mantimon-tcg/frontend/src/composables/useGameSocket.spec.ts
Cal Corum 0d416028c0
Fix prize zone rendering in Mantimon TCG mode (#2)
* Fix hand card rotation direction

Cards now fan outward correctly instead of curling inward

* Update StateRenderer to require MatchScene type for type safety

- Change constructor parameter from Phaser.Scene to MatchScene
- Update scene property type to MatchScene
- Add import for MatchScene type
- Update JSDoc example to reflect type-safe constructor

* Defer Board creation to StateRenderer for correct rules config

- Make board property nullable (Board | null instead of Board?)
- Remove Board and createBoard imports (now handled by StateRenderer)
- Update setupBoard() to skip Board creation
- Add setBoard() method for StateRenderer to call
- Update clearBoard() to use null instead of undefined
- Add JSDoc explaining why Board creation is deferred

* Create Board in StateRenderer with correct layout options

- Add Board and createBoard imports
- Add board property to StateRenderer
- Create Board in render() on first call with correct rules_config
- Add debug logging for Board creation and zone creation
- Update clear() to destroy Board when clearing
- Board now created after we have rules_config from first state

* Add fatal error handling with toast notification and auto-redirect

- Add 'fatal-error' event to GameBridgeEvents type
- Import and initialize useToast in GamePage
- Listen for 'fatal-error' event from Phaser
- Show error toast that persists until redirect
- Show full-screen fatal error overlay with countdown
- Auto-redirect to /play after 3 seconds
- Update StateRenderer to emit 'fatal-error' when Board creation fails

* Gate debug logging with DEV flag

- Add DEBUG_RENDERER constant gated by import.meta.env.DEV
- Update all console.log statements in StateRenderer to only log in development
- Keep console.error and console.warn as they are (always show errors)
- Debug logs now only appear during development, not in production

* Fix code audit issues - add missing imports and improve error UX

Critical fixes:
- Add missing gameBridge import to StateRenderer (fixes runtime error in fatal error handler)
- Add missing Board type import to MatchScene (fixes TypeScript compilation error)

UX improvements:
- Replace fatal error auto-redirect with manual 'Return to Menu' button
- Add toast notification when resignation fails
- Give users unlimited time to read fatal errors before returning

Addresses issues found in frontend code audit:
- errors.missing-import (StateRenderer.ts:166)
- errors.missing-type-import (MatchScene.ts:84)
- errors.catch-only-console (GamePage.vue:145)
- architecture.missing-fatal-error-handling (GamePage.vue:261)

* Add CONTRIBUTING policy and fix pre-existing lint/test errors

- Add CONTRIBUTING.md with strict policy: never use --no-verify without approval
- Add comprehensive testing documentation (TESTING.md, VISUAL-TEST-GUIDE.md)
- Add test-prize-fix.md quick test checklist and verify-fix.sh script

Lint fixes (enables pre-commit hooks):
- Remove unused imports in 9 files
- Fix unused variables (underscore convention)
- Replace 'as any' type assertions with proper VisibleGameState types
- Add missing CARD_WIDTH_MEDIUM import in layout.spec.ts
- All ESLint errors now resolved (only acceptable warnings remain)

Test fixes (all 1000 tests now passing):
- Fix layout.spec.ts: Add missing CARD_WIDTH_MEDIUM import
- Fix PlayPage.spec.ts: Update test to use actual hardcoded UUIDs
- Fix useAuth.spec.ts: Mock API profile fetch in initialization tests
- Fix PhaserGame.spec.ts: Add scenes export to mock and update createGame call expectations

This ensures pre-commit hooks work properly going forward and prevents
bypassing TypeScript/lint checks that catch errors early.

* Add comprehensive test coverage improvement plan

- Create PROJECT_PLAN_TEST_COVERAGE.json with 25 structured tasks
- Create TEST_COVERAGE_PLAN.md with executive summary and roadmap
- Plan addresses critical gaps: game engine (0%), WebSocket (27%)
- 6-week roadmap to reach 85% coverage from current 63%
- Target: Phase 1 (weeks 1-3) - critical game engine and network tests
- Includes quick wins, production blockers, and success metrics

Based on coverage analysis showing:
- Strong: Composables (84%), Components (90%), Stores (88%)
- Critical gaps: Phaser game engine (~5,500 untested lines)
- High priority: WebSocket/multiplayer reliability

See TEST_COVERAGE_PLAN.md for overview and week-by-week breakdown.

* Add coverage tooling and ignore coverage directory

- Add @vitest/coverage-v8 package for coverage analysis
- Add coverage/ directory to .gitignore
- Used during test coverage analysis for PROJECT_PLAN_TEST_COVERAGE.json
2026-02-02 15:30:27 -06:00

227 lines
7.2 KiB
TypeScript

import { describe, it, expect, beforeEach, vi } from 'vitest'
import { setActivePinia, createPinia } from 'pinia'
import { useGameSocket } from './useGameSocket'
import { useAuthStore } from '@/stores/auth'
import { useGameStore } from '@/stores/game'
import { ConnectionStatus } from '@/types'
import type { VisibleGameState } from '@/types/game'
// Mock socket.io-client - simplified mocking
vi.mock('socket.io-client', () => ({
io: vi.fn(() => ({
connected: false,
on: vi.fn(),
once: vi.fn(),
off: vi.fn(),
emit: vi.fn(),
disconnect: vi.fn(),
io: { on: vi.fn() },
})),
}))
describe('useGameSocket', () => {
let authStore: ReturnType<typeof useAuthStore>
let gameStore: ReturnType<typeof useGameStore>
beforeEach(() => {
setActivePinia(createPinia())
authStore = useAuthStore()
gameStore = useGameStore()
// Setup valid auth token
authStore.setTokens({
accessToken: 'mock-token',
refreshToken: 'mock-refresh',
expiresAt: Date.now() + 3600000,
})
vi.clearAllMocks()
})
// ---------------------------------------------------------------------------
// Authentication
// ---------------------------------------------------------------------------
it('requires authentication to connect', async () => {
/**
* Test that connection fails when user is not authenticated.
*
* WebSocket connections require valid authentication. If the user
* is not logged in or the token is invalid, the connection should
* fail immediately with a clear error message.
*/
authStore.accessToken = null
const { connect } = useGameSocket()
await expect(connect('game-123')).rejects.toThrow('Not authenticated')
})
// ---------------------------------------------------------------------------
// Connection State
// ---------------------------------------------------------------------------
it('initializes with disconnected state', () => {
/**
* Test that the composable starts in a disconnected state.
*
* Before calling connect(), the composable should indicate that
* no connection is active. This ensures a clean initial state.
*/
const { isConnected, currentGameId } = useGameSocket()
expect(isConnected.value).toBe(false)
expect(currentGameId.value).toBeNull()
})
it('rejects duplicate connection attempts', async () => {
/**
* Test that attempting to connect while already connecting fails.
*
* If connect() is called while a connection is already in progress,
* it should reject immediately to prevent race conditions.
*/
const { connect } = useGameSocket()
// Start first connection
const promise1 = connect('game-123')
// Immediately try to connect again
await expect(connect('game-123')).rejects.toThrow('Connection already in progress')
// Clean up - Note: First promise will time out or fail, that's okay for this test
promise1.catch(() => {}) // Suppress unhandled rejection
})
// ---------------------------------------------------------------------------
// Action Queueing
// ---------------------------------------------------------------------------
it('queues actions when not connected', async () => {
/**
* Test that actions are queued when the connection is lost.
*
* If the user tries to perform an action while disconnected,
* we should queue it for retry when the connection is restored.
* This prevents losing actions during brief network interruptions.
*/
const { sendAction } = useGameSocket()
const mockAction = {
type: 'play_card' as const,
instance_id: 'card-1',
}
await expect(sendAction(mockAction)).rejects.toThrow('Not connected')
// Check that action was queued in the game store
expect(gameStore.pendingActions).toHaveLength(1)
expect(gameStore.pendingActions[0]).toEqual(mockAction)
})
it('requires game context for actions', async () => {
/**
* Test that actions fail when not in a game.
*
* sendAction() should only work when connected to a specific game.
* This prevents accidental action sends before joining a game.
*/
const { sendAction } = useGameSocket()
const mockAction = {
type: 'end_turn' as const,
}
await expect(sendAction(mockAction)).rejects.toThrow()
})
// ---------------------------------------------------------------------------
// Cleanup
// ---------------------------------------------------------------------------
it('clears state on disconnect', () => {
/**
* Test that disconnect() clears game state.
*
* When leaving a game, the composable should reset to initial state.
* This includes clearing the current game ID and game state.
*/
const { disconnect, currentGameId } = useGameSocket()
// Set up some state
gameStore.currentGameId = 'game-123'
gameStore.gameState = {} as VisibleGameState
disconnect()
expect(currentGameId.value).toBeNull()
expect(gameStore.gameState).toBeNull()
})
it('sets disconnected status on disconnect', () => {
/**
* Test that disconnect() updates connection status.
*
* The connection status should be set to DISCONNECTED so the UI
* can react appropriately (hide game UI, show lobby, etc.).
*/
const { disconnect } = useGameSocket()
// Simulate being connected
gameStore.setConnectionStatus(ConnectionStatus.CONNECTED)
disconnect()
expect(gameStore.connectionStatus).toBe(ConnectionStatus.DISCONNECTED)
})
// ---------------------------------------------------------------------------
// Integration with Stores
// ---------------------------------------------------------------------------
it('integrates with game store for state', () => {
/**
* Test that the composable updates the game store.
*
* All game state should flow through the game store as the single
* source of truth. This test verifies the integration is set up.
*/
const { disconnect } = useGameSocket()
// Verify we can interact with game store through the composable
disconnect()
// State should be cleared via the store
expect(gameStore.currentGameId).toBeNull()
})
// ---------------------------------------------------------------------------
// Return API
// ---------------------------------------------------------------------------
it('exposes the correct API', () => {
/**
* Test that the composable returns the expected interface.
*
* Components using this composable depend on a specific API.
* This test ensures the public interface is complete and correct.
*/
const api = useGameSocket()
expect(api).toHaveProperty('isConnected')
expect(api).toHaveProperty('isConnecting')
expect(api).toHaveProperty('currentGameId')
expect(api).toHaveProperty('lastHeartbeatAck')
expect(api).toHaveProperty('connect')
expect(api).toHaveProperty('disconnect')
expect(api).toHaveProperty('sendAction')
expect(api).toHaveProperty('sendResign')
expect(typeof api.connect).toBe('function')
expect(typeof api.disconnect).toBe('function')
expect(typeof api.sendAction).toBe('function')
expect(typeof api.sendResign).toBe('function')
})
})