-display',
|
||||
heldCardFloating: '#held-card-floating',
|
||||
heldCardFloatingContent: '#held-card-floating-content',
|
||||
|
||||
// Scoreboard
|
||||
scoreboard: '#scoreboard',
|
||||
scoreTable: '#score-table tbody',
|
||||
standingsList: '#standings-list',
|
||||
nextRoundBtn: '#next-round-btn',
|
||||
newGameBtn: '#new-game-btn',
|
||||
gameButtons: '#game-buttons',
|
||||
|
||||
// Card layer for animations
|
||||
cardLayer: '#card-layer',
|
||||
},
|
||||
|
||||
// Card-related selectors
|
||||
cards: {
|
||||
// Player's own cards (0-5)
|
||||
playerCard: (index: number) => `#player-cards .card:nth-child(${index + 1})`,
|
||||
playerCardSlot: (index: number) => `#player-cards .card-slot:nth-child(${index + 1})`,
|
||||
|
||||
// Opponent cards
|
||||
opponentArea: (index: number) => `.opponent-area:nth-child(${index + 1})`,
|
||||
opponentCard: (oppIndex: number, cardIndex: number) =>
|
||||
`.opponent-area:nth-child(${oppIndex + 1}) .card-grid .card:nth-child(${cardIndex + 1})`,
|
||||
|
||||
// Card states
|
||||
faceUp: '.card-front',
|
||||
faceDown: '.card-back',
|
||||
clickable: '.clickable',
|
||||
selected: '.selected',
|
||||
},
|
||||
|
||||
// CSS classes for state detection
|
||||
classes: {
|
||||
active: 'active',
|
||||
hidden: 'hidden',
|
||||
clickable: 'clickable',
|
||||
selected: 'selected',
|
||||
faceUp: 'card-front',
|
||||
faceDown: 'card-back',
|
||||
red: 'red',
|
||||
black: 'black',
|
||||
joker: 'joker',
|
||||
currentTurn: 'current-turn',
|
||||
roundWinner: 'round-winner',
|
||||
yourTurnToDraw: 'your-turn-to-draw',
|
||||
hasCard: 'has-card',
|
||||
pickedUp: 'picked-up',
|
||||
disabled: 'disabled',
|
||||
},
|
||||
|
||||
// Animation-related
|
||||
animations: {
|
||||
swapAnimation: '#swap-animation',
|
||||
swapCardFromHand: '#swap-card-from-hand',
|
||||
animCard: '.anim-card',
|
||||
realCard: '.real-card',
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* Build a selector for a card in the player's grid
|
||||
*/
|
||||
export function playerCardSelector(position: number): string {
|
||||
return SELECTORS.cards.playerCard(position);
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a selector for a clickable card
|
||||
*/
|
||||
export function clickableCardSelector(position: number): string {
|
||||
return `${SELECTORS.cards.playerCard(position)}.${SELECTORS.classes.clickable}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a selector for an opponent's card
|
||||
*/
|
||||
export function opponentCardSelector(opponentIndex: number, cardPosition: number): string {
|
||||
return SELECTORS.cards.opponentCard(opponentIndex, cardPosition);
|
||||
}
|
||||
71
tests/e2e/utils/timing.ts
Normal file
71
tests/e2e/utils/timing.ts
Normal file
@@ -0,0 +1,71 @@
|
||||
/**
|
||||
* Animation timing constants from animation-queue.js
|
||||
* Used to wait for animations to complete before asserting state
|
||||
*/
|
||||
export const TIMING = {
|
||||
// Core animation durations (from CSS/animation-queue.js)
|
||||
flipDuration: 540,
|
||||
moveDuration: 270,
|
||||
pauseAfterFlip: 144,
|
||||
pauseAfterDiscard: 550,
|
||||
pauseBeforeNewCard: 150,
|
||||
pauseAfterSwapComplete: 400,
|
||||
pauseBetweenAnimations: 90,
|
||||
|
||||
// Derived waits for test actions
|
||||
get flipComplete() {
|
||||
return this.flipDuration + this.pauseAfterFlip + 100;
|
||||
},
|
||||
get swapComplete() {
|
||||
return this.flipDuration + this.pauseAfterFlip + this.moveDuration +
|
||||
this.pauseAfterDiscard + this.pauseBeforeNewCard +
|
||||
this.moveDuration + this.pauseAfterSwapComplete + 200;
|
||||
},
|
||||
get drawComplete() {
|
||||
return this.moveDuration + this.pauseBeforeNewCard + 100;
|
||||
},
|
||||
|
||||
// Safety margins for network/processing
|
||||
networkBuffer: 200,
|
||||
safetyMargin: 300,
|
||||
|
||||
// Longer waits
|
||||
turnTransition: 500,
|
||||
cpuThinkingMin: 400,
|
||||
cpuThinkingMax: 1200,
|
||||
roundOverDelay: 1000,
|
||||
};
|
||||
|
||||
/**
|
||||
* Wait for animation queue to drain
|
||||
*/
|
||||
export async function waitForAnimations(page: import('@playwright/test').Page, timeout = 5000): Promise<void> {
|
||||
await page.waitForFunction(
|
||||
() => {
|
||||
const game = (window as any).game;
|
||||
if (!game?.animationQueue) return true;
|
||||
return !game.animationQueue.isAnimating();
|
||||
},
|
||||
{ timeout }
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for WebSocket to be ready
|
||||
*/
|
||||
export async function waitForWebSocket(page: import('@playwright/test').Page, timeout = 5000): Promise<void> {
|
||||
await page.waitForFunction(
|
||||
() => {
|
||||
const game = (window as any).game;
|
||||
return game?.ws?.readyState === WebSocket.OPEN;
|
||||
},
|
||||
{ timeout }
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait a fixed time plus safety margin
|
||||
*/
|
||||
export function safeWait(duration: number): number {
|
||||
return duration + TIMING.safetyMargin;
|
||||
}
|
||||
15
tests/e2e/visual/index.ts
Normal file
15
tests/e2e/visual/index.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
export {
|
||||
ScreenshotValidator,
|
||||
VisualExpectation,
|
||||
CaptureResult,
|
||||
} from './screenshot-validator';
|
||||
export {
|
||||
validateGameStart,
|
||||
validateAfterInitialFlip,
|
||||
validateDrawPhase,
|
||||
validateAfterDraw,
|
||||
validateRoundOver,
|
||||
validateFinalTurn,
|
||||
validateOpponentTurn,
|
||||
validateResponsiveLayout,
|
||||
} from './visual-rules';
|
||||
342
tests/e2e/visual/screenshot-validator.ts
Normal file
342
tests/e2e/visual/screenshot-validator.ts
Normal file
@@ -0,0 +1,342 @@
|
||||
/**
|
||||
* Screenshot validator - captures screenshots and validates visual states
|
||||
*/
|
||||
|
||||
import { Page, expect } from '@playwright/test';
|
||||
import { SELECTORS } from '../utils/selectors';
|
||||
|
||||
/**
|
||||
* Visual expectation result
|
||||
*/
|
||||
export interface VisualExpectation {
|
||||
passed: boolean;
|
||||
selector: string;
|
||||
expected: string;
|
||||
actual?: string;
|
||||
error?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Screenshot capture result
|
||||
*/
|
||||
export interface CaptureResult {
|
||||
label: string;
|
||||
buffer: Buffer;
|
||||
timestamp: number;
|
||||
phase?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* ScreenshotValidator - semantic visual validation
|
||||
*/
|
||||
export class ScreenshotValidator {
|
||||
private captures: CaptureResult[] = [];
|
||||
|
||||
constructor(private page: Page) {}
|
||||
|
||||
/**
|
||||
* Capture a screenshot with metadata
|
||||
*/
|
||||
async capture(label: string, phase?: string): Promise<CaptureResult> {
|
||||
const buffer = await this.page.screenshot({ fullPage: true });
|
||||
const result: CaptureResult = {
|
||||
label,
|
||||
buffer,
|
||||
timestamp: Date.now(),
|
||||
phase,
|
||||
};
|
||||
this.captures.push(result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Capture element-specific screenshot
|
||||
*/
|
||||
async captureElement(
|
||||
selector: string,
|
||||
label: string
|
||||
): Promise<CaptureResult | null> {
|
||||
try {
|
||||
const element = this.page.locator(selector);
|
||||
const buffer = await element.screenshot();
|
||||
const result: CaptureResult = {
|
||||
label,
|
||||
buffer,
|
||||
timestamp: Date.now(),
|
||||
};
|
||||
this.captures.push(result);
|
||||
return result;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all captures
|
||||
*/
|
||||
getCaptures(): CaptureResult[] {
|
||||
return [...this.captures];
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear captures
|
||||
*/
|
||||
clearCaptures(): void {
|
||||
this.captures = [];
|
||||
}
|
||||
|
||||
// ============== Semantic Validators ==============
|
||||
|
||||
/**
|
||||
* Expect element to be visible
|
||||
*/
|
||||
async expectVisible(selector: string): Promise<VisualExpectation> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
await expect(el).toBeVisible({ timeout: 2000 });
|
||||
return { passed: true, selector, expected: 'visible' };
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: 'visible',
|
||||
actual: 'not visible',
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect element to be hidden
|
||||
*/
|
||||
async expectNotVisible(selector: string): Promise<VisualExpectation> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
await expect(el).toBeHidden({ timeout: 2000 });
|
||||
return { passed: true, selector, expected: 'hidden' };
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: 'hidden',
|
||||
actual: 'visible',
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect element to have specific CSS class
|
||||
*/
|
||||
async expectHasClass(
|
||||
selector: string,
|
||||
className: string
|
||||
): Promise<VisualExpectation> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
const hasClass = await el.evaluate(
|
||||
(node, cls) => node.classList.contains(cls),
|
||||
className
|
||||
);
|
||||
|
||||
return {
|
||||
passed: hasClass,
|
||||
selector,
|
||||
expected: `has class "${className}"`,
|
||||
actual: hasClass ? `has class "${className}"` : `missing class "${className}"`,
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: `has class "${className}"`,
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect element to NOT have specific CSS class
|
||||
*/
|
||||
async expectNoClass(
|
||||
selector: string,
|
||||
className: string
|
||||
): Promise<VisualExpectation> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
const hasClass = await el.evaluate(
|
||||
(node, cls) => node.classList.contains(cls),
|
||||
className
|
||||
);
|
||||
|
||||
return {
|
||||
passed: !hasClass,
|
||||
selector,
|
||||
expected: `no class "${className}"`,
|
||||
actual: hasClass ? `has class "${className}"` : `no class "${className}"`,
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: `no class "${className}"`,
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect text content to match
|
||||
*/
|
||||
async expectText(
|
||||
selector: string,
|
||||
expected: string | RegExp
|
||||
): Promise<VisualExpectation> {
|
||||
try {
|
||||
const el = this.page.locator(selector);
|
||||
const text = await el.textContent() || '';
|
||||
|
||||
const matches = expected instanceof RegExp
|
||||
? expected.test(text)
|
||||
: text.includes(expected);
|
||||
|
||||
return {
|
||||
passed: matches,
|
||||
selector,
|
||||
expected: String(expected),
|
||||
actual: text,
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: String(expected),
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect specific number of elements
|
||||
*/
|
||||
async expectCount(
|
||||
selector: string,
|
||||
count: number
|
||||
): Promise<VisualExpectation> {
|
||||
try {
|
||||
const els = this.page.locator(selector);
|
||||
const actual = await els.count();
|
||||
|
||||
return {
|
||||
passed: actual === count,
|
||||
selector,
|
||||
expected: `count=${count}`,
|
||||
actual: `count=${actual}`,
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
passed: false,
|
||||
selector,
|
||||
expected: `count=${count}`,
|
||||
error: String(error),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect card at position to be face-up
|
||||
*/
|
||||
async expectCardFaceUp(position: number): Promise<VisualExpectation> {
|
||||
const selector = SELECTORS.cards.playerCard(position);
|
||||
return this.expectHasClass(selector, 'card-front');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect card at position to be face-down
|
||||
*/
|
||||
async expectCardFaceDown(position: number): Promise<VisualExpectation> {
|
||||
const selector = SELECTORS.cards.playerCard(position);
|
||||
return this.expectHasClass(selector, 'card-back');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect card at position to be clickable
|
||||
*/
|
||||
async expectCardClickable(position: number): Promise<VisualExpectation> {
|
||||
const selector = SELECTORS.cards.playerCard(position);
|
||||
return this.expectHasClass(selector, 'clickable');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect deck to be clickable
|
||||
*/
|
||||
async expectDeckClickable(): Promise<VisualExpectation> {
|
||||
return this.expectHasClass(SELECTORS.game.deck, 'clickable');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect discard pile to have a card
|
||||
*/
|
||||
async expectDiscardHasCard(): Promise<VisualExpectation> {
|
||||
return this.expectHasClass(SELECTORS.game.discard, 'has-card');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect final turn badge visible
|
||||
*/
|
||||
async expectFinalTurnBadge(): Promise<VisualExpectation> {
|
||||
return this.expectVisible(SELECTORS.game.finalTurnBadge);
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect held card floating visible
|
||||
*/
|
||||
async expectHeldCardVisible(): Promise<VisualExpectation> {
|
||||
return this.expectVisible(SELECTORS.game.heldCardFloating);
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect held card floating hidden
|
||||
*/
|
||||
async expectHeldCardHidden(): Promise<VisualExpectation> {
|
||||
return this.expectNotVisible(SELECTORS.game.heldCardFloating);
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect opponent to have current-turn class
|
||||
*/
|
||||
async expectOpponentCurrentTurn(opponentIndex: number): Promise<VisualExpectation> {
|
||||
const selector = SELECTORS.cards.opponentArea(opponentIndex);
|
||||
return this.expectHasClass(selector, 'current-turn');
|
||||
}
|
||||
|
||||
/**
|
||||
* Expect status message to contain text
|
||||
*/
|
||||
async expectStatusMessage(text: string | RegExp): Promise<VisualExpectation> {
|
||||
return this.expectText(SELECTORS.game.statusMessage, text);
|
||||
}
|
||||
|
||||
/**
|
||||
* Run a batch of visual checks
|
||||
*/
|
||||
async runChecks(
|
||||
checks: Array<() => Promise<VisualExpectation>>
|
||||
): Promise<{ passed: number; failed: number; results: VisualExpectation[] }> {
|
||||
const results: VisualExpectation[] = [];
|
||||
let passed = 0;
|
||||
let failed = 0;
|
||||
|
||||
for (const check of checks) {
|
||||
const result = await check();
|
||||
results.push(result);
|
||||
if (result.passed) {
|
||||
passed++;
|
||||
} else {
|
||||
failed++;
|
||||
}
|
||||
}
|
||||
|
||||
return { passed, failed, results };
|
||||
}
|
||||
}
|
||||
232
tests/e2e/visual/visual-rules.ts
Normal file
232
tests/e2e/visual/visual-rules.ts
Normal file
@@ -0,0 +1,232 @@
|
||||
/**
|
||||
* Visual rules - expected visual states for different game phases
|
||||
*/
|
||||
|
||||
import { ScreenshotValidator } from './screenshot-validator';
|
||||
|
||||
/**
|
||||
* Expected visual states for game start
|
||||
*/
|
||||
export async function validateGameStart(
|
||||
validator: ScreenshotValidator
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// All cards should be visible (face up or down)
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const result = await validator.expectCount(
|
||||
`#player-cards .card:nth-child(${i + 1})`,
|
||||
1
|
||||
);
|
||||
if (!result.passed) {
|
||||
failures.push(`Card ${i} not present`);
|
||||
}
|
||||
}
|
||||
|
||||
// Status message should indicate game phase
|
||||
const statusResult = await validator.expectVisible('#status-message');
|
||||
if (!statusResult.passed) {
|
||||
failures.push('Status message not visible');
|
||||
}
|
||||
|
||||
// Deck should be visible
|
||||
const deckResult = await validator.expectVisible('#deck');
|
||||
if (!deckResult.passed) {
|
||||
failures.push('Deck not visible');
|
||||
}
|
||||
|
||||
// Discard should be visible
|
||||
const discardResult = await validator.expectVisible('#discard');
|
||||
if (!discardResult.passed) {
|
||||
failures.push('Discard not visible');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states after initial flip
|
||||
*/
|
||||
export async function validateAfterInitialFlip(
|
||||
validator: ScreenshotValidator,
|
||||
expectedFaceUp: number = 2
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Count face-up cards
|
||||
const faceUpResult = await validator.expectCount(
|
||||
'#player-cards .card.card-front',
|
||||
expectedFaceUp
|
||||
);
|
||||
if (!faceUpResult.passed) {
|
||||
failures.push(`Expected ${expectedFaceUp} face-up cards, got ${faceUpResult.actual}`);
|
||||
}
|
||||
|
||||
// Count face-down cards
|
||||
const faceDownResult = await validator.expectCount(
|
||||
'#player-cards .card.card-back',
|
||||
6 - expectedFaceUp
|
||||
);
|
||||
if (!faceDownResult.passed) {
|
||||
failures.push(`Expected ${6 - expectedFaceUp} face-down cards, got ${faceDownResult.actual}`);
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states during player's turn (draw phase)
|
||||
*/
|
||||
export async function validateDrawPhase(
|
||||
validator: ScreenshotValidator
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Deck should be clickable
|
||||
const deckResult = await validator.expectDeckClickable();
|
||||
if (!deckResult.passed) {
|
||||
failures.push('Deck should be clickable');
|
||||
}
|
||||
|
||||
// Held card should NOT be visible yet
|
||||
const heldResult = await validator.expectHeldCardHidden();
|
||||
if (!heldResult.passed) {
|
||||
failures.push('Held card should not be visible before draw');
|
||||
}
|
||||
|
||||
// Discard button should be hidden
|
||||
const discardBtnResult = await validator.expectNotVisible('#discard-btn');
|
||||
if (!discardBtnResult.passed) {
|
||||
failures.push('Discard button should be hidden before draw');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states after drawing a card
|
||||
*/
|
||||
export async function validateAfterDraw(
|
||||
validator: ScreenshotValidator
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Held card should be visible (floating)
|
||||
const heldResult = await validator.expectHeldCardVisible();
|
||||
if (!heldResult.passed) {
|
||||
failures.push('Held card should be visible after draw');
|
||||
}
|
||||
|
||||
// Player cards should be clickable
|
||||
const clickableResult = await validator.expectCount(
|
||||
'#player-cards .card.clickable',
|
||||
6
|
||||
);
|
||||
if (!clickableResult.passed) {
|
||||
failures.push('All player cards should be clickable');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states for round over
|
||||
*/
|
||||
export async function validateRoundOver(
|
||||
validator: ScreenshotValidator
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// All player cards should be face-up
|
||||
const faceUpResult = await validator.expectCount(
|
||||
'#player-cards .card.card-front',
|
||||
6
|
||||
);
|
||||
if (!faceUpResult.passed) {
|
||||
failures.push('All cards should be face-up at round end');
|
||||
}
|
||||
|
||||
// Next round button OR new game button should be visible
|
||||
const nextRoundResult = await validator.expectVisible('#next-round-btn');
|
||||
const newGameResult = await validator.expectVisible('#new-game-btn');
|
||||
|
||||
if (!nextRoundResult.passed && !newGameResult.passed) {
|
||||
failures.push('Neither next round nor new game button visible');
|
||||
}
|
||||
|
||||
// Game buttons container should be visible
|
||||
const gameButtonsResult = await validator.expectVisible('#game-buttons');
|
||||
if (!gameButtonsResult.passed) {
|
||||
failures.push('Game buttons should be visible');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states for final turn
|
||||
*/
|
||||
export async function validateFinalTurn(
|
||||
validator: ScreenshotValidator
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Final turn badge should be visible
|
||||
const badgeResult = await validator.expectFinalTurnBadge();
|
||||
if (!badgeResult.passed) {
|
||||
failures.push('Final turn badge should be visible');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Expected visual states during opponent's turn
|
||||
*/
|
||||
export async function validateOpponentTurn(
|
||||
validator: ScreenshotValidator,
|
||||
opponentIndex: number
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Opponent should have current-turn highlight
|
||||
const turnResult = await validator.expectOpponentCurrentTurn(opponentIndex);
|
||||
if (!turnResult.passed) {
|
||||
failures.push(`Opponent ${opponentIndex} should have current-turn class`);
|
||||
}
|
||||
|
||||
// Deck should NOT be clickable (not our turn)
|
||||
const deckResult = await validator.expectNoClass('#deck', 'clickable');
|
||||
if (!deckResult.passed) {
|
||||
failures.push('Deck should not be clickable during opponent turn');
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate responsive layout at specific width
|
||||
*/
|
||||
export async function validateResponsiveLayout(
|
||||
validator: ScreenshotValidator,
|
||||
width: number
|
||||
): Promise<{ passed: boolean; failures: string[] }> {
|
||||
const failures: string[] = [];
|
||||
|
||||
// Core elements should still be visible
|
||||
const elements = [
|
||||
'#deck',
|
||||
'#discard',
|
||||
'#player-cards',
|
||||
'#status-message',
|
||||
];
|
||||
|
||||
for (const selector of elements) {
|
||||
const result = await validator.expectVisible(selector);
|
||||
if (!result.passed) {
|
||||
failures.push(`${selector} not visible at ${width}px width`);
|
||||
}
|
||||
}
|
||||
|
||||
return { passed: failures.length === 0, failures };
|
||||
}
|
||||
Reference in New Issue
Block a user