@moku-labs/game 0.7.1 → 0.9.0

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Files changed (40) hide show
  1. package/README.md +12 -8
  2. package/dist/assets.d.mts +97 -33
  3. package/dist/assets.mjs +350 -110
  4. package/dist/{commands-mzE9PX0H.d.mts → commands-DuwCxK5t.d.mts} +5 -4
  5. package/dist/control.d.mts +4 -3
  6. package/dist/control.mjs +2 -2
  7. package/dist/{define-BbgXv4cy.d.mts → define-B6pHpdBi.d.mts} +4 -3
  8. package/dist/headless-BsNdJs9W.mjs +186 -0
  9. package/dist/headless-SCQXJxQf.d.mts +181 -0
  10. package/dist/hot.d.mts +4 -2
  11. package/dist/hot.mjs +8 -6
  12. package/dist/index-BO9kZzY3.d.mts +1611 -0
  13. package/dist/index.d.mts +6 -1596
  14. package/dist/index.mjs +4 -34334
  15. package/dist/{input-CK4nxBO1.mjs → input-z_35Jwfn.mjs} +2 -2
  16. package/dist/inspect.d.mts +7 -6
  17. package/dist/inspect.mjs +2 -2
  18. package/dist/jsx-dev-runtime.d.mts +1 -1
  19. package/dist/jsx-runtime.d.mts +1 -1
  20. package/dist/lint.d.mts +55 -4
  21. package/dist/lint.mjs +993 -40
  22. package/dist/project.d.mts +57 -41
  23. package/dist/project.mjs +994 -505
  24. package/dist/{run-Bcyg32M5.mjs → run-CofJEdYx.mjs} +4 -187
  25. package/dist/{runtime-HTlmRb81.d.mts → runtime-CdNJ0UBm.d.mts} +1 -1
  26. package/dist/{sources-DVWJ8nfr.mjs → sources-DNnzyCYf.mjs} +2 -2
  27. package/dist/src-536arXjV.mjs +34644 -0
  28. package/dist/testing.d.mts +85 -283
  29. package/dist/testing.mjs +158 -2109
  30. package/dist/{types-BMEn0tSC.d.mts → types-B0v5VVa3.d.mts} +10 -9
  31. package/dist/{types-ClF8say0.d.mts → types-CQueODzo.d.mts} +2 -2
  32. package/dist/{types-CYYKjvLn.d.mts → types-DUMoYPYe.d.mts} +5 -182
  33. package/dist/{types-CXyipKhE.d.mts → types-VZVWwqCg.d.mts} +42 -4
  34. package/dist/{types-BaUUcIaN.d.mts → types-xXfyk56Q.d.mts} +1 -1
  35. package/dist/{visual-DUvvPPCt.mjs → visual-dMW8iqAE.mjs} +8 -4
  36. package/dist/visual.d.mts +330 -0
  37. package/dist/visual.mjs +2142 -0
  38. package/llms.txt +59 -21
  39. package/package.json +7 -8
  40. package/dist/memory-CvgdnsQO.mjs +0 -259
@@ -1,8 +1,7 @@
1
- import { $t as SaveDoc, Kt as Json, Qt as ProviderCall, Ut as Api$2, Zt as PlayerStateProvider, an as Api$3, k as Api$1, m as Api, pn as FakeClock } from "./types-BMEn0tSC.mjs";
2
- import { _ as stepFrames, a as InputOf, d as HeadlessApp, f as HeadlessGame, g as runRepro, h as createHeadless, m as ReproResult, p as Repro, r as ControlApp } from "./types-CYYKjvLn.mjs";
3
- import { H as InputApi } from "./types-BaUUcIaN.mjs";
4
- import { b as AnimApi, v as UiApi } from "./types-CXyipKhE.mjs";
5
- import { t as commands } from "./commands-mzE9PX0H.mjs";
1
+ import { $t as PlayerStateProvider, Et as AnyFlow, Jt as Json, Mt as NodeTable, en as ProviderCall, gn as FakeClock, mn as ClockSource, mt as FeaturePlugin, tn as SaveDoc } from "./types-B0v5VVa3.mjs";
2
+ import { a as createHeadless, i as ReproResult, n as HeadlessGame, o as runRepro, r as Repro, s as stepFrames, t as HeadlessApp } from "./headless-SCQXJxQf.mjs";
3
+ import { t as createApp } from "./index-BO9kZzY3.mjs";
4
+ import { AnyPluginInstance } from "@moku-labs/core";
6
5
 
7
6
  //#region src/plugins/clock/fake.d.ts
8
7
  /**
@@ -73,326 +72,129 @@ declare function memory(fixture?: {
73
72
  */
74
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  declare function saveOf(player: Json, seed?: number): SaveDoc;
75
74
  //#endregion
76
- //#region src/visual/types.d.ts
77
- /** The base commands of the `/control` door, keyed by their short names. */
78
- type Catalogue = typeof commands;
75
+ //#region src/testing/isolate.d.ts
79
76
  /**
80
- * The commands a step may name: the catalogue of `/control` minus `bookmark` (it only reads),
81
- * `capture` (the runner captures by itself) and `debug` (debug drawing would enter a baseline). A
82
- * command the catalogue gains is a step with no change to the runner.
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+ * A stub for one node or sub-flow of the isolated flow: the outcome it ends with, and its payload.
83
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  *
84
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  * @example
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  * ```ts
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- * const name: StepCommand = "tap"; // also "answer", "walk", "step", "reducedMotion", ...
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+ * const closed: Stub<"closed"> = stub("closed"); // { kind: "stub", outcome: "closed" }
87
82
  * ```
88
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  */
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- type StepCommand = Exclude<keyof Catalogue, "bookmark" | "capture" | "debug">;
90
- /**
91
- * Where a visual test starts: what `game.restore` loads, a repro without its route. The player
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- * is required; the session, the rng and the checkpoint are optional, as in a repro.
93
- *
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- * @example
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- * ```ts
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- * // A save with a plank ready for the first order, entered at Home.
97
- * const start: VisualStart = { player: { coins: 40, orders: [] }, checkpoint: "home" };
98
- * ```
99
- */
100
- type VisualStart = Omit<Repro, "route">;
101
- /**
102
- * One step of a visual test: a `/control` command by its short name with that command's input,
103
- * typed from the catalogue, or a checkpoint by its name.
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- *
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- * @example
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- * ```ts
107
- * // Tap Play, answer the order on the board, then compare the screen with its baseline.
108
- * const steps: VisualStep[] = [
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- * { tap: { key: "play" } },
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- * { answer: { intent: "deliver", payload: { orderId: "o1" } } },
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- * { checkpoint: "open" }
112
- * ];
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- * ```
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- */
115
- type VisualStep = {
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- checkpoint: string;
117
- } | { [K in StepCommand]: { [P in K]: InputOf<Catalogue[K]["input"]> } }[StepCommand];
118
- /**
119
- * A visual test as `defineVisualTest` answers it: its name, where it starts, its steps, and
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- * `webgl`, true when it also runs in the WebGL leg. Frozen data; nothing runs at definition.
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- *
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- * @example
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- * ```ts
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- * const test: VisualTest = defineVisualTest("reward-popup", {
125
- * start: { player: { coins: 40 }, checkpoint: "home" },
126
- * steps: [{ tap: { key: "play" } }, { checkpoint: "board" }]
127
- * });
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- * test.name; // "reward-popup"
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- * test.webgl; // false
130
- * Object.isFrozen(test.steps); // true
131
- * ```
132
- */
133
- type VisualTest = {
134
- readonly name: string;
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- readonly start: Readonly<VisualStart>;
136
- readonly steps: readonly VisualStep[];
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- readonly webgl: boolean;
138
- };
139
- /**
140
- * What the runner needs of an app: the control app, the plugins the base commands act on and
141
- * the plugins the readers read. Every app composed with the screen set fits.
142
- *
143
- * @example
144
- * ```ts
145
- * const app: VisualApp = createApp({ plugins: [...screen, boardFeature], pluginConfigs });
146
- * ```
147
- */
148
- type VisualApp = ControlApp & {
149
- readonly anim: AnimApi;
150
- readonly ui: UiApi;
151
- readonly renderer: Api;
152
- readonly world: Api$1;
153
- readonly model: Api$2;
154
- readonly input: InputApi;
155
- readonly lifecycle: Api$3;
156
- };
157
- /**
158
- * The dev page the browser leg opens: its URL, the viewport width in CSS px (390 by default), the
159
- * device scale (2 by default) and which Chrome to launch. The page height follows the inert frame
160
- * of the renderer: 520 for a 390 wide portrait game at the default 4:3. Without `browser` the leg
161
- * launches Playwright's own Chromium, and the system Chrome when that one is not installed.
162
- *
163
- * @example
164
- * ```ts
165
- * // The fixture's dev server, a 390 px wide phone at 2x, the system Chrome.
166
- * const page: VisualPage = { url: "http://localhost:3000/", browser: { channel: "chrome" } };
167
- * ```
168
- */
169
- type VisualPage = {
170
- url: string;
171
- width?: number;
172
- deviceScaleFactor?: number;
173
- browser?: {
174
- channel?: string;
175
- executablePath?: string;
176
- };
177
- };
178
- /**
179
- * How the runner builds a game: a fresh app per test, not started, with the screen set
180
- * composed; the renderer stays inert in Bun. `page` is the dev page of the pixel leg.
181
- *
182
- * @example
183
- * ```ts
184
- * // tests/visual/run.ts of a game.
185
- * const setup: VisualSetup = { app: () => createScreenGame().app, page: { url: "http://localhost:3000/" } };
186
- * ```
187
- */
188
- type VisualSetup = {
189
- app: () => VisualApp;
190
- page?: VisualPage;
191
- };
192
- /**
193
- * How far a pixel may differ: `threshold` is the largest channel delta that still counts as the
194
- * same pixel, `ratio` the share of differing pixels a checkpoint tolerates.
195
- *
196
- * @example
197
- * ```ts
198
- * const tolerance: VisualTolerance = { ratio: 0.001, threshold: 24 }; // the defaults
199
- * ```
200
- */
201
- type VisualTolerance = {
202
- ratio: number;
203
- threshold: number;
204
- };
205
- /**
206
- * The backend the browser leg draws with: `"webgpu"`, or `"webgl"` for the WebGL leg.
207
- *
208
- * @example
209
- * ```ts
210
- * const renderer: VisualRenderer = "webgl"; // what --webgl asks for
211
- * ```
212
- */
213
- type VisualRenderer = "webgpu" | "webgl";
214
- /**
215
- * The options of a run. Each one left out comes from the command line (`argv`), then from its
216
- * default: `dir` `"tests/visual"`, `update` false, `pixels` true with a `page` on a Mac,
217
- * `renderer` `"webgpu"`, `settleFrames` 600, `tolerance` `{ ratio: 0.001, threshold: 24 }`,
218
- * `argv` `process.argv.slice(2)`. An option given here wins over a flag. `renderer: "webgl"`
219
- * runs only the tests with `webgl: true`, on the page with `?renderer=webgl`, and compares their
220
- * pictures with `screen.webgl.webp`.
221
- *
222
- * @example
223
- * ```ts
224
- * // The same as `bun tests/visual/run.ts --only reward-popup --no-pixels`.
225
- * const options: VisualOptions = { only: ["reward-popup"], pixels: false };
226
- * // The same as `bun tests/visual/run.ts --webgl`.
227
- * const webgl: VisualOptions = { renderer: "webgl" };
228
- * ```
229
- */
230
- type VisualOptions = {
231
- dir?: string;
232
- update?: boolean;
233
- pixels?: boolean;
234
- renderer?: VisualRenderer;
235
- only?: readonly string[];
236
- settleFrames?: number;
237
- tolerance?: VisualTolerance;
238
- argv?: readonly string[];
84
+ type Stub<Name extends string = string> = {
85
+ readonly kind: "stub";
86
+ readonly outcome: Name;
87
+ readonly payload?: Json;
239
88
  };
240
89
  /**
241
- * What a comparison with a baseline file found: the same content, a different one, or no
242
- * baseline (or `--update`), so the file was written.
243
- *
244
- * @example
245
- * ```ts
246
- * const outcome: Outcome = "written"; // the first run of a new checkpoint
247
- * ```
90
+ * The outcome names of one entry of a node table. Distributes over a union: for a flow widened
91
+ * to `Flow.AnyFlow` an entry is a node, a sub-flow or a slot, and every outcome name is allowed,
92
+ * not only the slot's `done`.
248
93
  */
249
- type Outcome = "same" | "different" | "written";
94
+ type OutcomeNameOf<Entry> = Entry extends {
95
+ readonly outcomes: infer Tags;
96
+ } ? keyof Tags & string : never;
250
97
  /**
251
- * The outcome of one checkpoint. `first` is the JSON path of the first difference, the state's
252
- * before the describe's. `pixels` is `"skipped"` when the pixel leg did not run; `pixelRatio`
253
- * and `verdict` come with a pixel difference.
98
+ * One optional stub per node of the flow. The outcome must be one the replaced entry declares:
99
+ * a wrong one and an unknown key are compile errors, and `isolate()` refuses them at run time too.
100
+ * A flow widened to `Flow.AnyFlow` takes every key and every outcome.
254
101
  *
255
102
  * @example
256
103
  * ```ts
257
- * // The player's coins differ from the baseline; the layout is the same.
258
- * const result: CheckpointResult = {
259
- * name: "claimed", state: "different", describe: "same", pixels: "skipped", first: "player.coins"
260
- * };
104
+ * // boardFlow holds settings: settingsFlow (outcome closed) and energy (outcomes watch, later).
105
+ * const stubs: StubsOf<typeof boardFlow.nodes> = { settings: stub("closed"), energy: stub("later") };
261
106
  * ```
262
107
  */
263
- type CheckpointResult = {
264
- name: string;
265
- state: Outcome;
266
- describe: Outcome;
267
- pixels: Outcome | "skipped";
268
- pixelRatio?: number;
269
- first?: string;
270
- verdict?: "rendering" | "behaviour";
271
- };
108
+ type StubsOf<Nodes extends NodeTable> = { readonly [Name in keyof Nodes & string]?: Stub<OutcomeNameOf<Nodes[Name]>> };
272
109
  /**
273
- * The outcome of one visual test: every checkpoint it reached, and the error that ended it early.
110
+ * What `isolate` composes around one feature.
274
111
  *
275
112
  * @example
276
113
  * ```ts
277
- * const result: VisualTestResult = {
278
- * name: "reward-popup",
279
- * checkpoints: [{ name: "open", state: "same", describe: "same", pixels: "skipped" }]
114
+ * const options: IsolateOptions<typeof boardFlow.nodes> = {
115
+ * flow: boardFlow, shared: sharedLayer, stubs: { settings: stub("closed") }, player: fresh
280
116
  * };
281
117
  * ```
282
118
  */
283
- type VisualTestResult = {
284
- name: string;
285
- checkpoints: readonly CheckpointResult[];
286
- error?: string;
119
+ type IsolateOptions<Nodes extends NodeTable> = {
120
+ /** The feature's flow. It becomes the one node of the harness main flow, named by `as`. */flow: AnyFlow & {
121
+ readonly nodes: Nodes;
122
+ };
123
+ /**
124
+ * The key the game's main flow holds the flow under. `flow.id` by default.
125
+ *
126
+ * @example
127
+ * ```ts
128
+ * // The mini game's main flow holds info: infoFlow, whose id is "infoPopup".
129
+ * isolate(infoFeature, { flow: infoFlow, as: "info", player: { count: 0 } });
130
+ * // paths read "info/show", as in the game
131
+ * ```
132
+ */
133
+ as?: string; /** The shared layer, composed as `logicOnly` before the feature. */
134
+ shared?: FeaturePlugin; /** Node name of `flow` to the stub that replaces it. A node not listed runs for real. */
135
+ stubs?: StubsOf<Nodes>; /** More plugins the feature needs headless, for example a feature-own plugin. */
136
+ plugins?: readonly AnyPluginInstance[]; /** The player a new save starts from. */
137
+ player: Json; /** The session at start. `{}` by default. */
138
+ session?: Json; /** The rng seed. `1` by default. */
139
+ seed?: number;
287
140
  };
288
141
  /**
289
- * What `runVisualTests` answers: `ok` is true when no test failed and no outcome is
290
- * `"different"`.
142
+ * What one app of an isolated feature may pin over the options.
291
143
  *
292
144
  * @example
293
145
  * ```ts
294
- * const report: VisualReport = await runVisualTests(setup, [rewardPopup], { argv: [] });
295
- * process.exitCode = report.ok ? 0 : 1;
146
+ * const game = await createHeadless(boardOnly({ player: { ...fresh, coins: 7 }, clock: fakeClock(1_000_000) }));
296
147
  * ```
297
148
  */
298
- type VisualReport = {
299
- ok: boolean;
300
- tests: readonly VisualTestResult[];
301
- };
302
- /** What the command line asked for: the flags it carried, nothing else. */
303
- type VisualFlags = {
304
- dir?: string;
305
- update?: boolean;
306
- pixels?: boolean;
307
- renderer?: VisualRenderer;
308
- only?: readonly string[];
149
+ type IsolateSeams = {
150
+ /** The player this app starts from, instead of `options.player`. */player?: Json; /** The session this app starts with, instead of `options.session`. */
151
+ session?: Json; /** The rng seed of this app, instead of `options.seed`. */
152
+ seed?: number; /** The clock source of this app, `fakeClock()` in a test. The system clock by default. */
153
+ clock?: ClockSource;
309
154
  };
310
- //#endregion
311
- //#region src/visual/define.d.ts
312
155
  /**
313
- * Defines a visual test: where it starts, what `game.restore` loads, and its steps. A step is a
314
- * `/control` command by its short name with that command's input, or `{ checkpoint: name }`,
315
- * where the runner saves `state.json` and `describe.json` next to the test. `walk` runs fast: a
316
- * popup its last node opens never mounts, so the step before a checkpoint that shows a node's
317
- * result is `answer` or `tap`. With `webgl: true` the test also runs in the WebGL leg
318
- * (`--webgl`), whose pictures go to `screen.webgl.webp`: set it on a screen with a custom filter.
319
- * The answer is a frozen copy; nothing runs here.
320
- *
321
- * @param name - The test name, also its folder: lowercase letters, digits and dashes.
322
- * @param test - Where it starts, its steps and its WebGL leg.
323
- * @param test.start - The player, and optionally the session, the rng and the checkpoint.
324
- * @param test.steps - The commands and the checkpoints, in order.
325
- * @param test.webgl - True to run the test in the WebGL leg too; false by default.
326
- * @returns The test, frozen.
327
- * @throws {Error} When the name or a checkpoint name is not a file name, a checkpoint name is
328
- * used twice, or a step is not one step command.
329
- * @example
330
- * ```ts
331
- * // tests/visual/home.visual.ts: Home with the glowing Play plank, in both legs.
332
- * const home = defineVisualTest("home", { start: atHome, steps: [{ checkpoint: "rest" }], webgl: true });
333
- * home.webgl; // true
334
- * ```
156
+ * An app of an isolated feature, as `createApp` returns it: not started, the engine's logic
157
+ * plugins on it.
335
158
  */
336
- declare function defineVisualTest(name: string, test: {
337
- start: VisualStart;
338
- steps: readonly VisualStep[];
339
- webgl?: boolean;
340
- }): VisualTest;
341
- //#endregion
342
- //#region src/visual/run.d.ts
159
+ type IsolatedApp = ReturnType<typeof createApp>;
343
160
  /**
344
- * Reads the flags of the visual tests from a command line: `--update`, `--no-pixels`, `--webgl`,
345
- * `--only <name>` (repeatable) and `--dir <path>`. An argument it does not know is left to the
346
- * script that got it, so a test runner's own arguments pass through.
161
+ * A stub: the replaced node or sub-flow ends at once with this outcome. Written as a sub-flow of
162
+ * one transit node, so a route can still substitute it for one visit:
163
+ * `{ at: "board/energy", result: { outcome: "watch" } }`.
347
164
  *
348
- * @param argv - The arguments after the script name.
349
- * @returns The flags that were given, and nothing else.
350
- * @throws {Error} When `--only` or `--dir` has no value.
165
+ * @param outcome - An outcome the replaced entry declares.
166
+ * @param payload - The payload it carries, for an outcome with data.
167
+ * @returns The stub as plain data.
351
168
  * @example
352
169
  * ```ts
353
- * // `bun tests/visual/run.ts --update --only reward-popup`
354
- * parseVisualArgv(["--update", "--only", "reward-popup"]); // { update: true, only: ["reward-popup"] }
355
- * parseVisualArgv(["--no-pixels", "--dir", "shots"]); // { pixels: false, dir: "shots" }
356
- * parseVisualArgv(["--webgl"]); // { renderer: "webgl" }
170
+ * stub("closed"); // { kind: "stub", outcome: "closed" }
171
+ * stub("orderComplete", { rewardId: "r1" }); // { kind: "stub", outcome: "orderComplete", payload: { rewardId: "r1" } }
357
172
  * ```
358
173
  */
359
- declare function parseVisualArgv(argv: readonly string[]): VisualFlags;
174
+ declare function stub<const Name extends string>(outcome: Name, payload?: Json): Stub<Name>;
360
175
  /**
361
- * Runs visual tests: the headless leg over every selected test, then the browser leg over the
362
- * same tests when `pixels` is on (by default only with a `page` on a Mac). With `renderer:
363
- * "webgl"` (`--webgl`) only the tests with `webgl: true` run, the page opens with
364
- * `?renderer=webgl` and its pictures go to `screen.webgl.webp`; `state.json` and `describe.json`
365
- * are shared with the WebGPU leg and compared as always. A checkpoint saves
366
- * `state.json` and `describe.json` in `<dir>/<test>/<checkpoint>/`, and the browser leg
367
- * `screen.webp`, lossless: a missing file is written, `--update` rewrites every file of the tests
368
- * run, a JSON file is compared exactly. The browser leg opens the dev page in Chrome with WebGPU
369
- * through `playwright-core`, pauses its game, plays each test there on stepped frames of 1000/60
370
- * ms, so two runs see the same game time, checks the page's state against `state.json` and
371
- * compares the picture in the page: a pixel differs above `tolerance.threshold`, and the screen
372
- * differs when more than `tolerance.ratio` of its pixels do; `screen.actual.webp` and
373
- * `screen.diff.webp` are written beside the baseline then. A pixel difference over the same state
374
- * and describe is a rendering regression (`verdict: "rendering"`). One line per checkpoint goes
375
- * to the branded console; the script sets the exit code from `ok`.
176
+ * Composes one feature without the rest of the game: the shared layer and the feature as
177
+ * `logicOnly`, the feature's flow inside a harness main flow `isolated`, and every stubbed node
178
+ * replaced by a sub-flow that ends with the stub's outcome. Every exit of the flow lands on the
179
+ * rest node `exited`, whose intent `again` enters the flow once more. Paths read as in the game:
180
+ * the harness holds the flow under `options.as`, its id by default. A node that is not stubbed
181
+ * runs for real, even when it belongs to a feature that is not composed.
376
182
  *
377
- * @param setup - How to build a game: a fresh, unstarted app per test, and the dev page.
378
- * @param tests - Every visual test of the game.
379
- * @param options - Overrides of the flags of `argv` and of the defaults.
380
- * @returns The report: `ok` when no test failed and nothing is `"different"`.
381
- * @throws {Error} When a test is not well formed, two tests share a name, `only` names no test,
382
- * a flag misses its value, or the browser leg fails as a whole: no `page`, no
383
- * `playwright-core`, no Chrome, or a page that does not open, expose `game` and `doors`, start,
384
- * draw with the requested backend or stop loading. In the WebGL leg, also when `only` names a
385
- * test without `webgl: true`.
183
+ * @param feature - The feature under test.
184
+ * @param options - Its flow, the shared layer, the stubs, the starting state.
185
+ * @returns A factory of apps, not started; pass one to `createHeadless`.
186
+ * @throws {Error} For a stub key that is not a node of the flow, or an outcome the node does not declare.
386
187
  * @example
387
188
  * ```ts
388
- * // tests/visual/run.ts of a game, `bun tests/visual/run.ts --update` on a Mac
389
- * const report = await runVisualTests(
390
- * { app: () => createScreenGame().app, page: { url: "http://localhost:3000/" } },
391
- * [rewardPopup]
392
- * );
393
- * report.tests[0]?.checkpoints[0]; // { name: "open", state: "written", describe: "written", pixels: "written" }
189
+ * // tests/fixtures/mini-game: Home alone; its info popup is stubbed to end with ok at once.
190
+ * const homeOnly = isolate(homeFeature, {
191
+ * flow: mainFlow, stubs: { info: stub("ok") }, player: startingPlayer, session: startingSession
192
+ * });
193
+ * const game = await createHeadless(homeOnly());
194
+ * const state = await game.walk([{ at: "main/home", intent: "info" }]);
195
+ * state.path; // "main/home"
394
196
  * ```
395
197
  */
396
- declare function runVisualTests(setup: VisualSetup, tests: readonly VisualTest[], options?: VisualOptions): Promise<VisualReport>;
198
+ declare function isolate<Nodes extends NodeTable>(feature: FeaturePlugin, options: IsolateOptions<Nodes>): (seams?: IsolateSeams) => IsolatedApp;
397
199
  //#endregion
398
- export { type CheckpointResult, type HeadlessApp, type HeadlessGame, type Repro, type ReproResult, type VisualApp, type VisualOptions, type VisualPage, type VisualRenderer, type VisualReport, type VisualSetup, type VisualStart, type VisualStep, type VisualTest, type VisualTestResult, type VisualTolerance, createHeadless, defineVisualTest, fakeClock, memory, parseVisualArgv, runRepro, runVisualTests, saveOf, stepFrames };
200
+ export { type HeadlessApp, type HeadlessGame, type IsolateOptions, type IsolateSeams, type Repro, type ReproResult, type Stub, type StubsOf, createHeadless, fakeClock, isolate, memory, runRepro, saveOf, stepFrames, stub };