A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.
The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.
The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.
locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.
check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
474 lines
18 KiB
JavaScript
474 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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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: ${where}`);
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const consoleLog = [];
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let failures = 0;
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let checkCount = 0;
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function check(name, ok, detail = '') {
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console.log(`${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ' – ' + detail : ''}`);
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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 ${chromeDeath}` : ''}.`,
|
||
);
|
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if (chromeErr.length) console.log('--- chromium stderr ---\n' + chromeErr.join('').trim().slice(-2000));
|
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process.exitCode = 1;
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});
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|
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try {
|
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await waitForChrome(port);
|
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const target = await (
|
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await fetch(`http://127.0.0.1:${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);
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||
await new Promise((resolve, reject) => {
|
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const timer = setTimeout(() => reject(new Error('the CDP socket never opened')), 15_000);
|
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ws.addEventListener('open', () => {
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clearTimeout(timer);
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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);
|
||
}
|