Files
feuerwerk/tools/e2e.mjs
T
admin 7e5003b590
game-maker / suite (push) Successful in 6m48s
A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00

68 lines
2.8 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#!/usr/bin/env node
/**
* Headless end-to-end checks of the editor, driven over the Chrome DevTools Protocol.
* Usage: node tools/seed-e2e.mjs && node tools/e2e.mjs [projectId] [baseUrl]
* Prints PASS/FAIL per check, writes screenshots to /tmp/gm-e2e-*.png. No dependencies.
*
* Runs against the fixture project written by tools/seed-e2e.mjs and mutates it heavily; the
* steps in tools/e2e/ run in order and build on each other's scene state.
*
* `GM_STEPS=1-12` or `GM_STEPS=6,20` runs a subset while working on one step. Since later steps
* rely on what earlier ones leave behind, a subset that skips a prerequisite fails on purpose.
*/
import { STEPS } from './e2e/index.mjs';
import { runChecks, waited } from './lib/harness.mjs';
import { PROJECTS, cliArgs } from './lib/projects.mjs';
const { projectId, baseUrl } = cliArgs('e2e.mjs', PROJECTS.fixture);
function selectSteps(spec) {
if (!spec) return STEPS;
const wanted = new Set();
for (const part of spec.split(',')) {
const [from, to] = part.trim().split('-').map(Number);
if (!Number.isInteger(from) || from < 1) {
console.error(`GM_STEPS: cannot read "${part}" – use 20, 1-12 or 6,20`);
process.exit(2);
}
for (let i = from; i <= (Number.isInteger(to) ? to : from); i++) wanted.add(i);
}
return STEPS.filter((_, i) => wanted.has(i + 1));
}
const steps = selectSteps(process.env.GM_STEPS);
if (steps.length !== STEPS.length) {
console.log(`running ${steps.length}/${STEPS.length} steps: ${steps.map((s) => s.name).join(', ')}`);
}
/**
* One line per step, printed as it finishes: how long it took and how much of that was the
* harness sitting out a fixed wait. It also puts the run's position into the log, so a run that
* dies half-way says where it stood instead of leaving the last check as the only clue.
*/
const timings = [];
async function timed(step, t) {
const at = Date.now();
const waitedAt = waited.ms;
await step(t);
const ms = Date.now() - at;
const slept = waited.ms - waitedAt;
timings.push({ name: step.name, ms, slept });
const no = String(STEPS.indexOf(step) + 1).padStart(2, '0');
console.log(`STEP ${no} ${step.name} – ${(ms / 1000).toFixed(1)}s (waited ${(slept / 1000).toFixed(1)}s)`);
}
await runChecks({ projectId, baseUrl, port: 9333, shotPrefix: 'gm-e2e' }, async (t) => {
await t.navigate();
await t.shot('01-loaded');
for (const step of steps) await timed(step, t);
const total = timings.reduce((sum, s) => sum + s.ms, 0);
const slept = timings.reduce((sum, s) => sum + s.slept, 0);
const worst = [...timings].sort((a, b) => b.ms - a.ms).slice(0, 8);
console.log(
`\nTIMING ${(total / 1000).toFixed(0)}s in steps, ${(slept / 1000).toFixed(0)}s of it waiting ` +
`(${Math.round((slept / total) * 100)}%). Slowest: ` +
worst.map((s) => `${s.name} ${(s.ms / 1000).toFixed(1)}s`).join(', '),
);
});