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feuerwerk/tools/e2e/46-topbar.mjs
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adminandClaude Opus 5.5 ceaa44e5b8
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
Add roles and a user management tab for admins (#180, #179)
Until now every account could do the same, and managing accounts
meant running make-user.php on the server. Accounts now carry a role,
and admins get a tab in the editor to create, rename, re-role, reset
and delete accounts. Both issues share the same server files, so they
land in one commit.

#180 Roles:
- Every account is admin or user. A missing or unknown role counts as
  user, on the server and in the client.
- auth/session and auth/login return {user, role}.
- Auth::requireAdmin() answers everyone else with 403.
- make-user.php takes the role as a third argument. Without it an
  existing account keeps its role, so a password reset from the CLI
  never demotes an admin.
- Admins see and save other users' projects like their own. Saving
  keeps the original owner.

#179 User management:
- The account menu gets "User management" (admins only) and "Plugins"
  (everyone). Both open the same closable tab, accounts on top and
  plugins below. The fixed Plugins tab is gone.
- Per account: Rename, Role, Password (no old password needed) and
  Delete with a confirmation. "New user..." creates one.
- Each account lists its projects with an Open button.
- Delete is refused while the account still owns projects.
- Renaming moves the projects along and ends every session of the
  account. transfer takes the same lock as save.
- On their own row an admin can only set the password. The last admin
  cannot be demoted or deleted. The server enforces both.
- The account rules live in AccountRules.php and accountRules.ts as
  pure functions, so they are testable without a server.

Findings:
- At 1280 px the Delete button reached past the column edge and was
  not clickable. The name column is flexible now, and module 49 checks
  the layout.
- The server lets an admin delete other users' projects, but the
  editor has no button for it yet. Left open in the issue.

Tests:
- ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204).
- New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it
  as its own step in the gate job, the host has no PHP.
- New e2e module 49 with 18 checks. CI creates the e2e-admin account
  in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab.
- e2e 1-16,37,38,45,46,49: all passed, 581 checks.
- Counter-checks: owner on save, admin view, default role and self
  delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin,
  a wider column and the caller as owner each fail exactly their
  e2e check.
- Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 13:59:04 +02:00

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/**
* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
* spell out moved into the one menu – the project list into "Open project…", the project name and
* the start-scene switch into "Project settings…" next to the collision layers.
*
* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
* or deleting a project for real would pull the project out from under every step before this one.
*/
export async function topbar(t) {
const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
await press('Escape');
// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
// drawn text: the buttons are still there, only their captions are gone.
const captions = {
project: await has('Project'),
undo: await has('Undo'),
redo: await has('Redo'),
play: await has('Play'),
pause: await has('Pause'),
};
check(
'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
Object.values(captions).every((shown) => shown === false),
JSON.stringify(captions),
);
const buttons = await json('__gm.runButtons()');
check(
'in edit mode the run buttons offer play and nothing to pause',
buttons.play === 'play' &&
buttons.pause === 'pause' &&
buttons.playEnabled === true &&
buttons.pauseEnabled === false,
JSON.stringify(buttons),
);
// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
// the two buttons share the free space with the flexible notice and so get a third of it each,
// which used to leave the pair well left of the middle.
const play = await json('__gm.toolbarAt("play")');
const pause = await json('__gm.toolbarAt("pause")');
const barCentre = await json('window.innerWidth / 2');
check(
'play and pause sit on the middle of the bar, not on the middle of what is left over',
Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
);
await shot('46-topbar');
// 46b. The one menu, with the separator between what opens a project and what changes the one
// that is open. Clearing the saved data is checked in 32.
await clickToolbar('menu');
const rows = await json('__gm.menuRows()');
const expected = [
'New project',
'Open project…',
null,
'Project settings…',
'Clear saved data',
null,
'Plugins',
];
check(
'the menu button opens new project, the project picker, the settings, clearing saves and the plugins',
JSON.stringify(rows) === JSON.stringify(expected),
JSON.stringify(rows),
);
// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
// that project exactly where it was.
await clickText('Open project…');
// The picker fetches the list before it can open, so it is waited for rather than read at once.
await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
const picker = await json('__gm.projectPicker()');
const projectId = await json('__gm.state.project.id');
const projectName = await json('__gm.state.project.name');
check(
'"Open project…" lists the projects with the open one picked',
picker !== null && picker.picked === projectId && picker.names.includes(projectName),
JSON.stringify({ picker, projectId, projectName }),
);
await clickText('Cancel');
check(
'Cancel closes the picker and leaves the project loaded',
(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
);
// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
// #152 – the three things the bar itself used to carry.
await clickToolbar('menu');
await clickText('Project settings…');
const settings = await json('__gm.projectSettings()');
const layers = await json('__gm.collisionLayers()');
check(
'"Project settings…" opens on the project as it stands',
settings?.name === projectName &&
(settings.playFrom === 'start' || settings.playFrom === 'active') &&
JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
JSON.stringify({ settings, layers }),
);
// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
// project rather than written down here: CI seeds the same project under a different name.
const nameField = await t.locate(projectName);
await t.doubleClick(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('Renamed by 46');
await press('Enter');
await clickText('Apply');
await sleep(200);
check(
'Apply renames the project',
(await json('__gm.state.project.name')) === 'Renamed by 46',
await json('__gm.state.project.name'),
);
await clickToolbar('undo');
await sleep(200);
const undone = await json('__gm.state.project.name');
await clickToolbar('redo');
await sleep(200);
const redone = await json('__gm.state.project.name');
check(
'the undo and redo buttons of the bar walk the rename back and forth',
undone === projectName && redone === 'Renamed by 46',
JSON.stringify({ undone, redone, was: projectName }),
);
// Back to the name the rest of the world knows it by.
await clickToolbar('undo');
await sleep(200);
check(
'the project is handed back under its own name',
(await json('__gm.state.project.name')) === projectName,
await json('__gm.state.project.name'),
);
await t.saved();
}