@dreamboard-games/testing 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +89 -0
- package/NOTICE +1 -0
- package/README.md +176 -0
- package/dist/index.d.ts +121 -0
- package/dist/index.js +16728 -0
- package/dist/index.js.map +1 -0
- package/package.json +46 -0
- package/src/create-expect-api.test.ts +259 -0
- package/src/create-expect-api.ts +338 -0
- package/src/create-test-runtime.ts +516 -0
- package/src/definitions.ts +114 -0
- package/src/index.ts +3 -0
package/LICENSE
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# PolyForm Shield License 1.0.0
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<https://polyformproject.org/licenses/shield/1.0.0>
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## Acceptance
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In order to get any license under these terms, you must agree to them as both strict obligations and conditions to all your licenses.
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## Copyright License
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The licensor grants you a copyright license for the software to do everything you might do with the software that would otherwise infringe the licensor's copyright in it for any permitted purpose. However, you may only distribute the software according to [Distribution License](#distribution-license) and make changes or new works based on the software according to [Changes and New Works License](#changes-and-new-works-license).
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## Distribution License
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The licensor grants you an additional copyright license to distribute copies of the software. Your license to distribute covers distributing the software with changes and new works permitted by [Changes and New Works License](#changes-and-new-works-license).
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## Notices
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You must ensure that anyone who gets a copy of any part of the software from you also gets a copy of these terms or the URL for them above, as well as copies of any plain-text lines beginning with `Required Notice:` that the licensor provided with the software. For example:
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> Required Notice: Copyright Yoyodyne, Inc. (http://example.com)
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## Changes and New Works License
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The licensor grants you an additional copyright license to make changes and new works based on the software for any permitted purpose.
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## Patent License
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The licensor grants you a patent license for the software that covers patent claims the licensor can license, or becomes able to license, that you would infringe by using the software.
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## Noncompete
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Any purpose is a permitted purpose, except for providing any product that competes with the software or any product the licensor or any of its affiliates provides using the software.
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## Competition
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Goods and services compete even when they provide functionality through different kinds of interfaces or for different technical platforms. Applications can compete with services, libraries with plugins, frameworks with development tools, and so on, even if they're written in different programming languages or for different computer architectures. Goods and services compete even when provided free of charge. If you market a product as a practical substitute for the software or another product, it definitely competes.
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## New Products
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If you are using the software to provide a product that does not compete, but the licensor or any of its affiliates brings your product into competition by providing a new version of the software or another product using the software, you may continue using versions of the software available under these terms beforehand to provide your competing product, but not any later versions.
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## Discontinued Products
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You may begin using the software to compete with a product or service that the licensor or any of its affiliates has stopped providing, unless the licensor includes a plain-text line beginning with `Licensor Line of Business:` with the software that mentions that line of business. For example:
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> Licensor Line of Business: YoyodyneCMS Content Management System (http://example.com/cms)
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## Sales of Business
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If the licensor or any of its affiliates sells a line of business developing the software or using the software to provide a product, the buyer can also enforce [Noncompete](#noncompete) for that product.
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## Fair Use
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You may have "fair use" rights for the software under the law. These terms do not limit them.
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## No Other Rights
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These terms do not allow you to sublicense or transfer any of your licenses to anyone else, or prevent the licensor from granting licenses to anyone else. These terms do not imply any other licenses.
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## Patent Defense
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If you make any written claim that the software infringes or contributes to infringement of any patent, your patent license for the software granted under these terms ends immediately. If your company makes such a claim, your patent license ends immediately for work on behalf of your company.
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## Violations
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The first time you are notified in writing that you have violated any of these terms, or done anything with the software not covered by your licenses, your licenses can nonetheless continue if you come into full compliance with these terms, and take practical steps to correct past violations, within 32 days of receiving notice. Otherwise, all your licenses end immediately.
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## No Liability
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***As far as the law allows, the software comes as is, without any warranty or condition, and the licensor will not be liable to you for any damages arising out of these terms or the use or nature of the software, under any kind of legal claim.***
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## Definitions
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The **licensor** is the individual or entity offering these terms, and the **software** is the software the licensor makes available under these terms.
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A **product** can be a good or service, or a combination of them.
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**You** refers to the individual or entity agreeing to these terms.
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**Your company** is any legal entity, sole proprietorship, or other kind of organization that you work for, plus all its affiliates.
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**Affiliates** means the other organizations than an organization has control over, is under the control of, or is under common control with.
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**Control** means ownership of substantially all the assets of an entity, or the power to direct its management and policies by vote, contract, or otherwise. Control can be direct or indirect.
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**Your licenses** are all the licenses granted to you for the software under these terms.
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**Use** means anything you do with the software requiring one of your licenses.
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package/NOTICE
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Required Notice: Copyright Dreamboard Games.
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package/README.md
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# @dreamboard/testing
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Reducer-native authored testing helpers for Dreamboard workspaces.
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The package provides:
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- `defineBase(...)` and `defineScenario(...)` identity helpers
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- inherited base composition via `extends`
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- matcher construction via `createExpectApi(...)`
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- rejection assertions via `toRejectWith({ errorCode })`
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- descriptor matchers such as `toHaveInteraction(...)`,
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`toBeGatedBy(...)`, and `toBeActiveFor(...)`
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- `createTestRuntime(...)` for backend-free UI tests against real reducer
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state
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---
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## Matchers reference
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`createExpectApi()` returns an `expect` function that exposes a chainable
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matcher surface. All matchers throw synchronously on mismatch, except
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`toRejectWith(...)` which returns a promise.
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### Value matchers
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| Matcher | Purpose |
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| ----------------------------------- | -------------------------------------------- |
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| `toBe(expected)` | Strict equality (`===`) |
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| `toEqual(expected)` | Deep equality |
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| `toMatchObject(partial)` | Deep partial match against an object tree |
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| `toBeDefined()` / `toBeUndefined()` | Presence checks |
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| `toBeNull()` | Null check |
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| `toContain(expected)` | Array or string containment |
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| `toContainEqual(expected)` | Array containment by deep equality |
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| `toHaveLength(n)` | Length check on arrays and strings |
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| `toBeGreaterThanOrEqual(n)` | Numeric ordering |
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| `toThrow(predicate?)` | Synchronous throw assertion |
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| `toMatchSnapshot(filename?)` | Delegates to the configured snapshot handler |
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### Rejection matcher
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```ts
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await expect(() =>
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game.submit(seat(1), "placeThingCard", {
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cardId: "a-dog",
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ringId: "ring-1",
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}),
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).toRejectWith({ errorCode: "CARD_NOT_IN_HAND" });
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```
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`toRejectWith` awaits the function (or promise) and asserts the thrown
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error carries the named `errorCode`. An optional `message` (string or
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`RegExp`) can further constrain the rejection.
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### Descriptor matchers
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Descriptor matchers operate on the interaction descriptors returned by
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`interactions(playerId)` in a scenario context.
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```ts
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expect(interactions(seat(0))).toHaveInteraction("judgePlacement", {
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kind: "prompt",
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});
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expect(interactions(seat(1))).not.toHaveInteraction("judgePlacement");
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expect(interactions(seat(0))).toBeActiveFor(seat(0), {
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interactionId: "judgePlacement",
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});
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expect(interactions(seat(1))).toBeGatedBy("NOT_YOUR_TURN", {
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interactionId: "placeThingCard",
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});
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```
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When asserting against a single descriptor (for example, one returned
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from a lookup), the `opts.interactionId` argument can be omitted:
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```ts
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const descriptor = interactions(seat(0)).find(
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(entry) => entry.interactionId === "judgePlacement",
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);
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expect(descriptor).toBeActiveFor(seat(0));
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```
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---
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## Authorization invariants — rewritten descriptor scenario
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The rewritten `reject-non-knower-cannot-judge` scenario in
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`examples/things-in-rings/test/scenarios/` demonstrates how descriptor
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matchers replace ad-hoc inspection of `context.to` and
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`unavailableReason`:
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```ts
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import { defineScenario } from "../testing-types";
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export default defineScenario({
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id: "reject-non-knower-cannot-judge",
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description:
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"Only the knower can act during judgeRings, so the pending card remains in place",
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from: "after-first-placement",
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phase: "judgeRings",
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when: async ({ game, seat, expect }) => {
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const placer = seat(1);
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await expect(() =>
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game.submit(placer, "judgePlacement", { decision: "ring-1" }),
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).toRejectWith({ errorCode: "prompt-not-owned" });
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},
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then: ({ state, interactions, expect, seat }) => {
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const knowerId = seat(0);
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const placerId = seat(1);
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expect(state()).toBe("judgeRings");
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// Descriptor must exist for the knower with the right kind.
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expect(interactions(knowerId)).toHaveInteraction("judgePlacement", {
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kind: "prompt",
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});
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// Descriptor must be active (available) for the knower.
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expect(interactions(knowerId)).toBeActiveFor(knowerId, {
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interactionId: "judgePlacement",
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});
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// Descriptor must be absent for non-knowers.
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expect(interactions(placerId)).not.toHaveInteraction("judgePlacement");
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},
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});
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```
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The previous variant of this scenario inspected descriptor shapes
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inline. The matcher-driven version encodes the same invariants —
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"prompt exists", "prompt is active for the knower", "prompt is absent
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for others" — without leaking descriptor layout into the scenario body.
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---
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## `createTestRuntime` for backend-free UI tests
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`createTestRuntime` returns a runtime object compatible with `ui-sdk`'s
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`RuntimeAPI` plus snapshot/subscription helpers. The canonical harness
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for a plugin component renders it inside `RuntimeProvider` and
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`PluginStateProvider`:
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```tsx
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import { PluginStateProvider, RuntimeProvider } from "@dreamboard/ui-sdk";
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import { createTestRuntime } from "./testing-types";
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const rt = createTestRuntime({
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baseId: "initial-turn",
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phase: "placeThing",
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controllingPlayerId: "player-1",
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});
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const markup = renderToString(
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<RuntimeProvider runtime={rt.runtime}>
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<PluginStateProvider>
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<MyPluginComponent />
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</PluginStateProvider>
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</RuntimeProvider>,
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);
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await rt.submit(rt.seat(1), "placeThingCard", {
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cardId: "a-diamond",
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ringId: "ring-1",
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});
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// After submit, a fresh snapshot flows through the store and any
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// subsequent render reflects the updated gameplay state.
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```
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Internally `createTestRuntime` drives `packages/ui-host-runtime`'s
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unified session store via `applyGameplaySnapshotLocal(...)`, so
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`useIsMyTurn`, inbox/interaction hooks, and submit-driven rerenders
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behave as they do in production, without a backend connection.
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import { ReducerBundleContract } from '@dreamboard/reducer-contract/bundle';
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import * as Wire from '@dreamboard/reducer-contract/wire';
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import { PluginStateSnapshot } from '@dreamboard/ui-sdk/reducer';
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import { RuntimeAPI, PluginSessionState, ValidationResult } from '@dreamboard/ui-sdk';
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type TestRunner = "reducer" | "embedded" | "browser";
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type InteractionDescriptorLike = {
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interactionId?: string;
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surface?: string;
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kind?: string;
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available?: boolean;
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unavailableReason?: string;
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context?: {
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to?: string;
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};
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} & Record<string, unknown>;
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type SnapshotMatcherHandler = (name: string | undefined, actual: unknown) => void;
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type RejectionExpectation = {
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errorCode?: string;
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message?: string | RegExp;
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};
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type ExpectMatchers = {
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toBe: (expected: unknown) => void;
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toEqual: (expected: unknown) => void;
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toMatchObject: (expected: Record<string, unknown>) => void;
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toBeDefined: () => void;
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toBeUndefined: () => void;
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toBeNull: () => void;
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toContain: (expected: unknown) => void;
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toContainEqual: (expected: unknown) => void;
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toHaveLength: (expected: number) => void;
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toBeGreaterThanOrEqual: (expected: number) => void;
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toThrow: (predicate?: string | RegExp | ((error: Error) => boolean)) => void;
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toMatchSnapshot: (filename?: string) => void;
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+
toRejectWith: (expected: RejectionExpectation) => Promise<void>;
|
|
36
|
+
toHaveInteraction: (interactionId: string, opts?: Partial<InteractionDescriptorLike>) => void;
|
|
37
|
+
toBeGatedBy: (reason: string, opts?: {
|
|
38
|
+
interactionId?: string;
|
|
39
|
+
}) => void;
|
|
40
|
+
toBeActiveFor: (playerId: string, opts?: {
|
|
41
|
+
interactionId?: string;
|
|
42
|
+
}) => void;
|
|
43
|
+
not: {
|
|
44
|
+
toHaveInteraction: (interactionId: string) => void;
|
|
45
|
+
};
|
|
46
|
+
};
|
|
47
|
+
type ExpectFn = (actual: unknown) => ExpectMatchers;
|
|
48
|
+
interface BaseContext<PlayerId extends string = string> {
|
|
49
|
+
game: {
|
|
50
|
+
start(): Promise<void>;
|
|
51
|
+
submit(playerId: PlayerId, interactionId: string, params?: unknown): Promise<void>;
|
|
52
|
+
};
|
|
53
|
+
players(): readonly PlayerId[];
|
|
54
|
+
seat(index: number): PlayerId;
|
|
55
|
+
}
|
|
56
|
+
interface SharedScenarioContext<PlayerId extends string = string, StateName extends string = string, View = unknown, Descriptor extends InteractionDescriptorLike = InteractionDescriptorLike> extends BaseContext<PlayerId> {
|
|
57
|
+
state(): StateName;
|
|
58
|
+
view(playerId: PlayerId): View;
|
|
59
|
+
interactions(playerId: PlayerId): readonly Descriptor[];
|
|
60
|
+
expect: ExpectFn;
|
|
61
|
+
}
|
|
62
|
+
interface BaseDefinition {
|
|
63
|
+
id: string;
|
|
64
|
+
seed?: number;
|
|
65
|
+
players?: number;
|
|
66
|
+
setupProfileId?: string | null;
|
|
67
|
+
extends?: string;
|
|
68
|
+
setup: (ctx: BaseContext) => void | Promise<void>;
|
|
69
|
+
}
|
|
70
|
+
interface ScenarioDefinition<Runners extends readonly TestRunner[] = readonly ["reducer"], PhaseName extends string = string, StageName extends string = string> {
|
|
71
|
+
id: string;
|
|
72
|
+
description?: string;
|
|
73
|
+
from: string;
|
|
74
|
+
runners?: Runners;
|
|
75
|
+
phase?: PhaseName;
|
|
76
|
+
stage?: StageName;
|
|
77
|
+
when: (ctx: SharedScenarioContext) => void | Promise<void>;
|
|
78
|
+
then: (ctx: SharedScenarioContext) => void | Promise<void>;
|
|
79
|
+
}
|
|
80
|
+
declare function defineBase<const Definition extends BaseDefinition>(definition: Definition): Definition;
|
|
81
|
+
declare function defineScenario<const Runners extends readonly TestRunner[] = readonly ["reducer"], const PhaseName extends string = string, const StageName extends string = string>(definition: ScenarioDefinition<Runners, PhaseName, StageName>): ScenarioDefinition<Runners, PhaseName, StageName>;
|
|
82
|
+
|
|
83
|
+
type CreateExpectApiOptions = {
|
|
84
|
+
matchSnapshot?: SnapshotMatcherHandler;
|
|
85
|
+
};
|
|
86
|
+
declare function createExpectApi(options?: CreateExpectApiOptions): ExpectFn;
|
|
87
|
+
|
|
88
|
+
type ReducerBundleLike = Pick<ReducerBundleContract, "projectSeatsDynamic" | "projectStatic" | "validateInput" | "dispatch">;
|
|
89
|
+
type BaseStateArtifact = {
|
|
90
|
+
snapshot: Wire.ReducerSessionState;
|
|
91
|
+
fingerprint: {
|
|
92
|
+
players: number;
|
|
93
|
+
};
|
|
94
|
+
};
|
|
95
|
+
type CreateTestRuntimeOptions = {
|
|
96
|
+
baseId: string;
|
|
97
|
+
baseStates: Record<string, BaseStateArtifact>;
|
|
98
|
+
bundle: ReducerBundleLike;
|
|
99
|
+
phase?: string;
|
|
100
|
+
playerIds?: readonly string[];
|
|
101
|
+
sessionId?: string;
|
|
102
|
+
userId?: string | null;
|
|
103
|
+
gameId?: string;
|
|
104
|
+
displayNameByPlayerId?: Record<string, string>;
|
|
105
|
+
};
|
|
106
|
+
type CreatedTestRuntime = {
|
|
107
|
+
runtime: RuntimeAPI & {
|
|
108
|
+
getSnapshot(): PluginStateSnapshot;
|
|
109
|
+
subscribeToState(listener: (state: PluginStateSnapshot) => void): () => void;
|
|
110
|
+
_subscribeToSessionState(listener: (state: PluginSessionState) => void): () => void;
|
|
111
|
+
};
|
|
112
|
+
getSnapshot(): PluginStateSnapshot;
|
|
113
|
+
players(): readonly string[];
|
|
114
|
+
seat(index: number): string;
|
|
115
|
+
submit(playerId: string, interactionId: string, params?: unknown): Promise<void>;
|
|
116
|
+
validate(playerId: string, interactionId: string, params?: unknown): Promise<ValidationResult>;
|
|
117
|
+
setControllingPlayer(playerId: string): void;
|
|
118
|
+
};
|
|
119
|
+
declare function createTestRuntime(options: CreateTestRuntimeOptions): CreatedTestRuntime;
|
|
120
|
+
|
|
121
|
+
export { type BaseContext, type BaseDefinition, type CreateTestRuntimeOptions, type CreatedTestRuntime, type ExpectFn, type ExpectMatchers, type InteractionDescriptorLike, type RejectionExpectation, type ScenarioDefinition, type SharedScenarioContext, type SnapshotMatcherHandler, type TestRunner, createExpectApi, createTestRuntime, defineBase, defineScenario };
|