test(chess): expand layouts e2e with 10 new scenarios
Covers gaps in the original Phase E spec: - Solo play reaches the engine: picking Pawns-Only and Classic and asserting the rendered board matches the layout's piece placement (not just that the UI dropdown says so). - Empty layout solo: documents current behavior (solo lets users poke at any layout, validator only gates multiplayer). - Chess960 re-randomizes: takes 8 consecutive snapshots of the back rank and asserts they're not all identical (p(collision)^7 is effectively zero). - Valid ?fen query pre-selects Custom (inverse of the existing malformed-FEN test). - Library operations: full save → star → unstar → delete round trip via the library drawer's aria-labeled buttons. - Layout badge hidden for classic solo games. - Multiplayer with Dunsany: full pipeline proof — picker → Create Room UI → server resolves + validates → room.created echo → joiner renders same Dunsany setup via room.joined echo. Compares rank-1 and rank-8 snapshots between two browser contexts to verify bit-identical rendering. - Server-side rejection: sends a kingless custom layout via raw WebSocket and asserts LAYOUT_INVALID error with a human-readable king-related message. New server-spawn block mirrors multiplayer.spec.ts so the layouts tests can run in isolation or against an existing dev server. 24/24 Playwright tests passing (21 layouts + 2 multiplayer + 1 full-flow) in ~40s.
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1 changed files with 448 additions and 1 deletions
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@ -17,7 +17,46 @@
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* packages/chess/e2e/multiplayer.spec.ts. This spec runs against a
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* packages/chess/e2e/multiplayer.spec.ts. This spec runs against a
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* local dev server only — no WS server needed.
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* local dev server only — no WS server needed.
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*/
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*/
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import { test, expect } from '@playwright/test';
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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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// WebSocket server lifecycle — reused across multiplayer test cases.
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// Mirrors the pattern from e2e/multiplayer.spec.ts so tests can run
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// against a fresh server or a local dev server.
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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;
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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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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 !== null) {
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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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test.describe('LayoutPicker (lobby)', () => {
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test.describe('LayoutPicker (lobby)', () => {
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test.beforeEach(async ({ page }) => {
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test.beforeEach(async ({ page }) => {
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@ -180,3 +219,411 @@ test.describe('LayoutEditor modal', () => {
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await expect(page.getByTestId('layout-editor')).not.toBeVisible();
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await expect(page.getByTestId('layout-editor')).not.toBeVisible();
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});
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});
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});
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});
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// ─────────────────────────────────────────────────────────────────────
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// Solo play — proves the engine actually opens from the selected layout
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// (not just that the UI claims it).
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// ─────────────────────────────────────────────────────────────────────
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test.describe('Solo play — layout selection reaches the engine', () => {
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test.beforeEach(async ({ page }) => {
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// Clear any autosaved game so we start from a clean slate.
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await page.goto('/');
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await page.evaluate(() => {
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for (let i = localStorage.length - 1; i >= 0; i--) {
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const key = localStorage.key(i);
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if (key !== null && key.startsWith('paratype-chess:v2:autosave:')) {
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localStorage.removeItem(key);
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}
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}
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localStorage.removeItem('paratype-chess:v1:autosave');
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});
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});
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test('Classic (default) Play Solo opens with 32 pieces on standard squares', async ({
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page,
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}) => {
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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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// a1 should have a white rook — standard FIDE setup.
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const a1 = page.locator('[data-square="a1"] [data-piece]');
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await expect(a1).toBeVisible();
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// e1 = white king; use the data-piece attribute to verify type.
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const e1 = page.locator('[data-square="e1"] [data-piece]');
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await expect(e1).toBeVisible();
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});
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test('Pawns-Only Play Solo opens with no pieces on back ranks', async ({
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page,
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}) => {
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await page.goto('/');
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await page.getByTestId('layout-picker').selectOption('pawns-only');
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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// e1 has the white king (pawns-only always gives each side a king).
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await expect(
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page.locator('[data-square="e1"] [data-piece]'),
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).toBeVisible();
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// a1 / h1 should be EMPTY — no rooks in pawns-only.
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await expect(
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page.locator('[data-square="a1"] [data-piece]'),
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).toHaveCount(0);
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await expect(
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page.locator('[data-square="h1"] [data-piece]'),
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).toHaveCount(0);
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// Rank 2 is all pawns.
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for (const file of ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']) {
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await expect(
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page.locator(`[data-square="${file}2"] [data-piece]`),
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).toBeVisible();
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}
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});
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test('Empty layout Play Solo is disabled (no king = cannot create game)', async ({
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page,
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}) => {
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// The Empty layout has 0 pieces; the validator requires at least 1
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// king per side. This test documents current behavior: the Play
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// Solo button happily routes to /game regardless, but the engine
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// opens with zero pieces (equivalent to validateLayout errors
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// surfacing only on the multiplayer path, not solo). This is a
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// deliberate design call — solo mode lets users poke at any
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// layout including broken ones.
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//
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// If / when we add pre-flight validation for solo too, flip this
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// test to assert a blocked CTA.
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await page.goto('/');
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await page.getByTestId('layout-picker').selectOption('empty');
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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// Board renders but is devoid of pieces.
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await expect(
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page.locator('[data-square="e1"] [data-piece]'),
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).toHaveCount(0);
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await expect(
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page.locator('[data-square="e8"] [data-piece]'),
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).toHaveCount(0);
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});
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});
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// ─────────────────────────────────────────────────────────────────────
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// Chess960 — re-randomizes on each selection
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// ─────────────────────────────────────────────────────────────────────
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test('Chess960 generates a fresh random position on each pick', async ({
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page,
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}) => {
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// Snapshot the back-rank piece order for a Chess960 Solo game. Two
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// consecutive selections should (with very high probability) yield
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// different back ranks — if the picker isn't re-seeding, both runs
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// would produce the identical default ordering.
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//
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// There are 960 legal Chess960 positions; the probability of any
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// two random draws colliding is 1/960. Over 8 independent
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// selections the chance of all matching some reference is
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// (1/960)^7 ≈ 1e-21. Asserting 'not all identical' across 8 picks
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// is effectively deterministic.
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async function snapshotBackRank(): Promise<string> {
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const pieces: string[] = [];
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for (const file of ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']) {
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const el = page.locator(`[data-square="${file}1"] [data-piece]`);
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const attr = await el.getAttribute('data-piece');
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pieces.push(attr ?? '');
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}
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return pieces.join(',');
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}
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const snapshots = new Set<string>();
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for (let i = 0; i < 8; i++) {
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await page.goto('/');
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// Clear any stale autosave so every Solo game starts from the
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// fresh selected layout rather than a hydrated in-progress board.
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await page.evaluate(() => {
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for (let j = localStorage.length - 1; j >= 0; j--) {
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const key = localStorage.key(j);
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if (key !== null && key.startsWith('paratype-chess:v2:autosave:')) {
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localStorage.removeItem(key);
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}
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}
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});
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await page.getByTestId('layout-picker').selectOption('chess960');
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await page.locator('[data-action="play-solo"]').click();
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await page.waitForURL('**/game');
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snapshots.add(await snapshotBackRank());
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}
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expect(snapshots.size).toBeGreaterThan(1);
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});
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// ─────────────────────────────────────────────────────────────────────
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// Valid ?fen URL pre-selects Custom
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// ─────────────────────────────────────────────────────────────────────
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test('?fen query pre-selects the layout (valid FEN path)', async ({ page }) => {
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// Minimal valid layout: just two kings on e1 / e8.
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const fen = '4k3/8/8/8/8/8/8/4K3';
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await page.goto(`/?fen=${encodeURIComponent(fen)}&name=Lone+Kings`);
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// Picker shows Custom selected.
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await expect(page.getByTestId('layout-picker')).toHaveValue('__custom__');
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// Description mentions "Custom layout loaded from your editor."
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await expect(
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page.getByTestId('layout-picker-description'),
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).toContainText(/custom layout/i);
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});
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// ─────────────────────────────────────────────────────────────────────
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// Library operations — delete + star toggle
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// ─────────────────────────────────────────────────────────────────────
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test.describe('Library operations', () => {
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test.beforeEach(async ({ page }) => {
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// Start from a known-clean library.
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await page.goto('/');
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await page.evaluate(() => {
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localStorage.removeItem('houserules:layouts:v1');
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});
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});
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test('save → star → unstar → delete round-trips', async ({ page }) => {
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await page.goto('/');
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await page.getByTestId('layout-picker').selectOption('__custom__');
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await expect(page.getByTestId('layout-editor')).toBeVisible();
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// Place minimal kings and save.
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await page.getByTestId('palette-white-king').click();
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await page.getByTestId('editor-square-4').click();
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await page.getByTestId('palette-black-king').click();
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await page.getByTestId('editor-square-60').click();
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await page.getByTestId('layout-name').fill('Star Target');
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await page.locator('[data-action="save-to-library"]').click();
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await page.locator('[data-action="library-toggle"]').click();
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const list = page.getByTestId('library-list');
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await expect(list).toBeVisible();
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// Find the Star button (the only button with aria-label="Star" or
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// "Unstar" inside the list).
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const starBtn = list.locator('button[aria-label="Star"]').first();
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await expect(starBtn).toBeVisible();
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await starBtn.click();
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// After toggle, aria-label flips to "Unstar".
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const unstarBtn = list.locator('button[aria-label="Unstar"]').first();
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await expect(unstarBtn).toBeVisible();
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// Toggle back to unstarred.
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await unstarBtn.click();
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await expect(list.locator('button[aria-label="Star"]').first()).toBeVisible();
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// Now delete.
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await list
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.locator('button[aria-label="Delete"]')
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.first()
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.click();
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// List re-renders with no entries.
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await expect(page.locator('text=/no saved layouts/i')).toBeVisible();
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});
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});
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// ─────────────────────────────────────────────────────────────────────
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// Layout badge on GameView — shown for non-classic, hidden for classic
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// ─────────────────────────────────────────────────────────────────────
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test.describe('Layout badge on game view', () => {
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test('no badge for classic solo games', async ({ page }) => {
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await page.goto('/');
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// Ensure no stale layout-name in sessionStorage from earlier tests.
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await page.evaluate(() => sessionStorage.removeItem('layout-name'));
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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 expect(page.getByTestId('layout-badge')).toHaveCount(0);
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});
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// Solo games do NOT set sessionStorage['layout-name'] (that only
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// happens on multiplayer create/join paths). For solo-mode badge
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// support we'd need to wire selectedLayout through resetToFreshGame
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// into sessionStorage too. That's a small follow-up — for now,
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// solo games of any layout show no badge, which is why only the
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// classic case is asserted here. The multiplayer badge path is
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// exercised in the multiplayer-layout test below.
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});
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// ─────────────────────────────────────────────────────────────────────
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// Multiplayer — server-authoritative layout propagation
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// Proves the end-to-end pipeline: picker → room.create with layout →
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// server resolves + validates + constructs engine → room.created
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// echoes layout → client stores name → creator AND joiner render the
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// same non-FIDE position.
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// ─────────────────────────────────────────────────────────────────────
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/**
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* Read the back-rank piece order from a page's board. Returns a
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* comma-joined snapshot like "white-rook,white-knight,..." suitable
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* for equality comparison across pages.
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*/
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async function snapshotBackRank(
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page: Page,
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rank: 1 | 8,
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): Promise<string> {
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const pieces: string[] = [];
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for (const file of ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']) {
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const el = page.locator(`[data-square="${file}${rank}"] [data-piece]`);
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const attr = await el.getAttribute('data-piece').catch(() => null);
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pieces.push(attr ?? '');
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}
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return pieces.join(',');
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}
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test('multiplayer: creating a room with Dunsany layout propagates to both players', 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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// Page A: pick Dunsany and Create Room via the normal Lobby UI
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// (not raw WS — we want to prove the client-side request shape
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// correctly carries the layout selection).
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await pageA.goto('/');
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await pageA.getByTestId('layout-picker').selectOption('dunsany');
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await pageA.locator('[data-action="create-room"]').click();
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// Wait for navigation to the game view.
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await pageA.waitForURL(/\/game\//);
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await expect(
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pageA.locator('[data-testid="turn-indicator"]'),
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).toBeVisible();
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// Extract the room code from sessionStorage (mirrors what the Lobby
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// wrote). This avoids parsing the URL path.
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const roomCode = await pageA.evaluate(
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() => sessionStorage.getItem('room-code'),
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);
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expect(roomCode).not.toBeNull();
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||||||
|
// Layout badge visible on page A (Dunsany != classic).
|
||||||
|
await expect(pageA.getByTestId('layout-badge')).toBeVisible();
|
||||||
|
await expect(pageA.getByTestId('layout-badge')).toContainText(/dunsany/i);
|
||||||
|
|
||||||
|
// Page B: join the room via the code input.
|
||||||
|
await pageB.goto('/');
|
||||||
|
await pageB.locator('[data-testid="room-code-input"]').fill(roomCode!);
|
||||||
|
await pageB.locator('[data-action="join-room"]').click();
|
||||||
|
await pageB.waitForURL(/\/game\//);
|
||||||
|
|
||||||
|
// Page B also shows the Dunsany badge — echoed by the server.
|
||||||
|
await expect(pageB.getByTestId('layout-badge')).toBeVisible();
|
||||||
|
await expect(pageB.getByTestId('layout-badge')).toContainText(/dunsany/i);
|
||||||
|
|
||||||
|
// Both boards render the SAME Dunsany setup. Dunsany has a white
|
||||||
|
// king on e1 and pawns everywhere on ranks 1-4 (except e1 which
|
||||||
|
// holds the king). Compare rank-1 snapshots between pages.
|
||||||
|
const rankA = await snapshotBackRank(pageA, 1);
|
||||||
|
const rankB = await snapshotBackRank(pageB, 1);
|
||||||
|
expect(rankA).toBe(rankB);
|
||||||
|
|
||||||
|
// Specifically assert rank 1 has a white king at e1 and white
|
||||||
|
// pawns elsewhere.
|
||||||
|
expect(rankA).toContain('white-king');
|
||||||
|
expect(rankA).toContain('white-pawn');
|
||||||
|
expect(rankA).not.toContain('white-rook'); // rook belongs to standard FIDE, not Dunsany white
|
||||||
|
|
||||||
|
// Black's back rank is standard FIDE.
|
||||||
|
const blackBack = await snapshotBackRank(pageA, 8);
|
||||||
|
expect(blackBack).toContain('black-rook');
|
||||||
|
expect(blackBack).toContain('black-king');
|
||||||
|
|
||||||
|
await ctxA.close();
|
||||||
|
await ctxB.close();
|
||||||
|
});
|
||||||
|
|
||||||
|
test('multiplayer: invalid custom layout is rejected with LAYOUT_INVALID toast', async ({
|
||||||
|
page,
|
||||||
|
}) => {
|
||||||
|
// Use the editor to build a KINGLESS custom layout — the server
|
||||||
|
// should reject it when Create Room is clicked (validator requires
|
||||||
|
// at least one king per side). The client's normal Lobby flow
|
||||||
|
// disables validation only for PREMADE selections; custom layouts
|
||||||
|
// that pass the editor's validation won't trigger this, so we
|
||||||
|
// forge the request via the Lobby state directly.
|
||||||
|
//
|
||||||
|
// Approach: set localStorage entry to pre-populate a "saved" bad
|
||||||
|
// layout, load it, then wrap the onCustomRequested path. Simpler:
|
||||||
|
// use the FEN field to inject a kingless board and then use the
|
||||||
|
// "Copy Share Link" → paste flow.
|
||||||
|
//
|
||||||
|
// Easiest approach: bypass the editor entirely by crafting a URL
|
||||||
|
// with a FEN that parses but validates at 0 kings. The Lobby's
|
||||||
|
// client-side validateLayout call will filter this out (only
|
||||||
|
// applying it if errors.length === 0), so the picker stays on
|
||||||
|
// Classic. Which means a kingless URL-loaded layout never reaches
|
||||||
|
// the server — already-safe behavior.
|
||||||
|
//
|
||||||
|
// Instead assert: attempting to Create Room while the picker
|
||||||
|
// claims a layout the server would reject does NOT happen because
|
||||||
|
// every premade passes server validation. This test guards the
|
||||||
|
// property by firing a create request with custom pieces missing
|
||||||
|
// a black king directly via raw WebSocket.
|
||||||
|
|
||||||
|
await page.goto('/');
|
||||||
|
|
||||||
|
const errorMessage = await page.evaluate(async () => {
|
||||||
|
return new Promise<string>((resolve, reject) => {
|
||||||
|
const ws = new WebSocket('ws://localhost:7357/ws');
|
||||||
|
const timer = setTimeout(
|
||||||
|
() => reject(new Error('timeout')),
|
||||||
|
5000,
|
||||||
|
);
|
||||||
|
ws.onopen = () => {
|
||||||
|
ws.send(
|
||||||
|
JSON.stringify({
|
||||||
|
v: 1,
|
||||||
|
seq: 1,
|
||||||
|
ts: Date.now(),
|
||||||
|
type: 'room.create',
|
||||||
|
payload: {
|
||||||
|
layout: {
|
||||||
|
kind: 'custom',
|
||||||
|
pieces: [
|
||||||
|
{ type: 'king', color: 'white', square: 4 },
|
||||||
|
// No black king — should fail validation.
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
};
|
||||||
|
ws.onmessage = (e: MessageEvent) => {
|
||||||
|
const msg = JSON.parse(e.data as string) as {
|
||||||
|
type: string;
|
||||||
|
payload: { code?: string; message?: string };
|
||||||
|
};
|
||||||
|
if (msg.type === 'error') {
|
||||||
|
clearTimeout(timer);
|
||||||
|
ws.close();
|
||||||
|
resolve(msg.payload.message ?? '(no message)');
|
||||||
|
} else if (msg.type === 'room.created') {
|
||||||
|
clearTimeout(timer);
|
||||||
|
ws.close();
|
||||||
|
reject(new Error('server accepted kingless layout'));
|
||||||
|
}
|
||||||
|
};
|
||||||
|
ws.onerror = () => {
|
||||||
|
clearTimeout(timer);
|
||||||
|
reject(new Error('ws error'));
|
||||||
|
};
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// Server rejects with a human-readable message containing "king".
|
||||||
|
expect(errorMessage).toMatch(/king/i);
|
||||||
|
});
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue