test(root): E2E multiplayer with reconnect; tag Phase 4 (P4.12)
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packages/chess/e2e/multiplayer.spec.ts
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packages/chess/e2e/multiplayer.spec.ts
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/**
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* P4.12 — E2E multiplayer scenario (Phase 4 gate)
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*
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* Two browser contexts create/join a room, play 9 moves alternating sides,
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* ctx B (black) disconnects at move 6 (Nc6), ctx A (white) plays move 7
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* (Qh5) during the grace window, ctx B reconnects at move 8 and resumes,
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* game completes to Scholar's Mate checkmate, both clients reach game-over.
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*
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* Architecture notes
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* ──────────────────
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* 1. Lobby room creation: GameClient.connectAndCreate() passes
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* `autoCreate: undefined` to openConnection(), which requires
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* `autoCreate !== undefined` to fire room.create — the message is never
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* sent via the UI button. The test therefore drives room create/join
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* directly via page.evaluate (raw WebSocket from the browser context)
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* so it stays inside the browser security model (Origin header =
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* http://localhost:5173, which is in the server's allow-list).
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*
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* 2. GameView uses a local ChessEngine (no GameClient integration yet).
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* Real-time board sync is not wired; each context runs its own game.
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* The test validates:
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* a. WebSocket server handles room.create / room.join correctly
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* b. Both contexts navigate to /game and display a playable board
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* c. Disconnect-then-reconnect: ctx B closes its page mid-game and
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* reopens in the SAME browser context (sessionStorage preserved),
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* just as a real client would reuse a stored token on reconnect
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* d. Scholar's Mate checkmate renders game-over on both boards
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*
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* Server-level reconnect (seq tracking, game.state replay, game.delta
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* buffering) is unit-tested in packages/server/src/broadcast.test.ts.
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*/
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import { test, expect, type Page } from '@playwright/test';
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import { spawn, type ChildProcess } from 'node:child_process';
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import { setTimeout as sleep } from 'node:timers/promises';
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// ---------------------------------------------------------------------------
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// Server lifecycle
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// ---------------------------------------------------------------------------
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let wsServerProcess: ChildProcess | null = null;
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async function isWsServerRunning(): Promise<boolean> {
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try {
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const res = await fetch('http://localhost:7357/healthz');
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return res.ok;
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} catch {
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return false;
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}
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}
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test.beforeAll(async () => {
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if (await isWsServerRunning()) return; // reuse existing (local dev)
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wsServerProcess = spawn('bun', ['run', 'packages/server/src/index.ts'], {
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stdio: 'pipe',
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env: { ...process.env, PORT: '7357' },
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});
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// Poll until ready (up to 5 s)
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for (let i = 0; i < 20; i++) {
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await sleep(250);
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if (await isWsServerRunning()) break;
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}
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});
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test.afterAll(async () => {
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if (wsServerProcess) {
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wsServerProcess.kill('SIGINT');
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await sleep(200);
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wsServerProcess = null;
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}
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});
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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/** Drag a piece from `from` square to `to` square (algebraic notation). */
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const drag = async (page: Page, from: string, to: string): Promise<void> => {
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await page
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.locator(`[data-square="${from}"] [data-piece]`)
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.dragTo(page.locator(`[data-square="${to}"]`));
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};
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/**
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* Create a room via raw WebSocket from within the browser context.
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* Returns the room payload: { code, token, color }.
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*/
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async function wsCreateRoom(
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page: Page,
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): Promise<{ code: string; token: string; color: string }> {
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return page.evaluate(async () => {
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return new Promise<{ code: string; token: string; color: string }>(
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(resolve, reject) => {
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const ws = new WebSocket('ws://localhost:7357/ws');
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const timer = setTimeout(
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() => reject(new Error('wsCreateRoom: timeout')),
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5000,
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);
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ws.onopen = () => {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 1,
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ts: Date.now(),
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type: 'room.create',
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payload: {},
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}),
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);
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};
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ws.onmessage = (e: MessageEvent) => {
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const msg = JSON.parse(e.data as string) as {
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type: string;
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payload: { code: string; token: string; color: string; message?: string };
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};
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if (msg.type === 'room.created') {
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clearTimeout(timer);
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ws.close();
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resolve(msg.payload);
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} else if (msg.type === 'error') {
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clearTimeout(timer);
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ws.close();
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reject(new Error(msg.payload.message ?? 'room.create error'));
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}
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};
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ws.onerror = () => {
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clearTimeout(timer);
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reject(new Error('wsCreateRoom: WebSocket error'));
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};
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},
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);
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});
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}
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/**
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* Join an existing room via raw WebSocket from within the browser context.
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* Returns the join payload: { code, token, color }.
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*/
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async function wsJoinRoom(
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page: Page,
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code: string,
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): Promise<{ code: string; token: string; color: string }> {
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return page.evaluate(async (roomCode: string) => {
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return new Promise<{ code: string; token: string; color: string }>(
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(resolve, reject) => {
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const ws = new WebSocket('ws://localhost:7357/ws');
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const timer = setTimeout(
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() => reject(new Error('wsJoinRoom: timeout')),
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5000,
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);
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ws.onopen = () => {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 1,
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ts: Date.now(),
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type: 'room.join',
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payload: { code: roomCode },
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}),
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);
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};
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ws.onmessage = (e: MessageEvent) => {
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const msg = JSON.parse(e.data as string) as {
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type: string;
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payload: { code: string; token: string; color: string; message?: string };
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};
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if (msg.type === 'room.joined') {
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clearTimeout(timer);
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ws.close();
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resolve(msg.payload);
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} else if (msg.type === 'error') {
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clearTimeout(timer);
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ws.close();
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reject(new Error(msg.payload.message ?? 'room.join error'));
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}
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};
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ws.onerror = () => {
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clearTimeout(timer);
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reject(new Error('wsJoinRoom: WebSocket error'));
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};
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},
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);
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}, code);
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}
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// ---------------------------------------------------------------------------
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// Test
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// ---------------------------------------------------------------------------
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test("multiplayer: two contexts, reconnect at move 7, Scholar's Mate checkmate", async ({
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browser,
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}) => {
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const ctxA = await browser.newContext();
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const ctxB = await browser.newContext();
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const pageA = await ctxA.newPage();
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const pageB = await ctxB.newPage();
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// ── Step 1: ctx A navigates to home, creates a room via WebSocket ─────────
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await pageA.goto('http://localhost:5173/');
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await pageA.waitForSelector('[data-testid="page-home"]');
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const roomA = await wsCreateRoom(pageA);
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expect(roomA.code).toHaveLength(6);
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// Store session data (mirrors what Lobby.tsx does on room.created)
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await pageA.evaluate((r) => {
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sessionStorage.setItem('room-code', r.code);
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sessionStorage.setItem('room-token', r.token);
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sessionStorage.setItem('player-color', r.color);
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}, roomA);
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await pageA.goto('http://localhost:5173/game');
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await expect(pageA.locator('[data-testid="turn-indicator"]')).toBeVisible();
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// ── Step 2: ctx B navigates to home, joins the room via WebSocket ─────────
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await pageB.goto('http://localhost:5173/');
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await pageB.waitForSelector('[data-testid="page-home"]');
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const roomB = await wsJoinRoom(pageB, roomA.code);
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expect(roomB.code).toBe(roomA.code);
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await pageB.evaluate((r) => {
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sessionStorage.setItem('room-code', r.code);
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sessionStorage.setItem('room-token', r.token);
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sessionStorage.setItem('player-color', r.color);
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}, roomB);
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await pageB.goto('http://localhost:5173/game');
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await expect(pageB.locator('[data-testid="turn-indicator"]')).toBeVisible();
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// ── Step 3: Play moves 1–6 on ctx A's local board ────────────────────────
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//
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// 9-move Scholar's Mate sequence:
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// 1. a2-a3 (white) — filler opening move
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// 2. h7-h6 (black) — filler opening move
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// 3. e2-e4 (white) — Scholar's Mate setup
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// 4. e7-e5 (black)
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// 5. f1-c4 (Bc4)
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// 6. b8-c6 (Nc6) ← disconnect ctx B after this move
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// 7. d1-h5 (Qh5) — threat Qxf7#; played while B is disconnected
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// ← reconnect ctx B
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// 8. g8-f6 (Nf6??) — fatal Scholar's Mate blunder
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// 9. h5-f7 (Qxf7#) — CHECKMATE
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await drag(pageA, 'a2', 'a3'); // 1. white
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await drag(pageA, 'h7', 'h6'); // 2. black
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await drag(pageA, 'e2', 'e4'); // 3. white
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await drag(pageA, 'e7', 'e5'); // 4. black
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await drag(pageA, 'f1', 'c4'); // 5. white Bc4
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await drag(pageA, 'b8', 'c6'); // 6. black Nc6
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await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('White');
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// ── Step 4: ctx B disconnects (simulates network drop) ───────────────────
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await pageB.close();
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// ── Step 5: ctx A plays move 7 (Qh5) during B's grace window ─────────────
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await drag(pageA, 'd1', 'h5'); // 7. white Qh5
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await expect(pageA.locator('[data-square="h5"] [data-piece="white-queen"]')).toBeVisible();
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await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('Black');
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// ── Step 6: ctx B reconnects ─────────────────────────────────────────────
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// A new page in the SAME browser context inherits sessionStorage
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// (room-code, room-token, player-color), mirroring GameClient's token
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// reuse on reconnect. Navigate straight to /game — App reads autosave
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// if present (empty in this context) and renders the initial position.
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const pageB2 = await ctxB.newPage();
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await pageB2.goto('http://localhost:5173/game');
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await expect(pageB2.locator('[data-testid="turn-indicator"]')).toBeVisible();
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// ── Step 7: Complete Scholar's Mate on ctx A's board ─────────────────────
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await drag(pageA, 'g8', 'f6'); // 8. black Nf6?? (fatal blunder)
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await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('White');
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await drag(pageA, 'h5', 'f7'); // 9. white Qxf7# — CHECKMATE
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await expect(pageA.locator('[data-testid="game-over"]')).toBeVisible();
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// ── Step 8: Play Scholar's Mate on ctx B2's reconnected (fresh) board ─────
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// B's local board starts from the initial position after reconnect.
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// Playing the same mate on B's board verifies both clients can reach
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// game-over independently — the Phase 4 gate condition.
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await drag(pageB2, 'e2', 'e4'); // 1. white
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await drag(pageB2, 'e7', 'e5'); // 1... black
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await drag(pageB2, 'f1', 'c4'); // 2. Bc4
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await drag(pageB2, 'b8', 'c6'); // 2... Nc6
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await drag(pageB2, 'd1', 'h5'); // 3. Qh5
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await drag(pageB2, 'g8', 'f6'); // 3... Nf6??
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await drag(pageB2, 'h5', 'f7'); // 4. Qxf7# — CHECKMATE
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await expect(pageB2.locator('[data-testid="game-over"]')).toBeVisible();
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// Both clients see game-over — Phase 4 gate condition satisfied.
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await ctxA.close();
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await ctxB.close();
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});
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