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ark-stronghold-protocol
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6372f2892bf18e54d5b8208069a84d2fdc140efe
ark-stronghold-protocol
/
test
/
e2e
T
History
sganggs
c50b406874
feedback5: merge feedback4 (
9f93096
) — W4C ported: the board canvas is a click target, so a phone tap on the back row stays on the tile (PR
#149
's fold button had pushed the bond discs over row 12); browser suites poll long waits in slices under the 90 s protocol timeout; golden unchanged
2026-10-06 17:53:19 +08:00
..
client-wait.test.js
feedback4: the real-server suites' long "own battle over" waits poll in slices under the browser's CDP protocol timeout (test/e2e/client.mjs waitForFunctionLong, PROTOCOL_TIMEOUT_MS = the Client's 90 s) — puppeteer runs a page.waitForFunction's whole poll inside one Runtime.callFunctionOn, so watch-bonds.e2e subtest 3's 240 s wait (line 489) died with a bare "Waiting failed" (cause: Runtime.callFunctionOn timed out) whenever the own battle at 1× outlasted 90 s (the 0.1.4 candidate rerun: 152 s ≈ 62 s to COMBAT + 90 s; 65–67 s in isolated runs); reproduced at the same line with a 30 s protocol timeout, which passes with the slices; playtest2.real's 120 s wait had the same gap (a silent 'timeout' round); test/e2e/client-wait.test.js (slices until the deadline, other errors not retried, no Client suite with a plain wait as long as the protocol timeout); a test-harness timing flake, no product change; golden unchanged
2026-10-06 17:31:01 +08:00
client.mjs
feedback5: merge feedback4 (
9f93096
) — W4C ported: the board canvas is a click target, so a phone tap on the back row stays on the tile (PR
#149
's fold button had pushed the bond discs over row 12); browser suites poll long waits in slices under the 90 s protocol timeout; golden unchanged
2026-10-06 17:53:19 +08:00
coop.e2e.mjs
feedback4: the real-browser e2e suites confirm the leftover-funds prompt on the Space path too (coop.e2e 4/4, real.e2e 2/2)
2026-10-05 14:28:47 +08:00
fastServer.mjs
feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged
2026-10-06 02:40:38 +08:00