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WordInput: the turn seed fires once per turn and is gated on the connection (regression test for C6), a reconnect blip mid-turn does not reseed over what the player typed, a rejection's suggestion fills the field on click, and the player's own in-turn composition is left alone. GameBoard: the chat pill renders only when onchatopen is passed, which is the actual contract between the bot and online routes — a bot game simply never passes it.
180 lines
5.2 KiB
JavaScript
180 lines
5.2 KiB
JavaScript
// @vitest-environment jsdom
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// The word field's three direct writes — the turn seed, the suggestion fill,
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// and the submit-clear — are the exceptions to an otherwise fully
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// uncontrolled field, so each is worth pinning down: the seed fires once per
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// turn and never during the player's own composition, the suggestion lands
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// on click, and the seed itself is gated on the connection (C6) as well as
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// the turn.
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import { afterEach, beforeEach, describe, expect, it } from 'vitest';
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import { mount, unmount, flushSync } from 'svelte';
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import { create } from '@bufbuild/protobuf';
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import WordInput from '../src/lib/components/WordInput.svelte';
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import { RejectReason, ServerMessageSchema } from '../src/lib/proto/noitu/v1/game_pb.js';
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import { game } from '../src/lib/stores/game.svelte.js';
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import { Status, connection } from '../src/lib/ws/connection.svelte.js';
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/** @param {{ turnSeq?: number, currentSyllable?: string }} [fields] */
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function startTurn({ turnSeq = 1, currentSyllable = 'an' } = {}) {
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game.apply(
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create(ServerMessageSchema, {
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payload: {
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case: 'gameStarted',
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value: {
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openingWord: 'bình yên',
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currentSyllable,
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myTurn: true,
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deadlineUnixMs: 1_700_000_020_000n,
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turnSeq,
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turnLimitMs: 20_000,
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players: [{ playerId: 'p1', name: 'Minh', isMe: true, connected: true }],
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turnPlayerId: 'p1'
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}
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}
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})
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);
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}
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/** @param {string} suggestion */
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function rejectWith(suggestion) {
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game.apply(
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create(ServerMessageSchema, {
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payload: {
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case: 'moveRejected',
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value: {
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reason: RejectReason.NOT_IN_DICTIONARY,
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word: 'binh yen',
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turnSeq: 1,
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suggestion
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}
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}
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})
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);
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}
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function renderWordInput() {
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const target = document.createElement('div');
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document.body.appendChild(target);
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const component = mount(WordInput, {
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target,
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props: { onsubmit: () => true, onreportword: () => {} }
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});
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flushSync();
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/** @type {HTMLInputElement} */
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const input = target.querySelector('input');
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return { target, component, input };
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}
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beforeEach(() => {
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game.leave();
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connection.status = Status.OPEN;
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});
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afterEach(() => {
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document.body.innerHTML = '';
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connection.status = Status.CLOSED;
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});
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describe('seeding the turn', () => {
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it('fills the field with the current syllable once the turn starts', () => {
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startTurn({ currentSyllable: 'an' });
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const { input, component } = renderWordInput();
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expect(input.value).toBe('an ');
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unmount(component);
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});
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it('does not seed, or focus, while the connection is down', () => {
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// C6: seeding during a reconnect wrote into a field the player could
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// not submit from, and the first composition event then undid it.
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connection.status = Status.CLOSED;
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startTurn({ currentSyllable: 'an' });
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const { input, component } = renderWordInput();
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expect(input.value).toBe('');
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expect(document.activeElement).not.toBe(input);
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unmount(component);
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});
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it('does not reseed the same turn once the player has started typing', () => {
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startTurn({ turnSeq: 5, currentSyllable: 'an' });
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const { input, component } = renderWordInput();
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expect(input.value).toBe('an ');
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input.value = 'an ninh';
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input.dispatchEvent(new Event('input', { bubbles: true }));
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flushSync();
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// A connection blip and recovery re-evaluates the seeding effect
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// (enabled depends on connection.status) without the turn changing.
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connection.status = Status.CLOSED;
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flushSync();
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connection.status = Status.OPEN;
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flushSync();
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expect(input.value).toBe('an ninh');
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unmount(component);
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});
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it('seeds again for a new turn', () => {
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startTurn({ turnSeq: 1, currentSyllable: 'an' });
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const { input, component } = renderWordInput();
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input.value = 'an ninh';
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input.dispatchEvent(new Event('input', { bubbles: true }));
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startTurn({ turnSeq: 2, currentSyllable: 'ninh' });
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flushSync();
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expect(input.value).toBe('ninh ');
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unmount(component);
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});
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});
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describe('composing on the player\'s own turn', () => {
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it('leaves an in-progress composition alone', () => {
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startTurn({ currentSyllable: 'an' });
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const { input, component } = renderWordInput();
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input.dispatchEvent(new Event('compositionstart'));
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input.value = 'an niệ';
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input.dispatchEvent(new Event('input', { bubbles: true }));
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flushSync();
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// undoInput only reverts out of turn; on the player's own turn it is
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// a no-op, so a composed character in flight is never taken back.
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expect(input.value).toBe('an niệ');
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input.dispatchEvent(new Event('compositionend'));
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unmount(component);
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});
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});
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describe('a rejected word\'s suggestion', () => {
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it('fills the field with the suggestion on click', () => {
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startTurn({ currentSyllable: 'an' });
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const { target, input, component } = renderWordInput();
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input.value = 'binh yen';
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rejectWith('bình yên');
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flushSync();
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/** @type {HTMLButtonElement | null} */
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const suggestion = target.querySelector('.suggestion');
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expect(suggestion).not.toBeNull();
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suggestion?.click();
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flushSync();
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expect(input.value).toBe('bình yên');
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unmount(component);
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});
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it('offers no suggestion button when the server sent none', () => {
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startTurn({ currentSyllable: 'an' });
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const { target, component } = renderWordInput();
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rejectWith('');
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flushSync();
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expect(target.querySelector('.suggestion')).toBeNull();
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unmount(component);
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});
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});
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