The graph was only locked by five edit-mode guards in GraphCanvas. The running game reads the graph by reference each frame, so a new node, edge, changed value, disconnect or undo takes effect from the next frame. Stop discards these edits like everything else changed in play. A new On start node does not fire for a behavior that has already started. During play every data output shows the value it last produced, in the highlight colour and refreshed ten times a second. Values are kept per graph, because node ids are only unique within one; with several instances the most recent value wins. The Variables node reads the live variable bag, so only its own outputs are kept, as a snapshot. Each time an exec edge fires, a bead runs along it in 0.3 s, at most one every 0.15 s per edge, following the same curve the edge is drawn with. Beads run on game time and freeze while paused; the game logic is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
458 lines
17 KiB
JavaScript
458 lines
17 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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g: { key: 'g', code: 'KeyG', windowsVirtualKeyCode: 71 },
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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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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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/**
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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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drag,
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dragAsset,
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press,
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holdKey,
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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 ${chromeDeath}` : ''}.`,
|
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);
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if (chromeErr.length) console.log('--- chromium stderr ---\n' + chromeErr.join('').trim().slice(-2000));
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process.exitCode = 1;
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});
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try {
|
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await waitForChrome(port);
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const target = await (
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await fetch(`http://127.0.0.1:${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);
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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();
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});
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ws.addEventListener('error', () => {
|
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clearTimeout(timer);
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reject(new Error('the CDP socket failed to open'));
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});
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});
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const cdp = new CDP(ws);
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await cdp.send('Page.enable');
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await cdp.send('Runtime.enable');
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await cdp.send('Emulation.setDeviceMetricsOverride', {
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width,
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height,
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deviceScaleFactor: 1,
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mobile: false,
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});
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cdp.on((msg) => {
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if (msg.method === 'Runtime.consoleAPICalled')
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consoleLog.push(msg.params.args.map((a) => a.value ?? a.description).join(' '));
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if (msg.method === 'Runtime.exceptionThrown')
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consoleLog.push(
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'EXCEPTION ' +
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(msg.params.exceptionDetails.exception?.description ?? msg.params.exceptionDetails.text),
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);
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});
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await body(makeTools({ cdp, projectId, baseUrl, consoleLog, check, shotPrefix }));
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ws.close();
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} catch (error) {
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console.error(error);
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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);
|
||
}
|