Files
feuerwerk/tools/e2e/46-topbar.mjs
T
adminandClaude Opus 5.5 94749b4f3e
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 9m38s
Let a project keep named snapshots and restore them (#231)
Autosave only keeps the latest revision. Before a risky change there
was no way to put a known good state aside and go back to it later.
The main menu now has "Snapshots..." to create, restore and delete
named copies of the open project.

- Server: SnapshotStore.php keeps each snapshot as a copy of the
  project JSON under data/snapshots/<project>/ (git-ignored). Four
  routes under projects/{id}/snapshots use the same owner check as the
  project, so an admin also sees foreign snapshots.
- Create writes the autosave first. With unsaved edits (play with open
  edits, failed save, conflict) no snapshot is made and a message says
  why. The rule is the pure function in src/editor/snapshots.ts.
- An empty name falls back to the local date and time.
- Restore asks first, then keeps the current state as "Before
  restoring <name>". It writes the snapshot back as a new revision and
  reloads the project, so the undo list is empty. A restore can itself
  be undone by restoring that snapshot.
- Deleting a project deletes its snapshots too. Images, sounds, fonts
  and pixel art are content-addressed and never deleted, so a snapshot
  can always reach them.
- Client: SnapshotStore and HttpSnapshotStore in src/core/store, the
  SnapshotsDialog, and the flows in ProjectSession. A stale revision
  (409) becomes StaleRevisionError.
- CI runs the new PHP test in the gate job next to accounts.

Not covered by e2e: the lock during play and the conflict case. Both
are unit tests only.

Tests:
- check.sh: 164 files, 2401 tests, CHECK EXIT 0.
- tests/php/snapshots.test.php: 14 checks, all passed.
- tests/editor/snapshots.test.ts: 5 tests for the time format, the
  blocker rule, the routes and 409.
- New e2e module 50 on a throwaway project: create, rename, restore,
  undo the restore, delete, then delete the project and get 404 on
  its snapshots. 46b expects the new menu entry. e2e 46,50: 20 checks
  passed. The check sum goes from 1385 to 1393 (computed).
- Counter-checks, originals restored and compared with cmp: blocker
  always allowed fails 1 unit test. No sorting fails 2 PHP checks.
  Restore without keeping the old state fails 50c and aborts 50d.
- The first sort test with 2 snapshots passed by chance half the time
  because of random ids. It now uses 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:21:52 +02:00

172 lines
7.2 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.
/**
* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
* spell out moved into the one menu – the project list into "Open project…", the project name and
* the start-scene switch into "Project settings…" next to the collision layers.
*
* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
* or deleting a project for real would pull the project out from under every step before this one.
*/
export async function topbar(t) {
const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
await press('Escape');
// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
// drawn text: the buttons are still there, only their captions are gone.
const captions = {
project: await has('Project'),
undo: await has('Undo'),
redo: await has('Redo'),
play: await has('Play'),
pause: await has('Pause'),
};
check(
'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
Object.values(captions).every((shown) => shown === false),
JSON.stringify(captions),
);
const buttons = await json('__gm.runButtons()');
check(
'in edit mode the run buttons offer play and nothing to pause',
buttons.play === 'play' &&
buttons.pause === 'pause' &&
buttons.playEnabled === true &&
buttons.pauseEnabled === false,
JSON.stringify(buttons),
);
// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
// the two buttons share the free space with the flexible notice and so get a third of it each,
// which used to leave the pair well left of the middle.
const play = await json('__gm.toolbarAt("play")');
const pause = await json('__gm.toolbarAt("pause")');
const barCentre = await json('window.innerWidth / 2');
check(
'play and pause sit on the middle of the bar, not on the middle of what is left over',
Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
);
await shot('46-topbar');
// 46b. The one menu, with the separator between what opens a project and what changes the one
// that is open. Clearing the saved data is checked in 32.
await clickToolbar('menu');
const rows = await json('__gm.menuRows()');
const expected = [
'New project',
'Open project…',
null,
'Snapshots…',
'Project settings…',
'Clear saved data',
null,
'Plugins',
];
check(
'the menu button opens new project, the project picker, the settings, clearing saves and the plugins',
JSON.stringify(rows) === JSON.stringify(expected),
JSON.stringify(rows),
);
// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
// that project exactly where it was.
await clickText('Open project…');
// The picker fetches the list before it can open, so it is waited for rather than read at once.
await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
const picker = await json('__gm.projectPicker()');
const projectId = await json('__gm.state.project.id');
const projectName = await json('__gm.state.project.name');
check(
'"Open project…" lists the projects with the open one picked',
picker !== null && picker.picked === projectId && picker.names.includes(projectName),
JSON.stringify({ picker, projectId, projectName }),
);
await clickText('Cancel');
check(
'Cancel closes the picker and leaves the project loaded',
(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
);
// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
// #152 – the three things the bar itself used to carry.
await clickToolbar('menu');
await clickText('Project settings…');
const settings = await json('__gm.projectSettings()');
const layers = await json('__gm.collisionLayers()');
check(
'"Project settings…" opens on the project as it stands',
settings?.name === projectName &&
(settings.playFrom === 'start' || settings.playFrom === 'active') &&
JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
JSON.stringify({ settings, layers }),
);
// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
// project rather than written down here: CI seeds the same project under a different name.
const nameField = await t.locate(projectName);
await t.doubleClick(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('Renamed by 46');
await press('Enter');
await clickText('Apply');
await sleep(200);
check(
'Apply renames the project',
(await json('__gm.state.project.name')) === 'Renamed by 46',
await json('__gm.state.project.name'),
);
await clickToolbar('undo');
await sleep(200);
const undone = await json('__gm.state.project.name');
await clickToolbar('redo');
await sleep(200);
const redone = await json('__gm.state.project.name');
check(
'the undo and redo buttons of the bar walk the rename back and forth',
undone === projectName && redone === 'Renamed by 46',
JSON.stringify({ undone, redone, was: projectName }),
);
// Back to the name the rest of the world knows it by.
await clickToolbar('undo');
await sleep(200);
check(
'the project is handed back under its own name',
(await json('__gm.state.project.name')) === projectName,
await json('__gm.state.project.name'),
);
// 46f. The symbol scale in the same dialog: 1 by default, typed down to 0.5, and every icon of the
// scene drawn at half its side (18 → 9 world units), undone in one step.
const iconSize = () =>
json(`(() => {
const p = __gm.state.project;
const scene = p.assets.find((a) => a.id === p.activeSceneId);
const id = (scene?.objects ?? []).map((o) => o.id).find((id) => __gm.sceneIcon(id)?.visible);
return id ? __gm.sceneIcon(id).size : null;
})()`);
await clickToolbar('menu');
await clickText('Project settings…');
const opened = await json('__gm.projectSettings()');
const field = await json('__gm.projectSettingsSymbolScaleAt()');
await t.click(field.x, field.y);
await press('a', { ctrl: true });
await typeText('0.5');
await press('Enter');
await clickText('Apply');
await sleep(200);
const scaled = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
await clickToolbar('undo');
await sleep(200);
const restored = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
check(
'the symbol scale starts at 1, Apply halves every scene icon, and undo gives the size back',
opened?.symbolScale === 1 &&
scaled.project === 0.5 &&
Math.abs(scaled.icon - 9) < 1e-9 &&
restored.project === 1 &&
Math.abs(restored.icon - 18) < 1e-9,
JSON.stringify({ opened, scaled, restored }),
);
await t.saved();
}