game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so the clock, a live world and the panels still get their step. Drawing now happens inside a 200 ms trailing window that every pointer, wheel and key event, every Widget.invalidate/resize, every Stack.relayout, every EditorState.emit and both library onChange hooks reopen. The window rather than a single frame is what makes the ~70 direct redraw() calls that never pass through invalidate() safe, along with repaints an event only starts: a microtask, a texture upload, a resolved font. Editor.movesByItself() keeps asking for every frame while Play or an editor run is on, a time shader is on screen, or the particle or animation preview is showing. The FPS counter now counts drawn frames over the time the renderer was awake. Idle seconds are not slow seconds, so it answers "how smooth while it moves" and holds its last answer instead of falling to 0 at rest. Measured on the built stand, 20 s per variant, CPU of all chromium processes from /proc: kept awake 75.5 % of a core at 60 fps, render on change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe. No colour check can see a missing repaint: pixelAt extracts from the stage on demand and is just as green on a screen frozen a minute ago. Step 33 watches the new __gm.renderStats() counter instead.
479 lines
18 KiB
JavaScript
479 lines
18 KiB
JavaScript
/**
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* Headless-Chromium harness for the checks; widgets are found via `__gm.locate(text)`, not coordinates.
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* It always waits for chromium to exit (a leftover GPU process burns CPU) and exits 1 on failures or when
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* the summary line is missing, since chromium can die halfway under memory pressure.
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*/
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import { writeFileSync } from 'node:fs';
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import { launchBrowser } from './browser.mjs';
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const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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/** Generous on purpose: a slow navigation still finishes, a wedged chromium never does. */
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const CDP_TIMEOUT_MS = 30_000;
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const SERVER_TIMEOUT_MS = 20_000;
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/** Structural equality for the small plain values the checks compare (arrays of ids, selections). */
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export const same = (a, b) => JSON.stringify(a) === JSON.stringify(b);
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/** Sum of the channel differences of two `#rrggbb` colours. */
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export function colourDistance(a, b) {
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const channels = (hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16));
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const [ar, ag, ab] = channels(a);
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const [br, bg, bb] = channels(b);
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return Math.abs(ar - br) + Math.abs(ag - bg) + Math.abs(ab - bb);
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}
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/** Keys the checks press, with the codes Chromium needs to route them like a real keyboard. */
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const KEYS = {
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Enter: { key: 'Enter', code: 'Enter', windowsVirtualKeyCode: 13 },
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Escape: { key: 'Escape', code: 'Escape', windowsVirtualKeyCode: 27 },
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Space: { key: ' ', code: 'Space', windowsVirtualKeyCode: 32 },
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ArrowLeft: { key: 'ArrowLeft', code: 'ArrowLeft', windowsVirtualKeyCode: 37 },
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ArrowUp: { key: 'ArrowUp', code: 'ArrowUp', windowsVirtualKeyCode: 38 },
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ArrowRight: { key: 'ArrowRight', code: 'ArrowRight', windowsVirtualKeyCode: 39 },
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ArrowDown: { key: 'ArrowDown', code: 'ArrowDown', windowsVirtualKeyCode: 40 },
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Delete: { key: 'Delete', code: 'Delete', windowsVirtualKeyCode: 46 },
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a: { key: 'a', code: 'KeyA', windowsVirtualKeyCode: 65 },
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d: { key: 'd', code: 'KeyD', windowsVirtualKeyCode: 68 },
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g: { key: 'g', code: 'KeyG', windowsVirtualKeyCode: 71 },
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s: { key: 's', code: 'KeyS', windowsVirtualKeyCode: 83 },
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w: { key: 'w', code: 'KeyW', windowsVirtualKeyCode: 87 },
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z: { key: 'z', code: 'KeyZ', windowsVirtualKeyCode: 90 },
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};
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/** CDP modifier bitmask: 2 = Ctrl, 8 = Shift. */
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const modifierBits = ({ ctrl = false, shift = false } = {}) => (ctrl ? 2 : 0) | (shift ? 8 : 0);
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class CDP {
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constructor(ws) {
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this.ws = ws;
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this.id = 0;
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this.pending = new Map();
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this.listeners = [];
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ws.addEventListener('message', (ev) => {
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const msg = JSON.parse(ev.data);
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if (msg.id && this.pending.has(msg.id)) {
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const { resolve, reject } = this.pending.get(msg.id);
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this.pending.delete(msg.id);
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msg.error ? reject(new Error(msg.error.message)) : resolve(msg.result);
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} else if (msg.method) {
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for (const l of this.listeners) l(msg);
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}
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});
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ws.addEventListener('close', () => this.failAll('the CDP socket closed – chromium is gone'));
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ws.addEventListener('error', () => this.failAll('the CDP socket errored'));
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}
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/**
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* Rejects every waiting `send`. Without this a dead socket leaves them pending forever, and
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* since an unsettled promise is not a reason for node to stay alive, the run exits mid-step
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* with code 0 – a dead run that reports success.
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*/
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failAll(reason) {
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this.dead = reason;
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for (const { reject } of this.pending.values()) reject(new Error(reason));
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this.pending.clear();
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}
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send(method, params = {}) {
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if (this.dead) return Promise.reject(new Error(`${this.dead} (while sending ${method})`));
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const id = ++this.id;
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this.ws.send(JSON.stringify({ id, method, params }));
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return new Promise((resolve, reject) => {
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const timer = setTimeout(() => {
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this.pending.delete(id);
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reject(new Error(`CDP ${method} got no answer within ${CDP_TIMEOUT_MS / 1000}s`));
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}, CDP_TIMEOUT_MS);
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const settle = (fn) => (value) => {
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clearTimeout(timer);
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fn(value);
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};
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this.pending.set(id, { resolve: settle(resolve), reject: settle(reject) });
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});
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}
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on(fn) {
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this.listeners.push(fn);
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}
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}
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async function waitForChrome(port) {
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for (let i = 0; i < 50; i++) {
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try {
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const res = await fetch(`http://127.0.0.1:${port}/json/version`, {
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signal: AbortSignal.timeout(2000),
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});
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if (res.ok) return res.json();
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} catch {
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// Chromium has not opened the debugging port yet – retry.
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}
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await sleep(200);
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}
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throw new Error('chromium did not start');
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}
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/** The toolbox handed to a check body – everything a step needs to drive and inspect the editor. */
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function makeTools({ cdp, projectId, baseUrl, consoleLog, check, shotPrefix }) {
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// A throwing expression is reported, never swallowed: a mutate that dies half-way leaves the
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// scene in a state no later check describes, and every one of them then passes or fails for the
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// wrong reason.
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const evaluate = async (expression) => {
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const { result, exceptionDetails } = await cdp.send('Runtime.evaluate', {
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expression,
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awaitPromise: true,
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returnByValue: true,
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});
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if (exceptionDetails)
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throw new Error(
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`page threw: ${exceptionDetails.exception?.description ?? exceptionDetails.text}\n in: ${expression.slice(0, 200)}`,
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);
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return result.value;
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};
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/** Evaluates an expression in the page and returns it as plain JSON; `undefined` comes back as null. */
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const json = async (expression) => JSON.parse(await evaluate(`JSON.stringify((${expression}) ?? null)`));
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/** Like `locate`, but null instead of throwing – which a check for absence needs. */
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const find = async (text, last = false) =>
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(await evaluate(`window.__gm && window.__gm.locate(${JSON.stringify(text)}, ${last})`)) || null;
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const has = async (text) => Boolean(await find(text));
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const locate = async (text, last = false) => {
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const p = await find(text, last);
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if (!p) throw new Error(`widget with text "${text}" not found`);
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return p;
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};
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const shot = async (name) => {
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// The editor only draws on change, so a screenshot asks for one frame first: without it the
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// shot shows whatever the compositor still holds, which is right but needlessly fragile.
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await evaluate('window.__gm?.wake()').catch(() => {});
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await sleep(50);
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const { data } = await cdp.send('Page.captureScreenshot', { format: 'png' });
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writeFileSync(`/tmp/${shotPrefix}-${name}.png`, Buffer.from(data, 'base64'));
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};
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const mouse = (type, x, y, button = 'left', extra = {}) =>
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cdp.send('Input.dispatchMouseEvent', {
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type,
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x,
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y,
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button,
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clickCount: type === 'mousePressed' || type === 'mouseReleased' ? 1 : 0,
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...extra,
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});
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const click = async (x, y, button = 'left', modifiers = {}) => {
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const extra = { modifiers: modifierBits(modifiers) };
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await mouse('mouseMoved', x, y);
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await mouse('mousePressed', x, y, button, extra);
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await mouse('mouseReleased', x, y, button, extra);
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await sleep(150);
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};
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/**
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* A real double-click: two press/release pairs in quick succession, the second carrying
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* `clickCount: 2` the way a browser reports one. `click()` twice would not do – the editor
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* only counts presses that arrive close enough in time.
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*/
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const doubleClick = async (x, y) => {
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await mouse('mouseMoved', x, y);
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for (const clickCount of [1, 2]) {
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await mouse('mousePressed', x, y, 'left', { clickCount });
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await mouse('mouseReleased', x, y, 'left', { clickCount });
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}
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await sleep(150);
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};
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/** Mouse wheel over (x, y); positive `dy` scrolls down. */
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const wheel = async (x, y, dy) => {
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await mouse('mouseMoved', x, y);
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await mouse('mouseWheel', x, y, 'none', { deltaX: 0, deltaY: dy });
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await sleep(150);
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};
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const clickText = async (text, button = 'left') => {
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const p = await locate(text);
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await click(p.x, p.y, button);
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};
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/** CDP reports held buttons as a bitmask, which is not the button name it takes elsewhere. */
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const BUTTON_MASK = { left: 1, right: 2, middle: 4 };
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/** The fifth argument is a step count or `{ steps, button, modifiers }`. */
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const drag = async (x1, y1, x2, y2, options = {}) => {
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const {
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steps = 12,
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button = 'left',
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modifiers = {},
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} = typeof options === 'number' ? { steps: options } : options;
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const extra = { modifiers: modifierBits(modifiers) };
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const held = { ...extra, buttons: BUTTON_MASK[button] };
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await mouse('mouseMoved', x1, y1);
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await mouse('mousePressed', x1, y1, button, extra);
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for (let i = 1; i <= steps; i++) {
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await mouse('mouseMoved', x1 + ((x2 - x1) * i) / steps, y1 + ((y2 - y1) * i) / steps, button, held);
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await sleep(16);
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}
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await mouse('mouseReleased', x2, y2, button, extra);
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await sleep(150);
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};
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/**
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* By id, not text: the container picker shows the same name as the row. Press and moves are separate
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* events because the panel starts a drag only once the pointer has travelled.
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*/
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const dragAsset = async (assetId, x, y, steps = 8) => {
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const from = await json(`__gm.assetRow(${JSON.stringify(assetId)})`);
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if (!from) throw new Error(`no asset row for "${assetId}" – is the panel scrolled past it?`);
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await mouse('mouseMoved', from.x, from.y);
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await mouse('mousePressed', from.x, from.y);
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for (let i = 1; i <= steps; i++) {
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await mouse(
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'mouseMoved',
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from.x + ((x - from.x) * i) / steps,
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from.y + ((y - from.y) * i) / steps,
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'left',
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{
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buttons: 1,
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},
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);
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await sleep(16);
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}
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await mouse('mouseReleased', x, y);
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await sleep(200);
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};
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const keyEvent = (type, name, modifiers) => {
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const key = KEYS[name];
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if (!key) throw new Error(`unknown key "${name}"`);
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return cdp.send('Input.dispatchKeyEvent', { type, ...key, modifiers: modifierBits(modifiers) });
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};
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/** Press and release a key from `KEYS`, optionally with `{ ctrl, shift }`. */
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const press = async (name, modifiers = {}) => {
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await keyEvent('keyDown', name, modifiers);
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await keyEvent('keyUp', name, modifiers);
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};
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/** Hold a key for `ms` milliseconds (arrow keys while playing). */
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const holdKey = async (name, ms) => {
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await keyEvent('keyDown', name);
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await sleep(ms);
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await keyEvent('keyUp', name);
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};
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// Separate halves, because `holdKey` cannot express two keys whose presses overlap – which is
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// exactly what a diagonal is.
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const keyDown = (name) => keyEvent('keyDown', name);
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const keyUp = (name) => keyEvent('keyUp', name);
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/**
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* Typed per character to exercise per-keystroke paths, then verified: a partial type is otherwise
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* indistinguishable from a wrong value.
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*/
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const typeText = async (text) => {
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for (const ch of text) await cdp.send('Input.insertText', { text: ch });
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const typed = await json(
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'({ tag: document.activeElement?.tagName, value: document.activeElement?.value })',
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);
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if (typed.tag !== 'INPUT' || !String(typed.value ?? '').includes(text))
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throw new Error(
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`typing "${text}" did not arrive: focus is ${typed.tag}, it holds ${JSON.stringify(typed.value)}`,
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);
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};
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const undo = async () => {
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await press('z', { ctrl: true });
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await sleep(200);
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};
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const redo = async () => {
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await press('z', { ctrl: true, shift: true });
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await sleep(200);
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};
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/** Selection, mode, save status and notice – the facts most checks look at. */
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const state = () =>
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json(
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'{ selection: __gm.state.selection, mode: __gm.state.mode, save: __gm.state.saveStatus, notice: __gm.state.notice }',
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);
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/**
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* The scene's objects the way the editor lists them: the content of a placed container is
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* resolved from its template and stored nowhere (see `src/core/model/instance.ts`), so it is in
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* here but not in `state.activeScene.objects`. Use `storedObjects()` for the latter.
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*/
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const objects = () => json('__gm.sceneObjects()');
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const object = (id) => json(`__gm.sceneObjects().find((o) => o.id === ${JSON.stringify(id)})`);
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/** Only what the scene really holds – a placed container counts as one object, not as its content. */
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const storedObjects = () => json('__gm.state.activeScene.objects');
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const asset = (id) => json(`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(id)})`);
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const world = () => json('__gm.world()');
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const entity = async (objectId) => (await world())?.entities.find((e) => e.objectId === objectId);
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const select = (selection) => evaluate(`__gm.state.select(${JSON.stringify(selection)})`);
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/**
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* Runs `body` (JavaScript source) against the page's model and previews the result, the way a
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* scrub or a command would – for putting the scene into a known state between checks.
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*/
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const mutate = async (body) => {
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await evaluate(`(() => { ${body}; __gm.state.preview(); })()`);
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await sleep(200);
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};
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const play = async () => {
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await clickText('▶ Play');
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await sleep(300);
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};
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const stop = async () => {
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await press('Escape');
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await sleep(300);
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};
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// Timeout, not convenience: a stalled response keeps its socket open, so node stays alive and
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// the whole run hangs on this line instead of failing.
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const api = async (route) => {
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const url = `${baseUrl}api/index.php?r=${route}`;
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try {
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return await (await fetch(url, { signal: AbortSignal.timeout(SERVER_TIMEOUT_MS) })).json();
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} catch (error) {
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throw new Error(`request to ${route} failed: ${error.message}`, { cause: error });
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}
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};
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const sceneOf = (doc) => doc.project.assets.find((a) => a.type === 'scene');
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const exceptions = () => consoleLog.filter((l) => l.startsWith('EXCEPTION'));
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/** Opens the project and asserts the page came up cleanly with the test hook installed. */
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const navigate = async () => {
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await cdp.send('Page.navigate', { url: `${baseUrl}?project=${projectId}` });
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await sleep(4000);
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check('page loaded without exceptions', exceptions().length === 0, exceptions().join(' | '));
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check('debug hook present', Boolean(await evaluate('Boolean(window.__gm)')));
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};
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return {
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cdp,
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projectId,
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baseUrl,
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consoleLog,
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exceptions,
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check,
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sleep,
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evaluate,
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json,
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find,
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has,
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locate,
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shot,
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mouse,
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click,
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doubleClick,
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clickText,
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wheel,
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drag,
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dragAsset,
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press,
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holdKey,
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keyDown,
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keyUp,
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typeText,
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undo,
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redo,
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state,
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objects,
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object,
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storedObjects,
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asset,
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world,
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entity,
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select,
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mutate,
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play,
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stop,
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api,
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sceneOf,
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navigate,
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};
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}
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export async function runChecks(options, body) {
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const { projectId, baseUrl, port = 9333, shotPrefix = 'gm-e2e', width = 1280, height = 800 } = options;
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const { proc: chrome, stop: stopBrowser, where } = launchBrowser({ port, width, height });
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console.log(`browser: ${where}`);
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const consoleLog = [];
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let failures = 0;
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let checkCount = 0;
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function check(name, ok, detail = '') {
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const text = typeof detail === 'string' ? detail : JSON.stringify(detail);
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console.log(`${ok ? 'PASS' : 'FAIL'} ${name}${text ? ' – ' + text : ''}`);
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checkCount++;
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if (!ok) failures++;
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}
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// Chromium dies on this machine now and then (memory pressure). Its own last words name the
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// reason, and a signal here is the difference between "a check failed" and "the browser was
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// killed" – questions the check output alone cannot tell apart.
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const chromeErr = [];
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chrome.stderr.on('data', (b) => chromeErr.push(String(b)));
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let chromeDeath = '';
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chrome.once('exit', (code, signal) => {
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chromeDeath = signal ? `killed by ${signal}` : `exited with code ${code}`;
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});
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// Last line of defence: reaching the end of the run without printing a summary means the
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// process walked out early. Whatever the cause, it must never look like success.
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let reportedSummary = false;
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process.on('exit', (code) => {
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if (reportedSummary) return;
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console.log(
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`\nRUN DIED after ${checkCount} checks – node exited with code ${code} before the summary` +
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`${chromeDeath ? `. chromium ${chromeDeath}` : ''}.`,
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);
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if (chromeErr.length) console.log('--- chromium stderr ---\n' + chromeErr.join('').trim().slice(-2000));
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process.exitCode = 1;
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});
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try {
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await waitForChrome(port);
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const target = await (
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await fetch(`http://127.0.0.1:${port}/json/new?about:blank`, {
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method: 'PUT',
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signal: AbortSignal.timeout(SERVER_TIMEOUT_MS),
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})
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).json();
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const ws = new WebSocket(target.webSocketDebuggerUrl);
|
||
await new Promise((resolve, reject) => {
|
||
const timer = setTimeout(() => reject(new Error('the CDP socket never opened')), 15_000);
|
||
ws.addEventListener('open', () => {
|
||
clearTimeout(timer);
|
||
resolve();
|
||
});
|
||
ws.addEventListener('error', () => {
|
||
clearTimeout(timer);
|
||
reject(new Error('the CDP socket failed to open'));
|
||
});
|
||
});
|
||
const cdp = new CDP(ws);
|
||
await cdp.send('Page.enable');
|
||
await cdp.send('Runtime.enable');
|
||
await cdp.send('Emulation.setDeviceMetricsOverride', {
|
||
width,
|
||
height,
|
||
deviceScaleFactor: 1,
|
||
mobile: false,
|
||
});
|
||
cdp.on((msg) => {
|
||
if (msg.method === 'Runtime.consoleAPICalled')
|
||
consoleLog.push(msg.params.args.map((a) => a.value ?? a.description).join(' '));
|
||
if (msg.method === 'Runtime.exceptionThrown')
|
||
consoleLog.push(
|
||
'EXCEPTION ' +
|
||
(msg.params.exceptionDetails.exception?.description ?? msg.params.exceptionDetails.text),
|
||
);
|
||
});
|
||
await body(makeTools({ cdp, projectId, baseUrl, consoleLog, check, shotPrefix }));
|
||
ws.close();
|
||
} catch (error) {
|
||
console.error(error);
|
||
if (chromeDeath) console.error(`chromium ${chromeDeath}`);
|
||
if (chromeErr.length) console.error('--- chromium stderr ---\n' + chromeErr.join('').trim().slice(-2000));
|
||
failures++;
|
||
} finally {
|
||
await new Promise((resolve) => {
|
||
if (chrome.exitCode !== null) return resolve();
|
||
const timer = setTimeout(() => chrome.kill('SIGKILL'), 15_000);
|
||
chrome.once('exit', () => {
|
||
clearTimeout(timer);
|
||
resolve();
|
||
});
|
||
stopBrowser();
|
||
});
|
||
}
|
||
if (consoleLog.length) console.log('--- console ---\n' + consoleLog.slice(0, 20).join('\n'));
|
||
reportedSummary = true;
|
||
console.log(failures ? `${failures} FAILED` : `ALL PASSED – ${checkCount} checks`);
|
||
process.exit(failures ? 1 : 0);
|
||
}
|