Adds a modifier profile picker next to the layout picker in the Lobby, and a header badge in GameView that surfaces the active profile's name. Lobby: - New <select data-testid="profile-picker"> loads entries from loadLibrary() on mount and refreshes when the ModifierProfileEditor closes (auto-selecting the most recently updated entry). - Selecting a saved profile sets the active ModifierProfile; selecting 'Custom…' opens the existing editor modal. - URL param ?modifierProfile=<b64> decodes + pre-selects even when the profile isn't in the local library, via a synthetic '<name> (from link)' option so the <select> can reflect the choice without collapsing it. - handleCreate now sends payload.profile when a profile is selected and stashes modifier-profile-name in sessionStorage. - handleJoin reads profile from the server's room.joined echo so late joiners see the badge on first paint. GameView: - New ModifierProfileBadge component mirrors LayoutBadge but reads modifier-profile-name from sessionStorage and uses fuchsia tones so it's visually distinct when both badges are present. lobby-request.ts: - OneShotRoomResult exposes the optional profile field the server now echoes (T19). E2E: - 2 new Playwright tests: 'create room with profile — badge shows in game' seeds the library via localStorage, selects the profile, creates the room, and asserts the badge text. 'URL pre-select loads profile in picker' base64-encodes a profile into ?modifierProfile= and verifies the picker shows the correct value + 'from link' synthetic label. All 8 modifier-profiles e2e tests pass; bun run check green (1213/1213 unit tests). |
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| .. | ||
| full-flow.spec.d.ts | ||
| full-flow.spec.d.ts.map | ||
| full-flow.spec.js | ||
| full-flow.spec.js.map | ||
| full-flow.spec.ts | ||
| layouts.spec.ts | ||
| modifier-profiles.spec.ts | ||
| multiplayer.spec.ts | ||