Files
feuerwerk/tools/lib/harness.mjs
T
adminandClaude Opus 5 3427f84a55
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m48s
A game can pause itself and set its own time scale (#167)
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.

- Five new nodes: Pause game, Resume game, Is game paused, Set time
  scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
  shader time. Only behaviors with the new "Run while paused" switch
  keep running.
- Set time scale 0 freezes the world but graphs keep running, as
  agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
  pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
  game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
  playing, and the editor run ignores both nodes with a log line.

Findings:
- The first status line was longer than any before and got cut with
  an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.

Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
  time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 10:27:17 +02:00

586 lines
23 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 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, 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 },
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');
}
/** 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)}, ${last})`)) || null;
const has = async (text) => Boolean(await find(text));
const locate = async (text, last = false) => {
const p = await find(text, last);
if (!p) throw new Error(`widget with text "${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);
};
/** 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}`;
try {
const headers = await authHeaders(baseUrl);
return await (await fetch(url, { headers, signal: AbortSignal.timeout(SERVER_TIMEOUT_MS) })).json();
} catch (error) {
throw new Error(`request to ${route} failed: ${error.message}`, { cause: error });
}
};
const sceneOf = (doc) => doc.project.assets.find((a) => a.type === 'scene');
const exceptions = () => consoleLog.filter((l) => l.startsWith('EXCEPTION'));
/** Opens the project and asserts the page came up cleanly with the test hook installed. */
/**
* Hands the browser the session the tools log in with (#177). Without it the editor would put
* up its sign-in screen instead of the project, and every step after it would find no editor.
* The sign-in screen itself is driven by hand in the step that tests it.
*/
const signIn = async () => {
await cdp.send('Network.enable');
await cdp.send('Network.setCookie', {
name: SESSION_COOKIE,
value: await sessionToken(baseUrl),
url: baseUrl,
});
};
const navigate = async () => {
await signIn();
await cdp.send('Page.navigate', { url: `${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,
locate,
shot,
mouse,
click,
doubleClick,
clickText,
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 { proc: chrome, stop: stopBrowser, where } = 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: 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);
}