Files
ark-stronghold-protocol/test/ui/diy.e2e.test.js
T
sganggs b972c1fc9e feedback7 R22-E2EFIX: an Esc pressed the moment the 自选 picker opens closes it (its listener comes with the picker's commit); golden: unchanged
The 0.2.2 full browser pass failed diy.e2e 「5阶 / 6阶 slots: Esc cancels the picker…」 (GitHub #284's test) at the
wait for the picker to close after Esc. The picker does open on a real click (the suite's other three tests open it
with real mouse clicks; all green). The cause is a race in the UI: DiyPicker attached its keydown listener in a plain
effect, which runs a frame after the picker is in the DOM, while the 干员调配 overlay's own Esc handler skips Esc as soon
as `.diy-pick` exists — an Esc pressed in between was swallowed and the picker stayed open. Reproduced every time by
dispatching Esc right after the picker renders; on a loaded machine the test's own Esc hit the window. Now a layout
effect: the listener is live in the picker's first commit.

- Test: diy.e2e (the Esc test) adds that immediate Esc — it fails on the parent with the full pass's error and passes
  now; the whole suite 4/4 (SP_E2E=1), test/ui unit tests 699 pass.
2026-10-08 23:44:02 +08:00

301 lines
19 KiB
JavaScript

// Real-server browser E2E of 0.2.0 自选编队 end to end (research 0.2.0 §2; the owner's decisions of 2026-10-05): the
// 自选编队 tab of the 干员调配 overlay fills the first tier-5 slot with 推进之王 (real clicks: the slot, the operator, S3, the
// SOL-X module, 确认; persisted in localStorage; room.diy → session → seat → the next match's m.private.diy); in the
// match the 调度中心 is at level 5 and the shop sells the slot as 推进之王 with the 「自选」 badge; bought, the hand piece is
// tagged 「自选」 and draws 推进之王's model; deployed, the detail card shows 推进之王 with the pick's skill; and in the
// browser's own battle (client-side combat) the unit is the operator — the b.start spec carries the pick (`diy`), the
// local sim fields char_112_siege with its operator kit, and the battle view draws its Spine model.
//
// SP_E2E=1 node --test test/ui/diy.e2e.test.js
//
// The server is test/e2e/fastServer.mjs with its starter-kit hooks (no starter operators, the 调度中心 at level 5 —
// SP_START_LEVEL —, the tier-5 DIY slot in the first shop slot, 20 funds); everything else is the real match engine and
// the real UI driven by real mouse input. Screenshots: test/e2e/out/diy-*.png.
import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { existsSync } from 'node:fs';
import path from 'node:path';
import { Client, ROOT, sleep, hasChrome, startRealServer, problemsOf } from '../e2e/client.mjs';
const UI_ENABLED = process.env.SP_E2E === '1' && hasChrome();
const ENABLED = UI_ENABLED && existsSync(path.join(ROOT, 'public/assets'));
const SLOT = 'chess_char_5_diy1_a';
const SIEGE = 'char_112_siege';
const PICK = { charId: SIEGE, skillIndex: 2, uniEquipId: 'uniequip_002_siege' };
describe('自选编队 picker: reselecting retains the draft (real server, no art needed)', { skip: !UI_ENABLED && 'set SP_E2E=1 (and have Chrome)' }, () => {
for (const slot of [SLOT, 'chess_char_6_diy1_a']) {
test(`${slot}: same operator retains skill/module edits; cancel, confirm and reload keep their semantics`, { timeout: 90000 }, async () => {
const srv = await startRealServer();
const P = (await import('puppeteer-core')).default;
const c = new Client(P, srv.base, 'diy-reselect', { prefix: `diy-reselect-${slot}`, w: 1280, h: 720 });
const picker = '[data-testid="diy-picker"]';
const operator = `${picker} .diy-opt[data-char="${SIEGE}"]`;
const saved = () => c.page.evaluate((id) => JSON.parse(localStorage.getItem('sp.pref.diy') || 'null')?.picks?.[id] ?? null, slot);
const choices = () => c.page.evaluate((selector) => {
const el = document.querySelector(selector);
return { skill: el?.querySelector('[data-skill][aria-checked="true"]')?.dataset.skill,
module: el?.querySelector('[data-module][aria-checked="true"]')?.dataset.module };
}, picker);
const edited = { charId: SIEGE, skillIndex: 0, uniEquipId: null };
const changed = { charId: SIEGE, skillIndex: 1, uniEquipId: 'uniequip_003_siege' };
const open = async () => {
await c.click(`.diy-slot[data-slot="${slot}"] :is(.diy-slot__fill, [data-testid="diy-change"])`);
await c.page.waitForSelector(picker, { visible: true, timeout: 8000 });
};
const confirm = async (expected) => {
await c.click('[data-testid="diy-confirm"]');
await c.page.waitForSelector(picker, { hidden: true, timeout: 3000 });
assert.deepEqual(await saved(), expected);
};
try {
await c.open();
await c.enter('自选配置回归');
await c.click('.lobby-screen [data-testid="loadout-open"]');
await c.click('.lo .lo-tab[data-tab="diy"]');
await open();
await c.click(operator);
await c.click(`${picker} [data-skill="0"]`);
await c.click(`${picker} [data-module="none"]`);
await c.shot('empty-edited');
await c.click(operator);
await c.shot('empty-reselected');
assert.deepEqual(await choices(), { skill: '0', module: 'none' }, 'an empty slot retains its edited draft');
// Hide the current operator, then find and reselect it through the filter/search controls.
await c.click(`${picker} [data-filter="proto"]`);
assert.equal(await c.page.$(operator), null);
await c.click(`${picker} [data-filter="owned"]`);
await c.click(`${picker} input[type="search"]`);
await c.page.keyboard.type('推进');
await c.click(operator);
assert.deepEqual(await choices(), { skill: '0', module: 'none' });
await confirm(edited);
await c.shot('empty-saved');
// A saved non-default pick must not overwrite new edits on a repeated operator click.
await open();
await c.click(`${picker} [data-skill="1"]`);
await c.click(`${picker} [data-module="uniequip_003_siege"]`);
await c.click(operator);
assert.deepEqual(await choices(), { skill: '1', module: 'uniequip_003_siege' });
await c.shot('saved-reselected');
await c.click(`${picker} .diy-pick__foot button`, '取消');
await c.page.waitForSelector(picker, { hidden: true, timeout: 3000 });
assert.deepEqual(await saved(), edited, 'cancel leaves the saved pick unchanged');
await open();
assert.deepEqual(await choices(), { skill: '0', module: 'none' });
await c.click(`${picker} [data-skill="1"]`);
await c.click(`${picker} [data-module="uniequip_003_siege"]`);
await c.click(operator);
await confirm(changed);
await c.page.reload({ waitUntil: 'domcontentloaded' });
await c.page.waitForSelector('.lobby-screen', { timeout: 20000 });
await c.click('.lobby-screen [data-testid="loadout-open"]');
await c.click('.lo .lo-tab[data-tab="diy"]');
await open();
assert.deepEqual(await choices(), { skill: '1', module: 'uniequip_003_siege' });
assert.deepEqual(await saved(), changed, 'confirm persists the current draft across reload');
await c.shot('reload');
assert.deepEqual(c.problems.filter((p) => p.startsWith('pageerror:')), []);
} finally {
console.log(JSON.stringify({ slot, problems: problemsOf([c]) }));
await c.close();
await srv.stop();
}
});
}
});
// GitHub #284 (idea from PR #286): Esc in the picker cancels only the picker, like its 取消, also from its search
// field — the 干员调配 overlay and its four slots stay, and the saved picks do not change; the next Esc closes the overlay
describe('自选编队 picker: Esc closes only the picker (real server, no art needed)', { skip: !UI_ENABLED && 'set SP_E2E=1 (and have Chrome)' }, () => {
test('5阶 / 6阶 slots: Esc cancels the picker, the overlay stays; a second Esc closes the overlay', { timeout: 90000 }, async () => {
const srv = await startRealServer();
const P = (await import('puppeteer-core')).default;
const c = new Client(P, srv.base, 'diy-esc', { prefix: 'diy-esc' });
const picker = '[data-testid="diy-picker"]';
const saved = () => c.page.evaluate(() => localStorage.getItem('sp.pref.diy'));
try {
await c.open();
await c.enter('自选取消');
await c.click('.lobby-screen [data-testid="loadout-open"]');
await c.page.waitForSelector('.lo .lo-tab[data-tab="diy"]', { visible: true, timeout: 15000 });
await c.click('.lo .lo-tab[data-tab="diy"]');
const before = await saved();
for (const [slot, search] of [[SLOT, false], ['chess_char_6_diy1_a', true]]) {
await c.page.waitForSelector(`.diy-slot[data-slot="${slot}"] .diy-slot__fill`, { visible: true, timeout: 15000 });
await c.click(`.diy-slot[data-slot="${slot}"] .diy-slot__fill`);
await c.page.waitForSelector(picker, { visible: true, timeout: 8000 });
if (search) {
await c.click(`${picker} input[type="search"]`);
await c.page.keyboard.type('推进');
}
await c.page.keyboard.press('Escape');
await c.page.waitForSelector(picker, { hidden: true, timeout: 3000 });
assert.ok(await c.page.$('.lo'), `${slot}: Esc keeps the 干员调配 overlay${search ? ' (from the search field)' : ''}`);
assert.equal((await c.page.$$('.diy-slot')).length, 4, `${slot}: the four slots stay`);
}
// an Esc pressed the moment the picker appears — before the next animation frame — closes it too: its listener comes
// with the picker's own commit (a plain effect attached it a frame later and the overlay skipped the key: the
// picker stayed open — the 0.2.2 full browser pass)
const opened = await c.page.evaluate(async (slot, sel) => {
document.querySelector(`.diy-slot[data-slot="${slot}"] .diy-slot__fill`).click();
for (let k = 0; k < 50 && !document.querySelector(sel); k++) await Promise.resolve();
const open = !!document.querySelector(sel);
window.dispatchEvent(new KeyboardEvent('keydown', { key: 'Escape', bubbles: true, cancelable: true }));
return open;
}, SLOT, picker);
assert.ok(opened, 'the picker opened');
await c.page.waitForSelector(picker, { hidden: true, timeout: 3000 });
assert.ok(await c.page.$('.lo'), 'an immediate Esc keeps the 干员调配 overlay');
assert.equal(await saved(), before, 'cancelling a picker does not change the saved picks');
await c.page.keyboard.press('Escape');
await c.page.waitForFunction(() => !document.querySelector('.lo'), { timeout: 3000 });
assert.deepEqual(c.problems.filter((p) => p.startsWith('pageerror:')), []);
} finally {
await c.close();
await srv.stop();
}
});
});
describe('0.2.0 自选编队 — a slotted operator in the own shop and battle (real server)', { skip: !ENABLED && 'set SP_E2E=1 (Chrome + public/assets)' }, () => {
test('自选编队: slot 推进之王 → level-5 shop card (自选) → buy → deploy → the local battle fields 推进之王', { timeout: 6 * 60 * 1000 }, async () => {
const srv = await startRealServer({ fast: { timerScale: 0.5, combatSpeed: 2, startRound: 1, kit: 0, level: 5, shop: [SLOT] } });
const P = (await import('puppeteer-core')).default;
const c = new Client(P, srv.base, 'diy', { prefix: 'diy' });
try {
await c.open();
await c.enter('自选');
// 1) 干员调配 → 自选编队: fill the first tier-5 slot (real clicks), synced with the server, persisted in the browser
await c.click('.lobby-screen [data-testid="loadout-open"]');
await c.page.waitForSelector('.lo .lo-tab[data-tab="diy"]', { visible: true, timeout: 15000 });
await c.click('.lo .lo-tab[data-tab="diy"]');
await c.page.waitForSelector(`.diy-slot[data-slot="${SLOT}"] .diy-slot__fill`, { visible: true, timeout: 15000 });
const slots = await c.page.evaluate(() => [...document.querySelectorAll('.diy-slot')].map((el) => el.dataset.slot));
assert.deepEqual(slots, ['chess_char_5_diy1_a', 'chess_char_5_diy2_a', 'chess_char_6_diy1_a', 'chess_char_6_diy2_a']);
await c.shot('tab');
await c.click(`.diy-slot[data-slot="${SLOT}"] .diy-slot__fill`);
await c.page.waitForSelector(`[data-testid="diy-picker"] .diy-opt[data-char="${SIEGE}"]`, { visible: true, timeout: 8000 });
const listed = await c.page.evaluate(() => [...document.querySelectorAll('[data-testid="diy-picker"] .diy-opt')].map((el) => el.dataset.char));
assert.ok(listed.includes('char_609_acguad') && listed.includes('char_601_cguard'), 'the tier-5 prototypes are listed');
await c.click(`[data-testid="diy-picker"] .diy-opt[data-char="${SIEGE}"]`);
await c.page.waitForSelector('[data-testid="diy-picker"] .diy-choice[data-skill="2"]', { visible: true, timeout: 5000 });
await c.click('[data-testid="diy-picker"] .diy-choice[data-skill="2"]');
await c.click('[data-testid="diy-picker"] .diy-choice[data-module="uniequip_002_siege"]');
await c.shot('picker');
await c.click('[data-testid="diy-confirm"]');
await c.page.waitForFunction((slot, id) => document.querySelector(`.diy-slot[data-slot="${slot}"]`)?.dataset.char === id, { timeout: 4000 }, SLOT, SIEGE);
await c.page.waitForFunction(() => /已同步/.test(document.querySelector('[data-testid="diy-sync"]')?.textContent || ''), { timeout: 8000 });
const card = await c.page.evaluate((slot) => document.querySelector(`.diy-slot[data-slot="${slot}"]`)?.textContent || '', SLOT);
assert.ok(card.includes('推进之王') && card.includes('已持有') && card.includes('SOL-X'), card);
const stored = await c.page.evaluate(() => JSON.parse(localStorage.getItem('sp.pref.diy') || 'null'));
assert.deepEqual(stored, { v: 1, picks: { [SLOT]: PICK } });
await c.shot('slotted');
await c.page.keyboard.press('Escape');
await c.page.waitForFunction(() => !document.querySelector('.lo'), { timeout: 3000 });
// 2) a solo 标准 match: the briefing's m.private carries the picks
await c.click('.mode-card', '独立模拟');
await c.click('.diff-card', '标准模拟');
await c.click('.create-box button', '开始独立模拟');
await c.waitFor((s) => !!s.room, 'solo room');
if (!(await c.st()).phase) await c.click('.room-bar__right button', '开始模拟', { timeout: 20000 });
await c.waitFor((s) => s.phase === 'INFO_CHECK', 'briefing', 30000);
const diy = await c.page.evaluate(() => globalThis.__SP__.store.get().match.private?.diy ?? null);
assert.deepEqual(diy, { [SLOT]: PICK }, 'the match received the picks');
await c.click('.brief__foot .btn--primary', '准备就绪');
await c.waitFor((s) => s.phase === 'BAND_DRAFT', 'band draft', 30000);
await c.click('.dband', null, { nth: 1 });
await c.click('.draft-detail__btns .btn--primary', '确认选择');
await c.waitFor((s) => s.phase === 'PREP' && !s.ready && s.funds >= 4 && s.level >= 5, 'prep at 调度中心 level 5', 60000);
await sleep(1800); // camera flight
// 3) the shop card at level 5: 推进之王 with 「自选」 (only this player's shop sells it); two taps buy it
await c.page.waitForSelector('.scard .scard__diy', { visible: true, timeout: 10000 });
const shopCard = await c.page.evaluate(() => {
const el = document.querySelector('.scard .scard__diy')?.closest('.scard');
return el ? { name: el.querySelector('.scard__name')?.textContent, badge: el.querySelector('.scard__diy')?.textContent, diy: el.querySelector('.scard__diy')?.dataset.diy, bonds: el.querySelector('.scard__bonds')?.textContent } : null;
});
assert.deepEqual([shopCard?.name, shopCard?.badge, shopCard?.diy], ['推进之王', '自选', SIEGE]);
assert.ok(shopCard.bonds.includes('维多利亚'), `derived bond: ${shopCard.bonds}`);
const level = await c.page.evaluate(() => globalThis.__SP__.store.get().match.private?.shop?.level);
assert.ok(level >= 5, 'sold from 调度中心 level 5');
await c.shot('shop');
await c.click('.scard', '推进之王');
await sleep(300);
await c.click('.scard', '推进之王');
await c.waitFor((s) => s.hand > 0, 'bought', 8000);
await sleep(900);
const [piece] = (await c.handPieces('chess')).filter((p) => p.id === SLOT);
assert.ok(piece, 'the slot\'s piece is in the hand');
await c.page.waitForFunction((uid) => document.querySelector(`.sitag[data-uid="${uid}"]`)?.textContent === '自选', { timeout: 5000 }, piece.uid);
const handModel = await c.page.evaluate((uid) => globalThis.__SP_VIEW__?.raw?.debug?.views?.get(`p:${uid}`)?.info?.spine ?? null, piece.uid);
assert.equal(handModel, SIEGE, 'the hand draws the operator');
await c.shot('hand');
// 4) deploy it (drag → direction wheel); the detail card shows 推进之王 with the pick's skill and the 「自选」 tag
const tile = await c.freeTileFor(piece.uid);
assert.ok(tile, 'a legal tile');
await c.drag(await c.piecePoint(piece.uid), await c.tilePoint(tile.row, tile.col));
await c.page.waitForSelector('.fwheel__dia', { timeout: 4000 });
await c.swipe('RIGHT');
await c.waitFor((s) => s.board > 0, 'placed', 8000);
await sleep(600);
let detail = null;
for (const at of [0.72, 0.4, 0.88]) {
const p = await c.piecePoint(piece.uid, at);
if (!p) continue;
await c.page.mouse.click(p.x, p.y, { button: 'right' });
detail = await c.page.waitForSelector('.dpanel .dtag-diy', { timeout: 2500 }).then(() => c.page.evaluate(() => ({
tag: document.querySelector('.dpanel .dtag-diy')?.textContent || '',
name: document.querySelector('.dpanel .dhead__name')?.textContent || '',
skill: document.querySelector('.dpanel .dskill')?.dataset.skill || '',
})), () => null);
if (detail) break;
}
assert.ok(detail, 'the detail card opens for the deployed piece');
assert.deepEqual(detail, { tag: '自选', name: '推进之王', skill: 'skchr_siege_3' });
await c.shot('board');
await c.page.keyboard.press('Escape');
// 5) ready → the local battle fields 推进之王 (the spec's diy pick; the sim's def and kit; the view's Spine model)
await c.click('.readybtn');
await c.waitFor((s) => s.phase === 'COMBAT', 'combat', 60000);
const got = await c.page.waitForFunction((uid, siege) => {
const r = globalThis.__SP_RUNNER__;
const e = r && [...r._entries.values()].find((x) => x.own && x.battle);
if (!e) return false;
const u = e.battle.allyUnits.find((x) => x.uid === uid);
if (!u) return false;
const views = globalThis.__SP_VIEW__?.raw?.debug?.views;
const v = views ? [...views.values()].find((x) => x.info?.uid === uid && !String(x.id).startsWith('p:')) : null;
if (!v || !v.spineReady) return false;
const entry = (e.spec.players || []).flatMap((p) => p.units || []).find((x) => x.uid === uid) || null;
return {
authoritative: e.authoritative, spec: entry && { chessId: entry.chessId, diy: entry.diy ?? null, skillIndex: entry.skillIndex ?? null },
charId: u.def?.charId, diyFor: u.def?.diyFor, skill: u.skill?.id ?? null, bonds: u.def?.bonds, generic: !!u.kit?.generic,
viewSpine: v.info.spine, viewDiy: v.info.diy?.charId ?? null, model: String(v._actorEntry?.skel || ''), siege,
};
}, { timeout: 30000, polling: 150 }, piece.uid, SIEGE).then((h) => h.jsonValue());
assert.equal(got.authoritative, true, 'the own normal battle is simulated by this browser');
assert.deepEqual(got.spec, { chessId: SLOT, diy: PICK, skillIndex: null }, 'b.start spec carries the pick');
assert.equal(got.charId, SIEGE, 'the local sim fields 推进之王');
assert.equal(got.diyFor, SLOT);
assert.equal(got.skill, 'skchr_siege_3', 'with the picked S3');
assert.deepEqual(got.bonds, ['victoriaShip']);
assert.equal(got.generic, false, 'its operator kit');
assert.equal(got.viewSpine, SIEGE);
assert.equal(got.viewDiy, SIEGE, 'the view knows the pick');
assert.match(got.model, /char_112_siege/, 'the battle view draws 推进之王\'s Spine model');
await sleep(800);
await c.shot('combat');
await c.waitFor((s) => (s.phase === 'PREP' && s.round >= 2) || !!s.result, 'next prep', 180000);
assert.deepEqual(problemsOf([c]), []);
} finally {
if (c.problems.length) console.log(c.problems.slice(0, 20).join('\n'));
await c.close();
await srv.stop();
}
});
});