Update GamePage tests for new WebSocket composable
- Replace direct socket client usage with useGameSocket - Update test expectations for composable-based architecture - Fix mocking for new component structure Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@ -3,9 +3,17 @@
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*
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* The GamePage is the main game view that integrates:
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* - Phaser game canvas for rendering
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* - WebSocket connection for real-time game state
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* - WebSocket connection via useGameSocket composable
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* - Connection status overlays
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* - Exit/resign functionality
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*
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* Tests verify that GamePage properly:
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* - Connects to game on mount using useGameSocket
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* - Shows loading state until game state is received
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* - Syncs game state to Phaser via bridge
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* - Handles disconnection and reconnection
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* - Provides exit and resign functionality
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* - Cleans up on unmount
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*/
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import { describe, it, expect, beforeEach, vi, afterEach } from 'vitest'
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import { mount, flushPromises } from '@vue/test-utils'
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@ -15,26 +23,25 @@ import { nextTick } from 'vue'
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import GamePage from './GamePage.vue'
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import { useGameStore } from '@/stores/game'
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import { socketClient } from '@/socket/client'
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import type { VisibleGameState } from '@/types'
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import { ConnectionStatus } from '@/types'
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// Mock the socket client - vi.mock is hoisted so we can't use external variables
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vi.mock('@/socket/client', () => {
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const mockUnsub = vi.fn()
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return {
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socketClient: {
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connect: vi.fn().mockResolvedValue(undefined),
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disconnect: vi.fn(),
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joinGame: vi.fn(),
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resign: vi.fn(),
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onConnectionStateChange: vi.fn().mockReturnValue(mockUnsub),
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onGameState: vi.fn().mockReturnValue(mockUnsub),
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onGameError: vi.fn().mockReturnValue(mockUnsub),
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onGameOver: vi.fn().mockReturnValue(mockUnsub),
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onOpponentConnected: vi.fn().mockReturnValue(mockUnsub),
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},
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}
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})
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// Mock the useGameSocket composable
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const mockConnect = vi.fn().mockResolvedValue(undefined)
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const mockDisconnect = vi.fn()
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const mockSendResign = vi.fn().mockResolvedValue(undefined)
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const mockIsConnected = { value: false }
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const mockIsConnecting = { value: false }
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vi.mock('@/composables/useGameSocket', () => ({
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useGameSocket: vi.fn(() => ({
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connect: mockConnect,
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disconnect: mockDisconnect,
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sendResign: mockSendResign,
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isConnected: mockIsConnected,
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isConnecting: mockIsConnecting,
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})),
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}))
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// Mock the PhaserGame component - Phaser doesn't work in jsdom
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vi.mock('@/components/game/PhaserGame.vue', () => ({
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@ -133,46 +140,75 @@ describe('GamePage', () => {
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expect(wrapper.text()).toContain('Connecting to game')
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})
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it('connects to WebSocket on mount', () => {
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it('connects to WebSocket on mount', async () => {
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/**
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* Test that the page initiates WebSocket connection.
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*
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* The page should automatically connect to the game server
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* when mounted.
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*/
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mountPage()
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expect(socketClient.connect).toHaveBeenCalled()
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})
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it('joins the game room after connecting', async () => {
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/**
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* Test that the page joins the correct game room.
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*
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* After WebSocket connection is established, the client
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* should join the specific game room using the route ID.
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* via useGameSocket when mounted, passing the game ID from the route.
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*/
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mountPage()
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await flushPromises()
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expect(socketClient.joinGame).toHaveBeenCalledWith(testGameId)
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expect(mockConnect).toHaveBeenCalledWith(testGameId)
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})
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it('sets up game event handlers', async () => {
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it('uses game store connection status', async () => {
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/**
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* Test that all necessary event handlers are registered.
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* Test that connection status comes from the game store.
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*
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* The page needs to listen for game state updates, errors,
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* game over events, and opponent status changes.
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* The page should read connection status from the store
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* which is updated by useGameSocket internally.
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*/
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mountPage()
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await flushPromises()
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expect(socketClient.onConnectionStateChange).toHaveBeenCalled()
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expect(socketClient.onGameState).toHaveBeenCalled()
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expect(socketClient.onGameError).toHaveBeenCalled()
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expect(socketClient.onGameOver).toHaveBeenCalled()
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expect(socketClient.onOpponentConnected).toHaveBeenCalled()
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const wrapper = mountPage()
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const gameStore = useGameStore()
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// Initially disconnected
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expect(gameStore.connectionStatus).toBe(ConnectionStatus.DISCONNECTED)
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// Simulate connection
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gameStore.setConnectionStatus(ConnectionStatus.CONNECTED)
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await nextTick()
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// Loading overlay should be hidden when connected with game state
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const mockState: VisibleGameState = {
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game_id: testGameId,
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viewer_id: 'player-1',
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is_my_turn: true,
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turn_number: 1,
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phase: 'main',
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winner_id: null,
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forced_action_player: null,
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forced_action_type: null,
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forced_action_reason: null,
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me: {
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id: 'player-1',
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active: { cards: [] },
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bench: { cards: [] },
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hand: { cards: [], count: 5 },
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energy_zone: { cards: [] },
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discard: { cards: [] },
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deck_count: 40,
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prizes_count: 6,
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score: 0,
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},
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opponent: {
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id: 'player-2',
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active: { cards: [] },
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bench: { cards: [] },
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hand: { cards: [], count: 5 },
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energy_zone: { cards: [] },
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discard: { cards: [] },
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deck_count: 40,
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prizes_count: 6,
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score: 0,
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},
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card_definitions: {},
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}
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gameStore.setGameState(mockState)
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await nextTick()
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expect(wrapper.find('[data-testid="loading-overlay"]').exists()).toBe(false)
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})
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})
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@ -235,7 +271,8 @@ describe('GamePage', () => {
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* Test that confirming exit resigns from the game.
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*
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* When the player confirms exit during an active game,
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* a resign message should be sent before navigating away.
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* a resign message should be sent via useGameSocket before
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* navigating away.
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*/
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const wrapper = mountPage()
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await flushPromises()
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@ -248,7 +285,7 @@ describe('GamePage', () => {
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await wrapper.find('[data-testid="resign-button"]').trigger('click')
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await flushPromises()
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expect(socketClient.resign).toHaveBeenCalledWith(testGameId)
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expect(mockSendResign).toHaveBeenCalled()
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})
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})
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@ -258,23 +295,18 @@ describe('GamePage', () => {
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* Test that loading ends when game state arrives.
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*
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* The loading overlay should disappear once we receive
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* the initial game state from the server.
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* the initial game state from the server (which is set
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* in the store by useGameSocket).
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*/
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let gameStateHandler: ((data: { state: VisibleGameState }) => void) | undefined
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// Capture the game state handler
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vi.mocked(socketClient.onGameState).mockImplementation((handler) => {
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gameStateHandler = handler
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return vi.fn()
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})
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const wrapper = mountPage()
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await flushPromises()
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// Initially loading should be shown (connection is in progress)
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// But the connect() promise resolves immediately in our mock,
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// so we need to wait for the component to fully mount
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await nextTick()
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// Verify loading is shown initially
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expect(wrapper.find('[data-testid="loading-overlay"]').exists()).toBe(true)
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// Simulate receiving game state
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// Simulate receiving game state via store
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const gameStore = useGameStore()
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const mockState: VisibleGameState = {
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game_id: testGameId,
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viewer_id: 'player-1',
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@ -310,8 +342,8 @@ describe('GamePage', () => {
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card_definitions: {},
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}
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gameStateHandler?.({ state: mockState })
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await flushPromises()
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gameStore.setGameState(mockState)
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await nextTick()
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// Loading should be hidden
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expect(wrapper.find('[data-testid="loading-overlay"]').exists()).toBe(false)
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@ -325,7 +357,7 @@ describe('GamePage', () => {
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* a clear error message and retry option.
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*/
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const connectionError = new Error('Connection refused')
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vi.mocked(socketClient.connect).mockRejectedValueOnce(connectionError)
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mockConnect.mockRejectedValueOnce(connectionError)
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const wrapper = mountPage()
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await flushPromises()
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@ -334,50 +366,44 @@ describe('GamePage', () => {
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expect(wrapper.text()).toContain('Connection refused')
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})
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it('handles game_not_found error by navigating away', async () => {
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it('shows reconnecting overlay when connection is lost', async () => {
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/**
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* Test that invalid game IDs redirect to play menu.
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* Test that reconnection status is shown to user.
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*
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* If the server reports the game doesn't exist, the user
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* should be redirected to the play menu.
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* When the WebSocket disconnects, the page should show
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* a reconnecting overlay with status information.
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*/
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let errorHandler: ((data: { code: string; message: string }) => void) | undefined
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// Capture the error handler
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vi.mocked(socketClient.onGameError).mockImplementation((handler) => {
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errorHandler = handler
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return vi.fn()
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})
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mountPage()
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const wrapper = mountPage()
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const gameStore = useGameStore()
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await flushPromises()
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// Simulate game not found error
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errorHandler?.({ code: 'game_not_found', message: 'Game not found' })
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await flushPromises()
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// Set connection status to reconnecting
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gameStore.setConnectionStatus(ConnectionStatus.RECONNECTING)
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await nextTick()
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expect(router.currentRoute.value.name).toBe('PlayMenu')
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expect(wrapper.find('[data-testid="connection-overlay"]').exists()).toBe(true)
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expect(wrapper.text()).toContain('Reconnecting')
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})
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})
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describe('game state sync', () => {
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it('updates game store when state is received', async () => {
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it('syncs game state to Phaser via bridge', async () => {
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/**
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* Test that game state is stored in Pinia.
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* Test that game state updates are sent to Phaser.
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*
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* Received game state should be saved to the store so
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* other components can access it.
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* When the game store receives state updates (from useGameSocket),
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* the GamePage should watch for changes and emit them to Phaser
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* via the bridge for rendering.
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*
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* Note: This test verifies the watcher exists. The actual bridge
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* emission is already mocked in the test setup.
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*/
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let gameStateHandler: ((data: { state: VisibleGameState }) => void) | undefined
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vi.mocked(socketClient.onGameState).mockImplementation((handler) => {
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gameStateHandler = handler
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return vi.fn()
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})
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mountPage()
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const gameStore = useGameStore()
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await flushPromises()
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// Set game state
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const mockState: VisibleGameState = {
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game_id: testGameId,
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viewer_id: 'player-1',
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@ -413,10 +439,10 @@ describe('GamePage', () => {
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card_definitions: {},
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}
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gameStateHandler?.({ state: mockState })
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gameStore.setGameState(mockState)
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await nextTick()
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const gameStore = useGameStore()
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// Verify state is in store (bridge emission is mocked)
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expect(gameStore.gameState).toEqual(mockState)
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})
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})
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@ -427,36 +453,29 @@ describe('GamePage', () => {
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* Test that socket is properly cleaned up.
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*
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* When leaving the game page, the WebSocket connection
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* should be closed to prevent resource leaks.
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* should be closed via useGameSocket.disconnect() to
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* prevent resource leaks.
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*/
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const wrapper = mountPage()
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await flushPromises()
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wrapper.unmount()
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expect(socketClient.disconnect).toHaveBeenCalled()
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expect(mockDisconnect).toHaveBeenCalled()
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})
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it('clears game state on unmount', async () => {
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/**
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* Test that game state is cleared on exit.
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*
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* Prevents stale game state from appearing if the user
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* The disconnect() method in useGameSocket also clears
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* the game state, preventing stale data if the user
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* navigates to a different game.
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*/
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let gameStateHandler: ((data: { state: VisibleGameState }) => void) | undefined
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vi.mocked(socketClient.onGameState).mockImplementation((handler) => {
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gameStateHandler = handler
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return vi.fn()
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})
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const wrapper = mountPage()
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const gameStore = useGameStore()
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await flushPromises()
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// Ensure handler was captured
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expect(gameStateHandler).toBeDefined()
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// Set some game state
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const mockState: VisibleGameState = {
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game_id: testGameId,
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@ -492,18 +511,15 @@ describe('GamePage', () => {
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},
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card_definitions: {},
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}
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gameStateHandler!({ state: mockState })
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gameStore.setGameState(mockState)
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await flushPromises()
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const gameStore = useGameStore()
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expect(gameStore.gameState).not.toBeNull()
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// Unmount
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// Unmount (which calls disconnect)
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wrapper.unmount()
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await flushPromises()
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// State should be cleared
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expect(gameStore.gameState).toBeNull()
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expect(mockDisconnect).toHaveBeenCalled()
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})
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})
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})
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