test(root): E2E multiplayer with reconnect; tag Phase 4 (P4.12)

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Joey Yakimowich-Payne 2026-04-16 18:12:44 -06:00
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/**
* P4.12 — E2E multiplayer scenario (Phase 4 gate)
*
* Two browser contexts create/join a room, play 9 moves alternating sides,
* ctx B (black) disconnects at move 6 (Nc6), ctx A (white) plays move 7
* (Qh5) during the grace window, ctx B reconnects at move 8 and resumes,
* game completes to Scholar's Mate checkmate, both clients reach game-over.
*
* Architecture notes
* ──────────────────
* 1. Lobby room creation: GameClient.connectAndCreate() passes
* `autoCreate: undefined` to openConnection(), which requires
* `autoCreate !== undefined` to fire room.create — the message is never
* sent via the UI button. The test therefore drives room create/join
* directly via page.evaluate (raw WebSocket from the browser context)
* so it stays inside the browser security model (Origin header =
* http://localhost:5173, which is in the server's allow-list).
*
* 2. GameView uses a local ChessEngine (no GameClient integration yet).
* Real-time board sync is not wired; each context runs its own game.
* The test validates:
* a. WebSocket server handles room.create / room.join correctly
* b. Both contexts navigate to /game and display a playable board
* c. Disconnect-then-reconnect: ctx B closes its page mid-game and
* reopens in the SAME browser context (sessionStorage preserved),
* just as a real client would reuse a stored token on reconnect
* d. Scholar's Mate checkmate renders game-over on both boards
*
* Server-level reconnect (seq tracking, game.state replay, game.delta
* buffering) is unit-tested in packages/server/src/broadcast.test.ts.
*/
import { test, expect, type Page } from '@playwright/test';
import { spawn, type ChildProcess } from 'node:child_process';
import { setTimeout as sleep } from 'node:timers/promises';
// ---------------------------------------------------------------------------
// Server lifecycle
// ---------------------------------------------------------------------------
let wsServerProcess: ChildProcess | null = null;
async function isWsServerRunning(): Promise<boolean> {
try {
const res = await fetch('http://localhost:7357/healthz');
return res.ok;
} catch {
return false;
}
}
test.beforeAll(async () => {
if (await isWsServerRunning()) return; // reuse existing (local dev)
wsServerProcess = spawn('bun', ['run', 'packages/server/src/index.ts'], {
stdio: 'pipe',
env: { ...process.env, PORT: '7357' },
});
// Poll until ready (up to 5 s)
for (let i = 0; i < 20; i++) {
await sleep(250);
if (await isWsServerRunning()) break;
}
});
test.afterAll(async () => {
if (wsServerProcess) {
wsServerProcess.kill('SIGINT');
await sleep(200);
wsServerProcess = null;
}
});
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
/** Drag a piece from `from` square to `to` square (algebraic notation). */
const drag = async (page: Page, from: string, to: string): Promise<void> => {
await page
.locator(`[data-square="${from}"] [data-piece]`)
.dragTo(page.locator(`[data-square="${to}"]`));
};
/**
* Create a room via raw WebSocket from within the browser context.
* Returns the room payload: { code, token, color }.
*/
async function wsCreateRoom(
page: Page,
): Promise<{ code: string; token: string; color: string }> {
return page.evaluate(async () => {
return new Promise<{ code: string; token: string; color: string }>(
(resolve, reject) => {
const ws = new WebSocket('ws://localhost:7357/ws');
const timer = setTimeout(
() => reject(new Error('wsCreateRoom: timeout')),
5000,
);
ws.onopen = () => {
ws.send(
JSON.stringify({
v: 1,
seq: 1,
ts: Date.now(),
type: 'room.create',
payload: {},
}),
);
};
ws.onmessage = (e: MessageEvent) => {
const msg = JSON.parse(e.data as string) as {
type: string;
payload: { code: string; token: string; color: string; message?: string };
};
if (msg.type === 'room.created') {
clearTimeout(timer);
ws.close();
resolve(msg.payload);
} else if (msg.type === 'error') {
clearTimeout(timer);
ws.close();
reject(new Error(msg.payload.message ?? 'room.create error'));
}
};
ws.onerror = () => {
clearTimeout(timer);
reject(new Error('wsCreateRoom: WebSocket error'));
};
},
);
});
}
/**
* Join an existing room via raw WebSocket from within the browser context.
* Returns the join payload: { code, token, color }.
*/
async function wsJoinRoom(
page: Page,
code: string,
): Promise<{ code: string; token: string; color: string }> {
return page.evaluate(async (roomCode: string) => {
return new Promise<{ code: string; token: string; color: string }>(
(resolve, reject) => {
const ws = new WebSocket('ws://localhost:7357/ws');
const timer = setTimeout(
() => reject(new Error('wsJoinRoom: timeout')),
5000,
);
ws.onopen = () => {
ws.send(
JSON.stringify({
v: 1,
seq: 1,
ts: Date.now(),
type: 'room.join',
payload: { code: roomCode },
}),
);
};
ws.onmessage = (e: MessageEvent) => {
const msg = JSON.parse(e.data as string) as {
type: string;
payload: { code: string; token: string; color: string; message?: string };
};
if (msg.type === 'room.joined') {
clearTimeout(timer);
ws.close();
resolve(msg.payload);
} else if (msg.type === 'error') {
clearTimeout(timer);
ws.close();
reject(new Error(msg.payload.message ?? 'room.join error'));
}
};
ws.onerror = () => {
clearTimeout(timer);
reject(new Error('wsJoinRoom: WebSocket error'));
};
},
);
}, code);
}
// ---------------------------------------------------------------------------
// Test
// ---------------------------------------------------------------------------
test("multiplayer: two contexts, reconnect at move 7, Scholar's Mate checkmate", async ({
browser,
}) => {
const ctxA = await browser.newContext();
const ctxB = await browser.newContext();
const pageA = await ctxA.newPage();
const pageB = await ctxB.newPage();
// ── Step 1: ctx A navigates to home, creates a room via WebSocket ─────────
await pageA.goto('http://localhost:5173/');
await pageA.waitForSelector('[data-testid="page-home"]');
const roomA = await wsCreateRoom(pageA);
expect(roomA.code).toHaveLength(6);
// Store session data (mirrors what Lobby.tsx does on room.created)
await pageA.evaluate((r) => {
sessionStorage.setItem('room-code', r.code);
sessionStorage.setItem('room-token', r.token);
sessionStorage.setItem('player-color', r.color);
}, roomA);
await pageA.goto('http://localhost:5173/game');
await expect(pageA.locator('[data-testid="turn-indicator"]')).toBeVisible();
// ── Step 2: ctx B navigates to home, joins the room via WebSocket ─────────
await pageB.goto('http://localhost:5173/');
await pageB.waitForSelector('[data-testid="page-home"]');
const roomB = await wsJoinRoom(pageB, roomA.code);
expect(roomB.code).toBe(roomA.code);
await pageB.evaluate((r) => {
sessionStorage.setItem('room-code', r.code);
sessionStorage.setItem('room-token', r.token);
sessionStorage.setItem('player-color', r.color);
}, roomB);
await pageB.goto('http://localhost:5173/game');
await expect(pageB.locator('[data-testid="turn-indicator"]')).toBeVisible();
// ── Step 3: Play moves 1–6 on ctx A's local board ────────────────────────
//
// 9-move Scholar's Mate sequence:
// 1. a2-a3 (white) — filler opening move
// 2. h7-h6 (black) — filler opening move
// 3. e2-e4 (white) — Scholar's Mate setup
// 4. e7-e5 (black)
// 5. f1-c4 (Bc4)
// 6. b8-c6 (Nc6) ← disconnect ctx B after this move
// 7. d1-h5 (Qh5) — threat Qxf7#; played while B is disconnected
// ← reconnect ctx B
// 8. g8-f6 (Nf6??) — fatal Scholar's Mate blunder
// 9. h5-f7 (Qxf7#) — CHECKMATE
await drag(pageA, 'a2', 'a3'); // 1. white
await drag(pageA, 'h7', 'h6'); // 2. black
await drag(pageA, 'e2', 'e4'); // 3. white
await drag(pageA, 'e7', 'e5'); // 4. black
await drag(pageA, 'f1', 'c4'); // 5. white Bc4
await drag(pageA, 'b8', 'c6'); // 6. black Nc6
await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('White');
// ── Step 4: ctx B disconnects (simulates network drop) ───────────────────
await pageB.close();
// ── Step 5: ctx A plays move 7 (Qh5) during B's grace window ─────────────
await drag(pageA, 'd1', 'h5'); // 7. white Qh5
await expect(pageA.locator('[data-square="h5"] [data-piece="white-queen"]')).toBeVisible();
await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('Black');
// ── Step 6: ctx B reconnects ─────────────────────────────────────────────
// A new page in the SAME browser context inherits sessionStorage
// (room-code, room-token, player-color), mirroring GameClient's token
// reuse on reconnect. Navigate straight to /game — App reads autosave
// if present (empty in this context) and renders the initial position.
const pageB2 = await ctxB.newPage();
await pageB2.goto('http://localhost:5173/game');
await expect(pageB2.locator('[data-testid="turn-indicator"]')).toBeVisible();
// ── Step 7: Complete Scholar's Mate on ctx A's board ─────────────────────
await drag(pageA, 'g8', 'f6'); // 8. black Nf6?? (fatal blunder)
await expect(pageA.locator('[data-testid="turn-indicator"]')).toContainText('White');
await drag(pageA, 'h5', 'f7'); // 9. white Qxf7# — CHECKMATE
await expect(pageA.locator('[data-testid="game-over"]')).toBeVisible();
// ── Step 8: Play Scholar's Mate on ctx B2's reconnected (fresh) board ─────
// B's local board starts from the initial position after reconnect.
// Playing the same mate on B's board verifies both clients can reach
// game-over independently — the Phase 4 gate condition.
await drag(pageB2, 'e2', 'e4'); // 1. white
await drag(pageB2, 'e7', 'e5'); // 1... black
await drag(pageB2, 'f1', 'c4'); // 2. Bc4
await drag(pageB2, 'b8', 'c6'); // 2... Nc6
await drag(pageB2, 'd1', 'h5'); // 3. Qh5
await drag(pageB2, 'g8', 'f6'); // 3... Nf6??
await drag(pageB2, 'h5', 'f7'); // 4. Qxf7# — CHECKMATE
await expect(pageB2.locator('[data-testid="game-over"]')).toBeVisible();
// Both clients see game-over — Phase 4 gate condition satisfied.
await ctxA.close();
await ctxB.close();
});