Files
feuerwerk/tools/lib/harness.mjs
T
adminandClaude Opus 5.5 32a0af6e2c Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00

643 lines
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/**
* Headless-Chromium harness for the checks; widgets are found via `__gm.locate(text)`, not coordinates.
* It always waits for chromium to exit (a leftover GPU process burns CPU) and exits 1 on failures or when
* the summary line is missing, since chromium can die halfway under memory pressure.
*/
import { writeFileSync } from 'node:fs';
import { authHeaders, forgetSession, SESSION_COOKIE, sessionToken } from './auth.mjs';
import { launchBrowser } from './browser.mjs';
/**
* Every wait the checks do goes through here, and the time is booked. A run that takes ten
* minutes needs to say how much of that was the editor working and how much was the harness
* waiting for a deadline it made up – the two call for opposite fixes.
*/
export const waited = { ms: 0, calls: 0 };
const sleep = (ms) => {
waited.ms += ms;
waited.calls++;
return new Promise((r) => setTimeout(r, ms));
};
/** Generous on purpose: a slow navigation still finishes, a wedged chromium never does. */
const CDP_TIMEOUT_MS = 30_000;
const SERVER_TIMEOUT_MS = 20_000;
/** Structural equality for the small plain values the checks compare (arrays of ids, selections). */
export const same = (a, b) => JSON.stringify(a) === JSON.stringify(b);
/** Sum of the channel differences of two `#rrggbb` colours. */
export function colourDistance(a, b) {
const channels = (hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16));
const [ar, ag, ab] = channels(a);
const [br, bg, bb] = channels(b);
return Math.abs(ar - br) + Math.abs(ag - bg) + Math.abs(ab - bb);
}
/** Keys the checks press, with the codes Chromium needs to route them like a real keyboard. */
const KEYS = {
Enter: { key: 'Enter', code: 'Enter', windowsVirtualKeyCode: 13 },
Escape: { key: 'Escape', code: 'Escape', windowsVirtualKeyCode: 27 },
Tab: { key: 'Tab', code: 'Tab', windowsVirtualKeyCode: 9 },
Space: { key: ' ', code: 'Space', windowsVirtualKeyCode: 32 },
ArrowLeft: { key: 'ArrowLeft', code: 'ArrowLeft', windowsVirtualKeyCode: 37 },
ArrowUp: { key: 'ArrowUp', code: 'ArrowUp', windowsVirtualKeyCode: 38 },
ArrowRight: { key: 'ArrowRight', code: 'ArrowRight', windowsVirtualKeyCode: 39 },
ArrowDown: { key: 'ArrowDown', code: 'ArrowDown', windowsVirtualKeyCode: 40 },
Delete: { key: 'Delete', code: 'Delete', windowsVirtualKeyCode: 46 },
Alt: { key: 'Alt', code: 'AltLeft', windowsVirtualKeyCode: 18 },
a: { key: 'a', code: 'KeyA', windowsVirtualKeyCode: 65 },
c: { key: 'c', code: 'KeyC', windowsVirtualKeyCode: 67 },
d: { key: 'd', code: 'KeyD', windowsVirtualKeyCode: 68 },
g: { key: 'g', code: 'KeyG', windowsVirtualKeyCode: 71 },
p: { key: 'p', code: 'KeyP', windowsVirtualKeyCode: 80 },
s: { key: 's', code: 'KeyS', windowsVirtualKeyCode: 83 },
v: { key: 'v', code: 'KeyV', windowsVirtualKeyCode: 86 },
w: { key: 'w', code: 'KeyW', windowsVirtualKeyCode: 87 },
z: { key: 'z', code: 'KeyZ', windowsVirtualKeyCode: 90 },
};
/** CDP modifier bitmask: 1 = Alt, 2 = Ctrl, 8 = Shift. */
const modifierBits = ({ alt = false, ctrl = false, shift = false } = {}) =>
(alt ? 1 : 0) | (ctrl ? 2 : 0) | (shift ? 8 : 0);
class CDP {
constructor(ws) {
this.ws = ws;
this.id = 0;
this.pending = new Map();
this.listeners = [];
ws.addEventListener('message', (ev) => {
const msg = JSON.parse(ev.data);
if (msg.id && this.pending.has(msg.id)) {
const { resolve, reject } = this.pending.get(msg.id);
this.pending.delete(msg.id);
msg.error ? reject(new Error(msg.error.message)) : resolve(msg.result);
} else if (msg.method) {
for (const l of this.listeners) l(msg);
}
});
ws.addEventListener('close', () => this.failAll('the CDP socket closed – chromium is gone'));
ws.addEventListener('error', () => this.failAll('the CDP socket errored'));
}
/**
* Rejects every waiting `send`. Without this a dead socket leaves them pending forever, and
* since an unsettled promise is not a reason for node to stay alive, the run exits mid-step
* with code 0 – a dead run that reports success.
*/
failAll(reason) {
this.dead = reason;
for (const { reject } of this.pending.values()) reject(new Error(reason));
this.pending.clear();
}
send(method, params = {}) {
if (this.dead) return Promise.reject(new Error(`${this.dead} (while sending ${method})`));
const id = ++this.id;
this.ws.send(JSON.stringify({ id, method, params }));
return new Promise((resolve, reject) => {
const timer = setTimeout(() => {
this.pending.delete(id);
reject(new Error(`CDP ${method} got no answer within ${CDP_TIMEOUT_MS / 1000}s`));
}, CDP_TIMEOUT_MS);
const settle = (fn) => (value) => {
clearTimeout(timer);
fn(value);
};
this.pending.set(id, { resolve: settle(resolve), reject: settle(reject) });
});
}
on(fn) {
this.listeners.push(fn);
}
}
async function waitForChrome(port) {
for (let i = 0; i < 50; i++) {
try {
const res = await fetch(`http://127.0.0.1:${port}/json/version`, {
signal: AbortSignal.timeout(2000),
});
if (res.ok) return res.json();
} catch {
// Chromium has not opened the debugging port yet – retry.
}
await sleep(200);
}
throw new Error('chromium did not start');
}
/**
* Names the GPU in the log and refuses software rendering. Under WSL (#283) a missing d3d12 driver
* does not fail: Mesa falls back to llvmpipe, which still offers WebGL 2, and every check would pass
* at a fraction of the speed the timing-sensitive ones assume.
*/
async function requireGpu(cdp) {
const { result } = await cdp.send('Runtime.evaluate', {
expression: `(() => {
const gl = document.createElement('canvas').getContext('webgl2');
if (!gl) return null;
const info = gl.getExtension('WEBGL_debug_renderer_info');
return info ? gl.getParameter(info.UNMASKED_RENDERER_WEBGL) : gl.getParameter(gl.RENDERER);
})()`,
returnByValue: true,
});
const renderer = result.value;
console.log(`renderer: ${renderer ?? 'no WebGL 2'}`);
if (!renderer || /llvmpipe|softpipe|lavapipe|swiftshader/i.test(renderer))
throw new Error(`no GPU for WebGL 2 (${renderer ?? 'no context'}) – the checks would run in software`);
}
/** The toolbox handed to a check body – everything a step needs to drive and inspect the editor. */
function makeTools({ cdp, projectId, baseUrl, consoleLog, check, shotPrefix }) {
// A throwing expression is reported, never swallowed: a mutate that dies half-way leaves the
// scene in a state no later check describes, and every one of them then passes or fails for the
// wrong reason.
const evaluate = async (expression) => {
const { result, exceptionDetails } = await cdp.send('Runtime.evaluate', {
expression,
awaitPromise: true,
returnByValue: true,
});
if (exceptionDetails)
throw new Error(
`page threw: ${exceptionDetails.exception?.description ?? exceptionDetails.text}\n in: ${expression.slice(0, 200)}`,
);
return result.value;
};
/** Evaluates an expression in the page and returns it as plain JSON; `undefined` comes back as null. */
const json = async (expression) => JSON.parse(await evaluate(`JSON.stringify((${expression}) ?? null)`));
/**
* Waits for the editor to have drawn, instead of for a deadline someone guessed. A frame costs
* ~16 ms where the fixed waits this replaces cost 150–300, and it is the editor itself that
* says when it has caught up – so the same call is both faster and less flaky than the number
* it replaces. Two frames by default: one for the handler, one for the layout it invalidated.
*
* Falls back to a fixed wait when the page has no such hook (an old build, or before the first
* navigation), because a silent no-wait would turn every later check into a coin toss.
*/
const settle = async (count = 2) => {
const at = Date.now();
const ok = await evaluate(
`window.__gm?.afterFrames ? __gm.afterFrames(${count}).then(() => true) : false`,
);
if (!ok) return sleep(150);
waited.ms += Date.now() - at;
waited.calls++;
};
/**
* Waits until `expression` is true in the page – for the things a frame cannot answer, such as a
* save that is still in flight. Polls, because the conditions live all over the model and none
* of them has an event worth inventing one for.
*/
const waitUntil = async (expression, { timeout = 5000, label = expression } = {}) => {
const at = Date.now();
while (Date.now() - at < timeout) {
if (await json(`Boolean(${expression})`)) {
waited.ms += Date.now() - at;
waited.calls++;
return;
}
await sleep(25);
}
throw new Error(`waited ${timeout} ms and ${label} never came true`);
};
/** Like `locate`, but null instead of throwing – which a check for absence needs. */
const find = async (text, last = false) =>
(await evaluate(`window.__gm && window.__gm.locate(${JSON.stringify(text)}, ${last})`)) || null;
const has = async (text) => Boolean(await find(text));
/**
* A picture by the id of its SVG file (#214) – `{ x, y, menu }` or null. `menu` picks the form:
* true only a button that opens a menu, false only one that acts, left out either.
*/
const findIcon = async (name, menu) =>
(await evaluate(
`window.__gm && (__gm.locateIcons(${JSON.stringify(name)}).find((hit) => ${
menu === undefined ? 'true' : `hit.menu === ${menu}`
}) ?? null)`,
)) || null;
const locate = async (text, last = false) => {
const p = await find(text, last);
if (!p) throw new Error(`widget with text "${text}" not found`);
return p;
};
const shot = async (name) => {
// The editor only draws on change, so a screenshot asks for one frame first: without it the
// shot shows whatever the compositor still holds, which is right but needlessly fragile.
await evaluate('window.__gm?.wake()').catch(() => {});
await sleep(50);
const { data } = await cdp.send('Page.captureScreenshot', { format: 'png' });
writeFileSync(`/tmp/${shotPrefix}-${name}.png`, Buffer.from(data, 'base64'));
};
const mouse = (type, x, y, button = 'left', extra = {}) =>
cdp.send('Input.dispatchMouseEvent', {
type,
x,
y,
button,
clickCount: type === 'mousePressed' || type === 'mouseReleased' ? 1 : 0,
...extra,
});
const click = async (x, y, button = 'left', modifiers = {}) => {
const extra = { modifiers: modifierBits(modifiers) };
await mouse('mouseMoved', x, y);
await mouse('mousePressed', x, y, button, extra);
await mouse('mouseReleased', x, y, button, extra);
await settle();
};
/**
* A real double-click: two press/release pairs in quick succession, the second carrying
* `clickCount: 2` the way a browser reports one. `click()` twice would not do – the editor
* only counts presses that arrive close enough in time.
*/
const doubleClick = async (x, y) => {
await mouse('mouseMoved', x, y);
for (const clickCount of [1, 2]) {
await mouse('mousePressed', x, y, 'left', { clickCount });
await mouse('mouseReleased', x, y, 'left', { clickCount });
}
await settle();
};
/** Mouse wheel over (x, y); positive `dy` scrolls down. */
const wheel = async (x, y, dy) => {
await mouse('mouseMoved', x, y);
await mouse('mouseWheel', x, y, 'none', { deltaX: 0, deltaY: dy });
await settle();
};
const clickText = async (text, button = 'left') => {
const p = await locate(text);
await click(p.x, p.y, button);
};
/** The open menu's entries with their tick box, `ticked` null where an entry has none (#214). */
const menuTicked = async () =>
(await json(
'(__gm.menuRows() ?? []).map((label, i) => label === null ? null : { label, ticked: __gm.menuTicks()[i] })',
)) ?? [];
const clickIcon = async (name, menu) => {
const p = await findIcon(name, menu);
if (!p) throw new Error(`picture "${name}" not found`);
await click(p.x, p.y);
};
/** CDP reports held buttons as a bitmask, which is not the button name it takes elsewhere. */
const BUTTON_MASK = { left: 1, right: 2, middle: 4 };
/** The fifth argument is a step count or `{ steps, button, modifiers }`. */
const drag = async (x1, y1, x2, y2, options = {}) => {
const {
steps = 12,
button = 'left',
modifiers = {},
} = typeof options === 'number' ? { steps: options } : options;
const extra = { modifiers: modifierBits(modifiers) };
const held = { ...extra, buttons: BUTTON_MASK[button] };
await mouse('mouseMoved', x1, y1);
await mouse('mousePressed', x1, y1, button, extra);
for (let i = 1; i <= steps; i++) {
await mouse('mouseMoved', x1 + ((x2 - x1) * i) / steps, y1 + ((y2 - y1) * i) / steps, button, held);
await sleep(16);
}
await mouse('mouseReleased', x2, y2, button, extra);
await settle();
};
/**
* By id, not text: the container picker shows the same name as the row. Press and moves are separate
* events because the panel starts a drag only once the pointer has travelled.
*/
const dragAsset = async (assetId, x, y, steps = 8) => {
const from = await json(`__gm.assetRow(${JSON.stringify(assetId)})`);
if (!from) throw new Error(`no asset row for "${assetId}" – is the panel scrolled past it?`);
await mouse('mouseMoved', from.x, from.y);
await mouse('mousePressed', from.x, from.y);
for (let i = 1; i <= steps; i++) {
await mouse(
'mouseMoved',
from.x + ((x - from.x) * i) / steps,
from.y + ((y - from.y) * i) / steps,
'left',
{
buttons: 1,
},
);
await sleep(16);
}
await mouse('mouseReleased', x, y);
await settle();
};
const keyEvent = (type, name, modifiers) => {
const key = KEYS[name];
if (!key) throw new Error(`unknown key "${name}"`);
return cdp.send('Input.dispatchKeyEvent', { type, ...key, modifiers: modifierBits(modifiers) });
};
/** Press and release a key from `KEYS`, optionally with `{ ctrl, shift }`. */
const press = async (name, modifiers = {}) => {
await keyEvent('keyDown', name, modifiers);
await keyEvent('keyUp', name, modifiers);
await settle();
};
/** Hold a key for `ms` milliseconds (arrow keys while playing). */
const holdKey = async (name, ms) => {
await keyEvent('keyDown', name);
await sleep(ms);
await keyEvent('keyUp', name);
};
// Separate halves, because `holdKey` cannot express two keys whose presses overlap – which is
// exactly what a diagonal is.
const keyDown = (name) => keyEvent('keyDown', name);
const keyUp = (name) => keyEvent('keyUp', name);
/**
* Typed per character to exercise per-keystroke paths, then verified: a partial type is otherwise
* indistinguishable from a wrong value.
*/
const typeText = async (text) => {
for (const ch of text) await cdp.send('Input.insertText', { text: ch });
const typed = await json(
'({ tag: document.activeElement?.tagName, value: document.activeElement?.value })',
);
if (typed.tag !== 'INPUT' || !String(typed.value ?? '').includes(text))
throw new Error(
`typing "${text}" did not arrive: focus is ${typed.tag}, it holds ${JSON.stringify(typed.value)}`,
);
await settle();
};
const undo = async () => {
await press('z', { ctrl: true });
};
const redo = async () => {
await press('z', { ctrl: true, shift: true });
};
/** Selection, mode, save status and notice – the facts most checks look at. */
const state = () =>
json(
'{ selection: __gm.state.selection, mode: __gm.state.mode, save: __gm.state.saveStatus, notice: __gm.state.notice }',
);
/**
* The scene's objects the way the editor lists them: the content of a placed container is
* resolved from its template and stored nowhere (see `src/core/model/instance.ts`), so it is in
* here but not in `state.activeScene.objects`. Use `storedObjects()` for the latter.
*/
const objects = () => json('__gm.sceneObjects()');
const object = (id) => json(`__gm.sceneObjects().find((o) => o.id === ${JSON.stringify(id)})`);
/** Only what the scene really holds – a placed container counts as one object, not as its content. */
const storedObjects = () => json('__gm.state.activeScene.objects');
const asset = (id) => json(`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(id)})`);
const world = () => json('__gm.world()');
const entity = async (objectId) => (await world())?.entities.find((e) => e.objectId === objectId);
const select = async (selection) => {
await evaluate(`__gm.state.select(${JSON.stringify(selection)})`);
await settle();
};
/**
* Switching the centre tab rebuilds a whole panel, so it needs the same wait an action gets.
* It is a helper rather than a bare `evaluate` in every step because a tab change without one
* reads the old panel – which is a check that passes on stale content, the worst kind.
*/
const showTab = async (tab) => {
await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
await settle();
};
/**
* Waits for the autosave to have reached the server. The status goes `dirty` → `saving` →
* `saved`, and only the last one means the document a reload would fetch holds the change.
*/
const saved = () =>
waitUntil("__gm.state.saveStatus === 'saved'", { timeout: 9000, label: 'the save finished' });
/**
* Runs `body` (JavaScript source) against the page's model and previews the result, the way a
* scrub or a command would – for putting the scene into a known state between checks.
*/
const mutate = async (body) => {
await evaluate(`(() => { ${body}; __gm.state.preview(); })()`);
await settle();
};
/**
* Clicks one of the top bar's icon buttons – menu, undo, redo, play, pause (#183). They carry no
* caption any more, so `clickText` has nothing to find and the position comes from the hook.
*/
const clickToolbar = async (name) => {
const at = await json(`__gm.toolbarAt(${JSON.stringify(name)})`);
await click(at.x, at.y);
};
/**
* Starting and stopping a run build or tear down a whole world, which is more than the two frames
* `settle()` grants – so these wait for the mode itself to have changed, then for a drawn frame so
* the panels that follow the mode are on screen too.
*/
const play = async () => {
await clickToolbar('play');
await waitUntil("__gm.state.mode === 'play'", { label: 'the run started' });
await settle();
};
const stop = async () => {
await press('Escape');
await waitUntil("__gm.state.mode === 'edit'", { label: 'the run stopped' });
await settle();
};
// Timeout, not convenience: a stalled response keeps its socket open, so node stays alive and
// the whole run hangs on this line instead of failing.
const api = async (route) => {
const url = `${baseUrl}api/index.php?r=${route}`;
const request = async () =>
fetch(url, { headers: await authHeaders(baseUrl), signal: AbortSignal.timeout(SERVER_TIMEOUT_MS) });
try {
let res = await request();
// The session can have been ended by a password change in the login step (#182).
if (res.status === 401) {
forgetSession(baseUrl);
res = await request();
}
return await res.json();
} catch (error) {
throw new Error(`request to ${route} failed: ${error.message}`, { cause: error });
}
};
const sceneOf = (doc) => doc.project.assets.find((a) => a.type === 'scene');
const exceptions = () => consoleLog.filter((l) => l.startsWith('EXCEPTION'));
/** Opens the project and asserts the page came up cleanly with the test hook installed. */
/**
* Hands the browser the session the tools log in with (#177). Without it the editor would put
* up its sign-in screen instead of the project, and every step after it would find no editor.
* The sign-in screen itself is driven by hand in the step that tests it.
*/
const signIn = async () => {
await cdp.send('Network.enable');
// The browser keeps the default profile, disk cache included, and nginx sends no
// Cache-Control: a run could test the index.html of a build before the last one.
await cdp.send('Network.setCacheDisabled', { cacheDisabled: true });
await cdp.send('Network.setCookie', {
name: SESSION_COOKIE,
value: await sessionToken(baseUrl),
url: baseUrl,
});
};
const navigate = async () => {
await signIn();
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${projectId}` });
await sleep(4000);
check('page loaded without exceptions', exceptions().length === 0, exceptions().join(' | '));
// `state` rather than the bare hook: the sign-in screen installs one of its own, and a run
// that stopped there must not look like a loaded editor.
check('debug hook present', Boolean(await evaluate('Boolean(window.__gm?.state)')));
};
return {
cdp,
projectId,
baseUrl,
consoleLog,
exceptions,
check,
sleep,
evaluate,
json,
settle,
waitUntil,
find,
has,
findIcon,
locate,
shot,
mouse,
click,
doubleClick,
clickText,
clickIcon,
menuTicked,
clickToolbar,
wheel,
drag,
dragAsset,
press,
holdKey,
keyDown,
keyUp,
typeText,
undo,
redo,
state,
objects,
object,
storedObjects,
asset,
world,
entity,
select,
showTab,
saved,
mutate,
play,
stop,
api,
signIn,
sceneOf,
navigate,
};
}
export async function runChecks(options, body) {
const { projectId, baseUrl, port = 9333, shotPrefix = 'gm-e2e', width = 1280, height = 800 } = options;
const { deviceScaleFactor = 1 } = options;
const { proc: chrome, stop: stopBrowser, where } = await launchBrowser({ port, width, height });
console.log(`browser: ${where}`);
const consoleLog = [];
let failures = 0;
let checkCount = 0;
function check(name, ok, detail = '') {
const text = typeof detail === 'string' ? detail : JSON.stringify(detail);
console.log(`${ok ? 'PASS' : 'FAIL'} ${name}${text ? ' – ' + text : ''}`);
checkCount++;
if (!ok) failures++;
}
// Chromium dies on this machine now and then (memory pressure). Its own last words name the
// reason, and a signal here is the difference between "a check failed" and "the browser was
// killed" – questions the check output alone cannot tell apart.
const chromeErr = [];
chrome.stderr.on('data', (b) => chromeErr.push(String(b)));
let chromeDeath = '';
chrome.once('exit', (code, signal) => {
chromeDeath = signal ? `killed by ${signal}` : `exited with code ${code}`;
});
// Last line of defence: reaching the end of the run without printing a summary means the
// process walked out early. Whatever the cause, it must never look like success.
let reportedSummary = false;
process.on('exit', (code) => {
if (reportedSummary) return;
console.log(
`\nRUN DIED after ${checkCount} checks – node exited with code ${code} before the summary` +
`${chromeDeath ? `. chromium ${chromeDeath}` : ''}.`,
);
if (chromeErr.length) console.log('--- chromium stderr ---\n' + chromeErr.join('').trim().slice(-2000));
process.exitCode = 1;
});
try {
await waitForChrome(port);
const target = await (
await fetch(`http://127.0.0.1:${port}/json/new?about:blank`, {
method: 'PUT',
signal: AbortSignal.timeout(SERVER_TIMEOUT_MS),
})
).json();
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,
mobile: false,
});
await requireGpu(cdp);
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);
}