Files
noitu/web/tests/word-input.test.js
tiennm99 1f2624c0e3 fix(web): clear stale rooms on refused resume, harden reconnect paths
A refused resume now leaves the room instead of showing a banner over a
dead board, and /play offers a fresh game there. Entering /play forgets
any stored token so it no longer races StartBotGame. An eliminated
player who reconnects stays a spectator. Held lobby actions wait for the
resume's RoomState; leaving while offline is not held. Chat clears its
draft only when the line was sent and cannot send while offline.

Also: away banners no longer announce every second; game over does not
steal focus from the chat field; the clock offset uses the lowest-RTT
pong; the history export numbers a resumed chain from its real length;
chat replay keeps existing ordinals; one .primary button class replaces
five copies; the footer links the data change list; the online heading
joins the type ramp. New component, connection and storage-guard tests.
2026-09-29 20:33:16 +07:00

262 lines
7.7 KiB
JavaScript

// @vitest-environment jsdom
// The word field's three direct writes — the turn seed, the suggestion fill,
// and the submit-clear — are the exceptions to an otherwise fully
// uncontrolled field, so each is worth pinning down: the seed fires once per
// turn and never during the player's own composition, the suggestion lands
// on click, and the seed itself is gated on the connection as well as the
// turn.
import { afterEach, beforeEach, describe, expect, it } from 'vitest';
import { unmount, flushSync } from 'svelte';
import WordInput from '../src/lib/components/WordInput.svelte';
import { RejectReason } from '../src/lib/proto/noitu/v1/game_pb.js';
import { game } from '../src/lib/stores/game.svelte.js';
import { Status, connection } from '../src/lib/ws/connection.svelte.js';
import { receive, render, startGame as startTurn } from './component-support.js';
/** @param {string} suggestion */
function rejectWith(suggestion) {
receive('moveRejected', {
reason: RejectReason.NOT_IN_DICTIONARY,
word: 'binh yen',
turnSeq: 1,
suggestion
});
}
function renderWordInput() {
const { target, component } = render(WordInput, {
onsubmit: () => true,
onreportword: () => {}
});
/** @type {HTMLInputElement} */
const input = target.querySelector('input');
return { target, component, input };
}
beforeEach(() => {
game.leave();
connection.status = Status.OPEN;
});
afterEach(() => {
document.body.innerHTML = '';
connection.status = Status.CLOSED;
});
describe('seeding the turn', () => {
it('fills the field with the current syllable once the turn starts', () => {
startTurn({ currentSyllable: 'an' });
const { input, component } = renderWordInput();
expect(input.value).toBe('an ');
unmount(component);
});
it('does not seed, or focus, while the connection is down', () => {
// Seeding during a reconnect wrote into a field the player could not
// submit from, and the first composition event then undid it.
connection.status = Status.CLOSED;
startTurn({ currentSyllable: 'an' });
const { input, component } = renderWordInput();
expect(input.value).toBe('');
expect(document.activeElement).not.toBe(input);
unmount(component);
});
it('does not reseed the same turn once the player has started typing', () => {
startTurn({ turnSeq: 5, currentSyllable: 'an' });
const { input, component } = renderWordInput();
expect(input.value).toBe('an ');
input.value = 'an ninh';
input.dispatchEvent(new Event('input', { bubbles: true }));
flushSync();
// A connection blip and recovery re-evaluates the seeding effect
// (enabled depends on connection.status) without the turn changing.
connection.status = Status.CLOSED;
flushSync();
connection.status = Status.OPEN;
flushSync();
expect(input.value).toBe('an ninh');
unmount(component);
});
it('seeds again for a new turn', () => {
startTurn({ turnSeq: 1, currentSyllable: 'an' });
const { input, component } = renderWordInput();
input.value = 'an ninh';
input.dispatchEvent(new Event('input', { bubbles: true }));
startTurn({ turnSeq: 2, currentSyllable: 'ninh' });
flushSync();
expect(input.value).toBe('ninh ');
unmount(component);
});
});
/** Passes the turn to the other player, as the server's next update would. */
function passTurn() {
receive('turnUpdate', {
currentSyllable: 'ninh',
myTurn: false,
deadlineUnixMs: 1_700_000_040_000n,
turnSeq: 2,
chainLength: 1,
players: [
{ playerId: 'p1', name: 'Minh', isMe: true, connected: true },
{ playerId: 'p2', name: 'Lan', isMe: false, connected: true }
],
turnPlayerId: 'p2'
});
flushSync();
}
/** @param {HTMLInputElement} input */
function typeInto(input, text) {
input.value = text;
input.dispatchEvent(new Event('input', { bubbles: true }));
flushSync();
}
describe('submitting', () => {
/** @param {boolean} accepted */
function submitWith(accepted) {
startTurn({ currentSyllable: 'an' });
/** @type {string[]} */
const sent = [];
const { target, component } = render(WordInput, {
onsubmit: (/** @type {string} */ word) => {
sent.push(word);
return accepted;
},
onreportword: () => {}
});
/** @type {HTMLInputElement} */
const input = target.querySelector('input');
typeInto(input, 'an ninh');
target.querySelector('form')?.requestSubmit();
flushSync();
return { input, sent, component };
}
it('clears the field once the word went out', () => {
const { input, sent, component } = submitWith(true);
expect(sent).toEqual(['an ninh']);
expect(input.value).toBe('');
unmount(component);
});
it('keeps the word when the socket refused it, so it can be sent again', () => {
const { input, sent, component } = submitWith(false);
expect(sent).toEqual(['an ninh']);
expect(input.value).toBe('an ninh');
unmount(component);
});
it('refuses to submit while an accent is still being composed', () => {
startTurn({ currentSyllable: 'an' });
/** @type {string[]} */
const sent = [];
const { target, component } = render(WordInput, {
onsubmit: (/** @type {string} */ word) => !!sent.push(word),
onreportword: () => {}
});
/** @type {HTMLInputElement} */
const input = target.querySelector('input');
typeInto(input, 'an niệ');
input.dispatchEvent(new Event('compositionstart'));
target.querySelector('form')?.requestSubmit();
flushSync();
expect(sent).toEqual([]);
expect(input.value).toBe('an niệ');
input.dispatchEvent(new Event('compositionend'));
target.querySelector('form')?.requestSubmit();
flushSync();
expect(sent).toEqual(['an niệ']);
unmount(component);
});
});
describe('out of turn', () => {
it('cancels typed text before it lands, and allows it on the player\'s own turn', () => {
startTurn({ currentSyllable: 'an' });
const { input, component } = renderWordInput();
const own = new Event('beforeinput', { cancelable: true, bubbles: true });
input.dispatchEvent(own);
expect(own.defaultPrevented).toBe(false);
passTurn();
const other = new Event('beforeinput', { cancelable: true, bubbles: true });
input.dispatchEvent(other);
expect(other.defaultPrevented).toBe(true);
unmount(component);
});
it('puts back what a composition wrote past the guard', () => {
// beforeinput cannot be cancelled for a composition, so the text
// lands and has to be taken straight back out.
startTurn({ currentSyllable: 'an' });
const { input, component } = renderWordInput();
expect(input.value).toBe('an ');
passTurn();
input.dispatchEvent(new Event('compositionstart'));
typeInto(input, 'an niệ');
expect(input.value).toBe('an ');
unmount(component);
});
it('leaves the player\'s own text alone while it is their turn', () => {
startTurn({ currentSyllable: 'an' });
const { input, component } = renderWordInput();
input.dispatchEvent(new Event('compositionstart'));
typeInto(input, 'an niệ');
expect(input.value).toBe('an niệ');
input.dispatchEvent(new Event('compositionend'));
unmount(component);
});
});
describe('a rejected word\'s suggestion', () => {
it('fills the field with the suggestion on click', () => {
startTurn({ currentSyllable: 'an' });
const { target, input, component } = renderWordInput();
input.value = 'binh yen';
rejectWith('bình yên');
flushSync();
/** @type {HTMLButtonElement | null} */
const suggestion = target.querySelector('.suggestion');
expect(suggestion).not.toBeNull();
suggestion?.click();
flushSync();
expect(input.value).toBe('bình yên');
unmount(component);
});
it('offers no suggestion button when the server sent none', () => {
startTurn({ currentSyllable: 'an' });
const { target, component } = renderWordInput();
rejectWith('');
flushSync();
expect(target.querySelector('.suggestion')).toBeNull();
unmount(component);
});
});