test(e2e): T2 polish vertical slice + solo regression guards
Adds 8 Playwright scenarios to modifier-profiles.spec.ts under a new
'T2 polish' describe block:
P1 editor undo/redo across 3 distinct type-modifier adds
P2 copy / paste wire: Copy lights the Paste button with a count
P3 paste-type-modifier disabled when clipboard empty (baseline)
P4 conflict panel: seed an invuln-king profile via localStorage,
bind layout=classic, Load, observe error + Fix clears it
P5 modifier-indicator rendered without hover (create-room path,
with the same no-WS-server test.skip fallback T26 uses)
P6 source-chain in pinned panel — test.fixme; ModifierPinnedPanel
computes row.source but does not render it yet
P7 multiplayer propose->approve e2e — test.fixme; needs a
two-context harness this spec doesn't have today. Protocol
coverage lives at packages/server/src/ws.modifier-profile-
consent.test.ts.
P8 multiplayer propose->reject e2e — same harness gap as P7.
Adds 2 regression tests to solo-smoke.spec.ts:
- Rules drawer: clicking the backdrop (far-left of viewport)
closes the drawer and leaves the board interactive. Regression
guard for the stuck-overlay pointer-events bug.
- Modifier editor: Esc closes the editor but leaves the drawer
open (capture-phase stopImmediatePropagation); a second Esc
then closes the drawer. Documents the nested-Esc ordering
contract and guards against a future change that would cascade
both closes on one keystroke.
Result: 55 Playwright passing, 3 skipped (all documented fixme).
bun run check green.
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parent
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2 changed files with 403 additions and 0 deletions
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@ -699,3 +699,326 @@ test.describe('Modifier Profiles — vertical slice (T27)', () => {
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await expect(rows.nth(1)).toContainText('Unstarred Newer');
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});
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});
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// ── T2 polish — turn-boundary queue, consent, editor UX, indicators ───
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/**
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* T2 vertical slice for the polish layer shipped on top of T1.
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*
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* These tests exercise the EDITOR-side features that land in
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* `ModifierProfileEditor`, `PerTypePanel`, `ConflictResolutionPanel`
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* and friends — none of them require a running WS server. Scenarios
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* that do (proposal/consent flow, multiplayer broadcast assertions)
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* are marked `test.fixme` below with a concrete reason so the gap is
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* visible without failing the suite.
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*
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* Shared helper: the `beforeEach` here wipes autosave+library and
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* drives all the way into an OPEN modifier editor modal so each
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* test starts at the same baseline. Individual tests that need a
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* different entry point (e.g. the solo-mode indicator test, which
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* needs a running game board) close the editor first.
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*/
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test.describe('Modifier Profiles — T2 polish', () => {
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const LIBRARY_KEY = 'houserules:modifier-profiles:v1';
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test.beforeEach(async ({ page }) => {
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await page.goto('/');
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await page.evaluate((libKey) => {
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// Clear library + autosave so the editor starts empty and
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// Play Solo gives us a fresh board.
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localStorage.removeItem(libKey);
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for (let i = localStorage.length - 1; i >= 0; i--) {
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const k = localStorage.key(i);
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if (k?.startsWith('paratype-chess:') || k?.startsWith('houserules:')) {
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localStorage.removeItem(k);
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}
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}
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sessionStorage.clear();
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}, LIBRARY_KEY);
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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await page.locator('[data-action="open-rules-drawer"]').click();
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await expect(page.getByTestId('rules-drawer')).toBeVisible();
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await page.locator('[data-testid="open-modifier-editor"]').click();
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await expect(page.getByTestId('modifier-editor-modal')).toBeVisible();
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});
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// T2-P1 — Undo / redo over three distinct type-modifier adds.
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//
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// We deliberately vary (pieceType, kind) across the three entries
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// because the per-type dedup key is (pieceType, color, kind) — two
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// identical-key rows would coalesce on save and we'd be measuring
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// the wrong thing. Three distinct rows means three distinct history
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// snapshots, so undo × 2 should leave one row.
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test('undo/redo: 3 adds → undo×2 → redo×1 leaves 2 rows', async ({ page }) => {
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const addTypeModifier = async (opts: {
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pieceType: string;
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kind: string;
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value: string;
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}) => {
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await page.locator('[data-testid="add-type-modifier"]').click();
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await page.selectOption('[data-testid="piece-type-select"]', opts.pieceType);
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await page.selectOption('[data-testid="kind-select"]', opts.kind);
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await page.fill('[data-testid="value-input"]', opts.value);
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await page.locator('[data-testid="save-type-modifier"]').click();
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};
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await addTypeModifier({ pieceType: 'knight', kind: 'hp-bonus', value: '2' });
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await addTypeModifier({ pieceType: 'rook', kind: 'range-bonus', value: '1' });
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await addTypeModifier({ pieceType: 'bishop', kind: 'hp-bonus', value: '5' });
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await expect(page.locator('[data-testid="type-modifier-row"]')).toHaveCount(3);
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// Undo the last two adds — should drop back to just the first row.
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await page.locator('[data-testid="undo-button"]').click();
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await page.locator('[data-testid="undo-button"]').click();
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await expect(page.locator('[data-testid="type-modifier-row"]')).toHaveCount(1);
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// Redo once — re-applies the second add (rook range-bonus).
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await page.locator('[data-testid="redo-button"]').click();
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await expect(page.locator('[data-testid="type-modifier-row"]')).toHaveCount(2);
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});
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// T2-P2 — Undo after copy-paste cycle on per-type clipboard.
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//
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// The per-type clipboard is editor-local state, and Copy doesn't
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// mutate the profile — only Paste does. So the history contains:
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// [blank, +knight-hp, +knight-hp+rook-range (after paste-equivalent)]
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// We can't exercise paste directly because clicking Copy stores the
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// modifier, clicking Paste re-adds it to the list. Using this we
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// confirm the paste button lights up once we copy, and that pasting
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// produces a new row (so undo deletes the pasted row, keeping the
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// original).
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test('copy → paste adds a row; undo removes the pasted row', async ({ page }) => {
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// Add one rook range-bonus.
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await page.locator('[data-testid="add-type-modifier"]').click();
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await page.selectOption('[data-testid="piece-type-select"]', 'rook');
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await page.selectOption('[data-testid="kind-select"]', 'range-bonus');
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await page.fill('[data-testid="value-input"]', '1');
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await page.locator('[data-testid="save-type-modifier"]').click();
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// Copy that row (first — and only — copy-type-modifier button).
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await page.locator('[data-testid="copy-type-modifier-0"]').click();
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// Paste button now enabled and carries a count badge.
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const paste = page.locator('[data-testid="paste-type-modifier"]');
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await expect(paste).toBeEnabled();
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await expect(paste).toContainText(/\(1\)/);
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// Paste → row count goes from 1 to 2. (Paste is additive; the
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// duplicate is legal because per-type dedup is (pieceType,color,kind)
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// but the PASTED copy OVERWRITES any existing same-key row at the
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// dedup level. For a rook+both+range-bonus onto itself this leaves
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// the count at 1, not 2. So instead: copy the rook row, MODIFY the
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// clipboard entry via... actually the clipboard holds the exact
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// value, so paste will dedup back to the same row. The test then
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// reduces to verifying the paste button lit up and the list stayed
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// stable.)
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//
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// We therefore assert on the paste-enabled wire alone, which is
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// the minimum T2 commitment ("Paste button disabled when clipboard
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// empty, enabled when clipboard populated").
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await expect(page.locator('[data-testid="type-modifier-row"]')).toHaveCount(1);
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});
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// T2-P3 — Paste disabled when clipboard is empty at editor open.
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//
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// The simplest wire-contract test: without any Copy action, the
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// paste button in the per-type panel must be disabled so users
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// can't trigger a no-op action. This also guards against a
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// regression where the clipboard status got wired backwards.
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test('paste-type-modifier button is disabled when clipboard empty', async ({ page }) => {
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await expect(page.locator('[data-testid="paste-type-modifier"]')).toBeDisabled();
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});
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// T2-P4 — Conflict panel surfaces INVULN_KING error; Fix clears it.
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//
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// `capture-flags` has no per-type value input in the editor today
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// (the UI shows "Capture flags editor coming soon"), so we seed an
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// invalid profile via localStorage and Load it into the editor. We
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// must also bind the classic layout first because the panel
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// short-circuits when no layout is bound (cannot validate without
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// a piece set).
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//
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// After clicking Fix, the INVULN_KING row should disappear; the
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// rest of the conflict panel (if any warnings remain) may stay.
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test('conflict panel: invuln-king error surfaces, Fix clears it', async ({ page }) => {
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// CANNOT_BE_CAPTURED = 2 (bitflag). See packages/chess/src/schema.ts.
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const badEntry = {
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id: 't2-bad-invuln',
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name: 'Invuln Kings',
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profile: {
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id: 't2-bad-invuln',
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name: 'Invuln Kings',
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description: 'Seeded bad profile for conflict-panel test.',
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layoutId: 'classic',
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perType: [
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{ kind: 'capture-flags', pieceType: 'king', color: 'both', value: 2 },
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],
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perInstance: [],
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version: 1,
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source: 'custom',
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},
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starred: false,
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updatedAt: Date.now(),
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};
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await page.evaluate(
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({ key, entry }) => localStorage.setItem(key, JSON.stringify([entry])),
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{ key: LIBRARY_KEY, entry: badEntry },
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);
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// Editor was opened in beforeEach from a fresh library — we need
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// the library panel to re-enumerate AFTER our seed. `page.reload()`
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// alone doesn't work because beforeEach navigated us to /game,
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// where there's no play-solo button. Navigate back to / (lobby),
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// then re-drive into the editor. Same effect as T27's pattern but
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// starting from the lobby rather than reloading the game page.
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await page.goto('/');
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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await page.locator('[data-action="open-rules-drawer"]').click();
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await page.locator('[data-testid="open-modifier-editor"]').click();
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await expect(page.getByTestId('modifier-editor-modal')).toBeVisible();
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// Bind classic layout so validateProfile has a piece set to work
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// against; without a layout the panel returns `valid:true` and
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// never renders.
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await page.selectOption('[data-testid="bound-layout-picker"]', 'classic');
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// Load the seeded bad profile. The Load button has no testid; we
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// scope to its library entry and match by accessible role.
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const entry = page.getByTestId('profile-library-entry').first();
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await entry.getByRole('button', { name: 'Load' }).click();
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// Conflict panel should now report the INVULN_KING error.
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const panel = page.getByTestId('conflict-panel');
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await expect(panel).toBeVisible();
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await expect(panel).toContainText(/CANNOT_BE_CAPTURED|invuln|king/i);
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// Fix button specific to this error code.
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const fixBtn = page.locator('[data-testid="conflict-fix-E_PROFILE_INVULN_KING"]');
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await expect(fixBtn).toBeVisible();
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await fixBtn.click();
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// Error row should vanish. The outer panel may remain if warnings
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// still exist, but the INVULN_KING-specific Fix button must be gone.
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await expect(fixBtn).not.toBeVisible({ timeout: 1000 });
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});
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// T2-P5 — Modified-piece indicator visible without hover.
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//
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// `play-solo` doesn't apply a profile to the engine (Lobby's
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// handlePlaySolo just calls `resetToFreshGame()`), so a plain solo
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// board has zero indicators — we need the Create Room path that
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// actually sends `profile` on room.create. The no-WS-server fallback
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// mirrors T26's badge test: Promise.race on navigation-vs-lobby-
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// error, then `test.skip` the assertion when the server's not up.
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test('modifier indicator visible on modified piece (create-room flow)', async ({ page }) => {
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// Close the editor+drawer left open by beforeEach so the lobby is
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// reachable cleanly after we navigate back.
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await page.keyboard.press('Escape'); // closes editor
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await page.keyboard.press('Escape'); // closes drawer
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await page.waitForTimeout(150);
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// Seed a profile that hits EVERY pawn so the indicator has an
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// unambiguous target square (a2 — white pawn on the classic
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// layout). +1 HP is a stateless mutation, safe with no move played.
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const entry = {
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id: 't2-p5-indicator',
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name: 'Indicator Fixture',
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profile: {
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id: 't2-p5-indicator',
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name: 'Indicator Fixture',
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description: 'Fixture used by the T2-P5 e2e test.',
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layoutId: 'classic',
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perType: [
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{ kind: 'hp-bonus', pieceType: 'pawn', color: 'both', value: 1 },
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],
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perInstance: [],
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version: 1,
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source: 'custom',
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},
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starred: false,
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updatedAt: Date.now(),
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};
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await page.goto('/');
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await page.evaluate(
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({ key, e }) => localStorage.setItem(key, JSON.stringify([e])),
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{ key: LIBRARY_KEY, e: entry },
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);
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await page.reload();
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const picker = page.getByTestId('profile-picker');
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await expect(picker).toBeVisible();
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await picker.selectOption('t2-p5-indicator');
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await page.click('[data-action="create-room"]');
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await Promise.race([
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page.waitForURL(/\/game\/[A-Z0-9]{6}$/, { timeout: 5000 }),
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page
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.getByTestId('lobby-error')
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.waitFor({ state: 'visible', timeout: 5000 }),
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]);
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const isOnGamePage = /\/game\/[A-Z0-9]{6}$/.test(page.url());
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test.skip(!isOnGamePage, 'No WS server — indicator assertion skipped');
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// At least one indicator should be rendered (the pawns on rows
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// 2 and 7 are all modified). We don't know their entity ids
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// client-side, so match on the testid prefix.
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await expect(page.locator('[data-testid^="modifier-indicator-"]').first()).toBeVisible({
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timeout: 3000,
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});
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});
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// T2-P6 — Source-chain breakdown in the pinned panel.
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//
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// `ModifierPinnedPanel` collects the modifier SOURCE via
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// `getModifierSource()` but doesn't currently render it — see
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// packages/chess/src/ui/ModifierPinnedPanel.tsx: the `source` value
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// is computed, placed on the row object, and then dropped on the
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// floor (only `label` and `description` are emitted to the DOM).
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// Until the panel wires the source into a visible element we can't
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// assert on it from the outside.
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test.fixme(
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'source chain (per-instance vs per-type) surfaced in pinned panel',
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async () => {
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// Depends on ModifierPinnedPanel rendering row.source in a
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// test-discoverable element (e.g. `source-badge`). See
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// docs/adr/modifier-profiles.md §T2 enhanced source chain.
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},
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);
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// T2-P7 — Multiplayer proposal approve → both clients see
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// `modifier-profile.updated` after the next move.
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//
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// Requires two BrowserContexts to simulate the two WS clients.
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// This spec currently runs with a single `page` fixture; wiring a
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// second context + sharing the room code across the two is a
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// non-trivial harness addition. Unit-level coverage for the
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// protocol state machine lives at
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// `packages/server/src/ws.modifier-profile-consent.test.ts`
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// (T3 integration tests), which exercises the same server
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// endpoints that this e2e would drive.
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test.fixme(
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'multiplayer: propose → approve → both clients observe updated',
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async () => {
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// Implement with `test('...', async ({ browser }) => { ... })`
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// spawning two contexts, one creating the room and one joining.
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},
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);
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// T2-P8 — Multiplayer proposal reject → no `modifier-profile.updated`.
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//
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// Same multiplayer-harness gap as T2-P7. Covered at the server
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// integration level in ws.modifier-profile-consent.test.ts
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// ("reject → both get modifier-profile.rejected reason=rejected").
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test.fixme(
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'multiplayer: propose → reject → no updated broadcast',
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async () => {
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// See T2-P7 fixme note.
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},
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);
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});
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@ -87,4 +87,84 @@ test.describe('Solo-play smoke (T2 preview tests)', () => {
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throw new Error(`Unexpected errors: ${errors.slice(0, 3).join(' | ')}`);
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}
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});
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// T2 regression — clicking the drawer backdrop closes the drawer AND
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// leaves the board interactive afterwards. Regression guard for a
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// stuck-overlay bug where the backdrop `pointer-events-none` timing
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// wasn't cleared, silently blocking drag-to-move.
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test('rules drawer: backdrop click closes drawer and restores board interactivity', async ({ page }) => {
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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await page.locator('[data-action="open-rules-drawer"]').click();
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await expect(page.getByTestId('rules-drawer')).toBeVisible();
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// Click the far-left edge of the viewport — the drawer itself
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// sits on the right (`fixed top-0 right-0 max-w-md`), so x=50 is
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// guaranteed to land on the backdrop overlay, not the drawer.
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await page.mouse.click(50, 300);
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await expect(page.getByTestId('rules-drawer')).not.toBeVisible({ timeout: 1000 });
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// Board must be interactive: drag e2→e4 and see the pawn land on e4.
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// Any stuck-overlay regression shows up here as a silent no-op drag.
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await page
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.locator('[data-square="e2"] [data-piece]')
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.dragTo(page.locator('[data-square="e4"]'));
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await expect(page.locator('[data-square="e4"] [data-piece]')).toBeVisible({
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timeout: 3000,
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});
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});
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// T2 regression — nested-modal Esc ordering. With BOTH the rules
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// drawer AND the modifier editor open, a single Esc must close the
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// editor ONLY; the drawer stays. A second Esc then closes the
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// drawer. This is enforced by ModifierProfileEditor installing its
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// keydown handler in the capture phase with `stopImmediatePropagation`,
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// so the drawer's window-level Esc handler never fires on the same
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// keystroke. Without that guard both would close, leaving the board
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// behind a briefly-lingering pointer-events-blocking backdrop.
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test('modifier editor: Esc closes editor first, drawer stays open; 2nd Esc closes drawer', async ({ page }) => {
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await page.locator('[data-action="play-solo"]').click();
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||||
await page.waitForURL('**/game');
|
||||
await page.locator('[data-action="open-rules-drawer"]').click();
|
||||
await page.locator('[data-testid="open-modifier-editor"]').click();
|
||||
await expect(page.getByTestId('modifier-editor-modal')).toBeVisible();
|
||||
|
||||
// First Esc: editor closes; drawer still visible.
|
||||
//
|
||||
// The editor's capture-phase keydown listener handles this event
|
||||
// with stopImmediatePropagation(), so the drawer's bubble-phase
|
||||
// listener is suppressed. Editor unmounts → its useEffect cleanup
|
||||
// removes the listener, BUT that cleanup runs during React's
|
||||
// commit phase — not synchronously after the state update. A
|
||||
// too-fast second Esc can still hit the stale editor listener
|
||||
// before it has fully detached. The small wait below lets
|
||||
// React complete its commit so the second Esc sees only the
|
||||
// drawer's listener.
|
||||
await page.keyboard.press('Escape');
|
||||
await expect(page.getByTestId('modifier-editor-modal')).not.toBeVisible({
|
||||
timeout: 500,
|
||||
});
|
||||
await expect(page.getByTestId('rules-drawer')).toBeVisible();
|
||||
|
||||
// Second Esc: drawer closes. (See note above re: the wait.)
|
||||
//
|
||||
// The drawer exits via a framer-motion spring animation that
|
||||
// takes ~300–500ms to fully unmount the `<aside>` — too tight a
|
||||
// timeout here flakes even when the close did fire. We use 1500ms
|
||||
// to match the backdrop-click test and leave headroom.
|
||||
await page.waitForTimeout(50);
|
||||
await page.keyboard.press('Escape');
|
||||
await expect(page.getByTestId('rules-drawer')).not.toBeVisible({
|
||||
timeout: 1500,
|
||||
});
|
||||
|
||||
// Board must be fully interactive again.
|
||||
await page
|
||||
.locator('[data-square="e2"] [data-piece]')
|
||||
.dragTo(page.locator('[data-square="e4"]'));
|
||||
await expect(page.locator('[data-square="e4"] [data-piece]')).toBeVisible({
|
||||
timeout: 3000,
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue