quake2ts 0.0.556 → 0.0.557
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/package.json +1 -1
- package/packages/client/dist/browser/index.global.js +17 -17
- package/packages/client/dist/browser/index.global.js.map +1 -1
- package/packages/client/dist/cjs/index.cjs +4607 -2885
- package/packages/client/dist/cjs/index.cjs.map +1 -1
- package/packages/client/dist/esm/index.js +4607 -2885
- package/packages/client/dist/esm/index.js.map +1 -1
- package/packages/engine/dist/cjs/index.cjs +2256 -534
- package/packages/engine/dist/cjs/index.cjs.map +1 -1
- package/packages/engine/dist/esm/index.js +2266 -538
- package/packages/engine/dist/esm/index.js.map +1 -1
- package/packages/engine/dist/tsconfig.tsbuildinfo +1 -1
- package/packages/engine/dist/types/assets/visibilityAnalyzer.d.ts +7 -2
- package/packages/engine/dist/types/assets/visibilityAnalyzer.d.ts.map +1 -1
- package/packages/test-utils/dist/index.cjs +808 -194
- package/packages/test-utils/dist/index.cjs.map +1 -1
- package/packages/test-utils/dist/index.d.cts +220 -1
- package/packages/test-utils/dist/index.d.ts +220 -1
- package/packages/test-utils/dist/index.js +771 -193
- package/packages/test-utils/dist/index.js.map +1 -1
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{"version":3,"sources":["../src/shared/mocks.ts","../src/shared/bsp.ts","../src/game/factories.ts","../src/game/helpers.ts","../src/setup/browser.ts","../src/setup/node.ts","../src/setup/webgl.ts","../src/e2e/input.ts"],"sourcesContent":["import { vi, type Mock } from 'vitest';\n\nexport interface BinaryWriterMock {\n writeByte: Mock<[number], void>;\n writeShort: Mock<[number], void>;\n writeLong: Mock<[number], void>;\n writeString: Mock<[string], void>;\n writeBytes: Mock<[Uint8Array], void>;\n getBuffer: Mock<[], Uint8Array>;\n reset: Mock<[], void>;\n writeInt8: Mock<[number], void>;\n writeUint8: Mock<[number], void>;\n writeInt16: Mock<[number], void>;\n writeUint16: Mock<[number], void>;\n writeInt32: Mock<[number], void>;\n writeUint32: Mock<[number], void>;\n writeFloat: Mock<[number], void>;\n getData: Mock<[], Uint8Array>;\n}\n\nexport const createBinaryWriterMock = (): BinaryWriterMock => ({\n writeByte: vi.fn(),\n writeShort: vi.fn(),\n writeLong: vi.fn(),\n writeString: vi.fn(),\n writeBytes: vi.fn(),\n getBuffer: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n reset: vi.fn(),\n // Legacy methods (if any)\n writeInt8: vi.fn(),\n writeUint8: vi.fn(),\n writeInt16: vi.fn(),\n writeUint16: vi.fn(),\n writeInt32: vi.fn(),\n writeUint32: vi.fn(),\n writeFloat: vi.fn(),\n getData: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n});\n\nexport const createNetChanMock = () => ({\n qport: 1234,\n\n // Sequencing\n incomingSequence: 0,\n outgoingSequence: 0,\n incomingAcknowledged: 0,\n\n // Reliable messaging\n incomingReliableAcknowledged: false,\n incomingReliableSequence: 0,\n outgoingReliableSequence: 0,\n reliableMessage: createBinaryWriterMock(),\n reliableLength: 0,\n\n // Fragmentation\n fragmentSendOffset: 0,\n fragmentBuffer: null,\n fragmentLength: 0,\n fragmentReceived: 0,\n\n // Timing\n lastReceived: 0,\n lastSent: 0,\n\n remoteAddress: { type: 'IP', port: 1234 },\n\n // Methods\n setup: vi.fn(),\n reset: vi.fn(),\n transmit: vi.fn(),\n process: vi.fn(),\n canSendReliable: vi.fn(() => true),\n writeReliableByte: vi.fn(),\n writeReliableShort: vi.fn(),\n writeReliableLong: vi.fn(),\n writeReliableString: vi.fn(),\n getReliableData: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n needsKeepalive: vi.fn(() => false),\n isTimedOut: vi.fn(() => false),\n});\n\nexport interface BinaryStreamMock {\n getPosition: Mock<[], number>;\n getReadPosition: Mock<[], number>;\n getLength: Mock<[], number>;\n getRemaining: Mock<[], number>;\n seek: Mock<[number], void>;\n setReadPosition: Mock<[number], void>;\n hasMore: Mock<[], boolean>;\n hasBytes: Mock<[number], boolean>;\n\n readChar: Mock<[], number>;\n readByte: Mock<[], number>;\n readShort: Mock<[], number>;\n readUShort: Mock<[], number>;\n readLong: Mock<[], number>;\n readULong: Mock<[], number>;\n readFloat: Mock<[], number>;\n\n readString: Mock<[], string>;\n readStringLine: Mock<[], string>;\n\n readCoord: Mock<[], number>;\n readAngle: Mock<[], number>;\n readAngle16: Mock<[], number>;\n\n readData: Mock<[number], Uint8Array>;\n\n readPos: Mock<[], any>; // Use proper type if available, e.g., Vec3\n readDir: Mock<[], any>;\n}\n\nexport const createBinaryStreamMock = (): BinaryStreamMock => ({\n getPosition: vi.fn(() => 0),\n getReadPosition: vi.fn(() => 0),\n getLength: vi.fn(() => 0),\n getRemaining: vi.fn(() => 0),\n seek: vi.fn(),\n setReadPosition: vi.fn(),\n hasMore: vi.fn(() => true),\n hasBytes: vi.fn((amount: number) => true),\n\n readChar: vi.fn(() => 0),\n readByte: vi.fn(() => 0),\n readShort: vi.fn(() => 0),\n readUShort: vi.fn(() => 0),\n readLong: vi.fn(() => 0),\n readULong: vi.fn(() => 0),\n readFloat: vi.fn(() => 0),\n\n readString: vi.fn(() => ''),\n readStringLine: vi.fn(() => ''),\n\n readCoord: vi.fn(() => 0),\n readAngle: vi.fn(() => 0),\n readAngle16: vi.fn(() => 0),\n\n readData: vi.fn<[number], Uint8Array>((length: number) => new Uint8Array(length)),\n\n readPos: vi.fn(),\n readDir: vi.fn(),\n});\n","import {\n computePlaneSignBits,\n type CollisionBrush,\n type CollisionModel,\n type CollisionPlane,\n type CollisionNode,\n type CollisionLeaf,\n CONTENTS_SOLID,\n type Vec3\n} from '@quake2ts/shared';\n\nexport function makePlane(normal: Vec3, dist: number): CollisionPlane {\n return {\n normal,\n dist,\n type: Math.abs(normal.x) === 1 ? 0 : Math.abs(normal.y) === 1 ? 1 : Math.abs(normal.z) === 1 ? 2 : 3,\n signbits: computePlaneSignBits(normal),\n };\n}\n\nexport function makeAxisBrush(size: number, contents = CONTENTS_SOLID): CollisionBrush {\n const half = size / 2;\n const planes = [\n makePlane({ x: 1, y: 0, z: 0 }, half),\n makePlane({ x: -1, y: 0, z: 0 }, half),\n makePlane({ x: 0, y: 1, z: 0 }, half),\n makePlane({ x: 0, y: -1, z: 0 }, half),\n makePlane({ x: 0, y: 0, z: 1 }, half),\n makePlane({ x: 0, y: 0, z: -1 }, half),\n ];\n\n return {\n contents,\n sides: planes.map((plane) => ({ plane, surfaceFlags: 0 })),\n };\n}\n\nexport function makeNode(plane: CollisionPlane, children: [number, number]): CollisionNode {\n return { plane, children };\n}\n\nexport function makeBspModel(\n planes: CollisionPlane[],\n nodes: CollisionNode[],\n leaves: CollisionLeaf[],\n brushes: CollisionBrush[],\n leafBrushes: number[]\n): CollisionModel {\n return {\n planes,\n nodes,\n leaves,\n brushes,\n leafBrushes,\n bmodels: [],\n };\n}\n\nexport function makeLeaf(contents: number, firstLeafBrush: number, numLeafBrushes: number): CollisionLeaf {\n return { contents, cluster: 0, area: 0, firstLeafBrush, numLeafBrushes };\n}\n\nexport function makeLeafModel(brushes: CollisionBrush[]): CollisionModel {\n const planes = brushes.flatMap((brush) => brush.sides.map((side) => side.plane));\n\n return {\n planes,\n nodes: [],\n leaves: [makeLeaf(0, 0, brushes.length)],\n brushes,\n leafBrushes: brushes.map((_, i) => i),\n bmodels: [],\n };\n}\n\nexport function makeBrushFromMinsMaxs(mins: Vec3, maxs: Vec3, contents = CONTENTS_SOLID): CollisionBrush {\n const planes = [\n makePlane({ x: 1, y: 0, z: 0 }, maxs.x),\n makePlane({ x: -1, y: 0, z: 0 }, -mins.x),\n makePlane({ x: 0, y: 1, z: 0 }, maxs.y),\n makePlane({ x: 0, y: -1, z: 0 }, -mins.y),\n makePlane({ x: 0, y: 0, z: 1 }, maxs.z),\n makePlane({ x: 0, y: 0, z: -1 }, -mins.z),\n ];\n\n return {\n contents,\n sides: planes.map((plane) => ({ plane, surfaceFlags: 0 })),\n };\n}\n","import type { PlayerState, EntityState } from '@quake2ts/shared';\nimport type { GameStateSnapshot } from '@quake2ts/game';\n\nexport const createPlayerStateFactory = (overrides?: Partial<PlayerState>): PlayerState => ({\n pm_type: 0,\n pm_time: 0,\n pm_flags: 0,\n origin: { x: 0, y: 0, z: 0 },\n velocity: { x: 0, y: 0, z: 0 },\n viewAngles: { x: 0, y: 0, z: 0 },\n onGround: false,\n waterLevel: 0,\n watertype: 0,\n mins: { x: 0, y: 0, z: 0 },\n maxs: { x: 0, y: 0, z: 0 },\n damageAlpha: 0,\n damageIndicators: [],\n blend: [0, 0, 0, 0],\n stats: [],\n kick_angles: { x: 0, y: 0, z: 0 },\n kick_origin: { x: 0, y: 0, z: 0 },\n gunoffset: { x: 0, y: 0, z: 0 },\n gunangles: { x: 0, y: 0, z: 0 },\n gunindex: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n renderfx: 0,\n ...overrides,\n});\n\nexport const createEntityStateFactory = (overrides?: Partial<EntityState>): EntityState => ({\n number: 0,\n origin: { x: 0, y: 0, z: 0 },\n angles: { x: 0, y: 0, z: 0 },\n oldOrigin: { x: 0, y: 0, z: 0 },\n modelIndex: 0,\n modelIndex2: 0,\n modelIndex3: 0,\n modelIndex4: 0,\n frame: 0,\n skinNum: 0,\n effects: 0,\n renderfx: 0,\n solid: 0,\n sound: 0,\n event: 0,\n ...overrides,\n});\n\nexport const createGameStateSnapshotFactory = (overrides?: Partial<GameStateSnapshot>): GameStateSnapshot => ({\n gravity: { x: 0, y: 0, z: -800 },\n origin: { x: 0, y: 0, z: 0 },\n velocity: { x: 0, y: 0, z: 0 },\n viewangles: { x: 0, y: 0, z: 0 },\n level: { timeSeconds: 0, frameNumber: 0, previousTimeSeconds: 0, deltaSeconds: 0.1 },\n entities: {\n activeCount: 0,\n worldClassname: 'worldspawn',\n },\n packetEntities: [],\n pmFlags: 0,\n pmType: 0,\n waterlevel: 0,\n watertype: 0,\n deltaAngles: { x: 0, y: 0, z: 0 },\n health: 100,\n armor: 0,\n ammo: 0,\n blend: [0, 0, 0, 0],\n damageAlpha: 0,\n damageIndicators: [],\n stats: [],\n kick_angles: { x: 0, y: 0, z: 0 },\n kick_origin: { x: 0, y: 0, z: 0 },\n gunoffset: { x: 0, y: 0, z: 0 },\n gunangles: { x: 0, y: 0, z: 0 },\n gunindex: 0,\n pm_time: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n renderfx: 0,\n pm_flags: 0,\n pm_type: 0,\n ...overrides,\n});\n","import { vi, type Mock } from 'vitest';\nimport { Entity, SpawnRegistry, ScriptHookRegistry, type SpawnContext, type EntitySystem } from '@quake2ts/game';\nimport { createRandomGenerator, type Vec3 } from '@quake2ts/shared';\n\n// Re-export generic helpers from shared\nexport { intersects, stairTrace, ladderTrace } from '@quake2ts/shared';\n\n// -- Types --\n\nexport interface MockEngine {\n sound: Mock<[Entity, number, string, number, number, number], void>;\n soundIndex: Mock<[string], number>;\n modelIndex: Mock<[string], number>;\n centerprintf: Mock<[Entity, string], void>;\n}\n\nexport interface MockGame {\n random: ReturnType<typeof createRandomGenerator>;\n registerEntitySpawn: Mock<[string, (entity: Entity) => void], void>;\n unregisterEntitySpawn: Mock<[string], void>;\n getCustomEntities: Mock<[], string[]>;\n hooks: ScriptHookRegistry;\n registerHooks: Mock<[any], any>;\n spawnWorld: Mock<[], void>;\n clientBegin: Mock<[any], void>;\n damage: Mock<[number], void>;\n}\n\nexport interface TestContext extends SpawnContext {\n entities: EntitySystem;\n game: MockGame;\n engine: MockEngine;\n}\n\n// -- Factories --\n\nexport const createMockEngine = (): MockEngine => ({\n sound: vi.fn(),\n soundIndex: vi.fn((sound: string) => 0),\n modelIndex: vi.fn((model: string) => 0),\n centerprintf: vi.fn(),\n});\n\nexport const createMockGame = (seed: number = 12345): { game: MockGame, spawnRegistry: SpawnRegistry } => {\n const spawnRegistry = new SpawnRegistry();\n const hooks = new ScriptHookRegistry();\n\n const game: MockGame = {\n random: createRandomGenerator({ seed }),\n registerEntitySpawn: vi.fn((classname: string, spawnFunc: (entity: Entity) => void) => {\n spawnRegistry.register(classname, (entity) => spawnFunc(entity));\n }),\n unregisterEntitySpawn: vi.fn((classname: string) => {\n spawnRegistry.unregister(classname);\n }),\n getCustomEntities: vi.fn(() => Array.from(spawnRegistry.keys())),\n hooks,\n registerHooks: vi.fn((newHooks) => hooks.register(newHooks)),\n spawnWorld: vi.fn(() => {\n hooks.onMapLoad('q2dm1');\n }),\n clientBegin: vi.fn((client) => {\n hooks.onPlayerSpawn({} as any);\n }),\n damage: vi.fn((amount: number) => {\n hooks.onDamage({} as any, null, null, amount, 0, 0);\n })\n };\n\n return { game, spawnRegistry };\n};\n\nexport function createTestContext(options?: { seed?: number, initialEntities?: Entity[] }): TestContext {\n const engine = createMockEngine();\n const seed = options?.seed ?? 12345;\n const { game, spawnRegistry } = createMockGame(seed);\n\n const traceFn = vi.fn((start: Vec3, end: Vec3, mins?: Vec3, maxs?: Vec3) => ({\n fraction: 1.0,\n ent: null,\n allsolid: false,\n startsolid: false,\n endpos: end,\n plane: { normal: { x: 0, y: 0, z: 1 }, dist: 0 },\n surfaceFlags: 0,\n contents: 0\n }));\n\n const entityList: Entity[] = options?.initialEntities ? [...options.initialEntities] : [];\n\n // Create hooks helper that interacts with the entity list\n const hooks = game.hooks;\n\n const entities = {\n spawn: vi.fn(() => {\n const ent = new Entity(entityList.length + 1);\n entityList.push(ent);\n hooks.onEntitySpawn(ent);\n return ent;\n }),\n free: vi.fn((ent: Entity) => {\n const idx = entityList.indexOf(ent);\n if (idx !== -1) {\n entityList.splice(idx, 1);\n }\n hooks.onEntityRemove(ent);\n }),\n finalizeSpawn: vi.fn(),\n freeImmediate: vi.fn((ent: Entity) => {\n const idx = entityList.indexOf(ent);\n if (idx !== -1) {\n entityList.splice(idx, 1);\n }\n }),\n setSpawnRegistry: vi.fn(),\n timeSeconds: 10,\n deltaSeconds: 0.1,\n modelIndex: vi.fn(() => 0),\n scheduleThink: vi.fn((entity: Entity, time: number) => {\n entity.nextthink = time;\n }),\n linkentity: vi.fn(),\n trace: traceFn,\n pointcontents: vi.fn(() => 0),\n multicast: vi.fn(),\n unicast: vi.fn(),\n engine,\n game,\n sound: vi.fn((ent: Entity, chan: number, sound: string, vol: number, attn: number, timeofs: number) => {\n engine.sound(ent, chan, sound, vol, attn, timeofs);\n }),\n soundIndex: vi.fn((sound: string) => engine.soundIndex(sound)),\n useTargets: vi.fn((entity: Entity, activator: Entity | null) => {\n }),\n findByTargetName: vi.fn(() => []),\n pickTarget: vi.fn(() => null),\n killBox: vi.fn(),\n rng: createRandomGenerator({ seed }),\n imports: {\n configstring: vi.fn(),\n trace: traceFn,\n pointcontents: vi.fn(() => 0),\n },\n level: {\n intermission_angle: { x: 0, y: 0, z: 0 },\n intermission_origin: { x: 0, y: 0, z: 0 },\n next_auto_save: 0,\n health_bar_entities: null\n },\n targetNameIndex: new Map(),\n forEachEntity: vi.fn((callback: (ent: Entity) => void) => {\n entityList.forEach(callback);\n }),\n find: vi.fn((predicate: (ent: Entity) => boolean) => {\n return entityList.find(predicate);\n }),\n findByClassname: vi.fn((classname: string) => {\n return entityList.find(e => e.classname === classname);\n }),\n beginFrame: vi.fn((timeSeconds: number) => {\n (entities as any).timeSeconds = timeSeconds;\n }),\n targetAwareness: {\n timeSeconds: 10,\n frameNumber: 1,\n sightEntity: null,\n soundEntity: null,\n },\n // Adding missing properties to satisfy EntitySystem interface partially or fully\n // We cast to unknown first anyway, but filling these in makes it safer for consumers\n skill: 1,\n deathmatch: false,\n coop: false,\n activeCount: entityList.length,\n world: entityList.find(e => e.classname === 'worldspawn') || new Entity(0),\n // ... other EntitySystem properties would go here\n } as unknown as EntitySystem;\n\n return {\n keyValues: {},\n entities,\n game,\n engine,\n health_multiplier: 1,\n warn: vi.fn(),\n free: vi.fn(),\n // Mock precache functions if they are part of SpawnContext in future or TestContext extensions\n precacheModel: vi.fn(),\n precacheSound: vi.fn(),\n precacheImage: vi.fn(),\n } as unknown as TestContext;\n}\n\nexport function createSpawnContext(): SpawnContext {\n return createTestContext();\n}\n\nexport function createEntity(): Entity {\n return new Entity(1);\n}\n","import { JSDOM } from 'jsdom';\nimport { Canvas, Image, ImageData } from '@napi-rs/canvas';\nimport 'fake-indexeddb/auto';\n\nexport interface BrowserSetupOptions {\n url?: string;\n pretendToBeVisual?: boolean;\n}\n\n/**\n * Sets up a browser environment for testing using JSDOM and napi-rs/canvas.\n * This should be called in your vitest.setup.ts file.\n */\nexport function setupBrowserEnvironment(options: BrowserSetupOptions = {}) {\n const { url = 'http://localhost', pretendToBeVisual = true } = options;\n\n // Create a JSDOM instance\n const dom = new JSDOM('<!DOCTYPE html><html><head></head><body></body></html>', {\n url,\n pretendToBeVisual,\n });\n\n // Set up global variables\n global.window = dom.window as any;\n global.document = dom.window.document;\n global.navigator = dom.window.navigator;\n global.location = dom.window.location;\n global.HTMLElement = dom.window.HTMLElement;\n\n // Polyfill global Event constructors to match JSDOM's window\n global.Event = dom.window.Event;\n global.CustomEvent = dom.window.CustomEvent;\n global.DragEvent = dom.window.DragEvent as any;\n global.MouseEvent = dom.window.MouseEvent;\n global.KeyboardEvent = dom.window.KeyboardEvent;\n global.FocusEvent = dom.window.FocusEvent;\n global.WheelEvent = dom.window.WheelEvent;\n global.InputEvent = dom.window.InputEvent;\n global.UIEvent = dom.window.UIEvent;\n\n // Setup Storage mocks\n // First try to use JSDOM's localStorage\n try {\n global.localStorage = dom.window.localStorage;\n } catch (e) {\n // Ignore if it fails (e.g. strict mode)\n }\n\n // Fallback if not present\n if (!global.localStorage) {\n const storage = new Map<string, string>();\n global.localStorage = {\n getItem: (key: string) => storage.get(key) || null,\n setItem: (key: string, value: string) => storage.set(key, value),\n removeItem: (key: string) => storage.delete(key),\n clear: () => storage.clear(),\n key: (index: number) => Array.from(storage.keys())[index] || null,\n get length() { return storage.size; }\n } as Storage;\n }\n\n // Override document.createElement for canvas elements to use napi-rs/canvas\n const originalCreateElement = document.createElement.bind(document);\n document.createElement = function (tagName: string, options?: any) {\n if (tagName.toLowerCase() === 'canvas') {\n const napiCanvas = new Canvas(300, 150); // default canvas size\n\n // Create a wrapper that extends the DOM canvas element\n const domCanvas = originalCreateElement('canvas', options);\n\n // Copy properties and methods from napi-rs canvas to DOM canvas\n Object.defineProperty(domCanvas, 'width', {\n get: () => napiCanvas.width,\n set: (value) => { napiCanvas.width = value; },\n enumerable: true,\n configurable: true\n });\n\n Object.defineProperty(domCanvas, 'height', {\n get: () => napiCanvas.height,\n set: (value) => { napiCanvas.height = value; },\n enumerable: true,\n configurable: true\n });\n\n // Override getContext to return appropriate context\n const originalGetContext = domCanvas.getContext.bind(domCanvas);\n domCanvas.getContext = function(contextId: string, options?: any) {\n if (contextId === '2d') {\n return napiCanvas.getContext('2d', options);\n }\n // For webgl/webgl2, return jsdom's default context (null or mock)\n // or the original behavior if needed.\n if (contextId === 'webgl' || contextId === 'webgl2') {\n return originalGetContext(contextId, options);\n }\n return napiCanvas.getContext(contextId as any, options);\n } as any;\n\n // Store reference to napi canvas for direct access if needed\n (domCanvas as any).__napiCanvas = napiCanvas;\n\n return domCanvas;\n }\n return originalCreateElement(tagName, options);\n } as any;\n\n // Set up global Image constructor\n global.Image = Image as any;\n\n // Set up global ImageData constructor\n global.ImageData = ImageData as any;\n\n // Mock createImageBitmap if not available\n if (typeof global.createImageBitmap === 'undefined') {\n global.createImageBitmap = async function (\n image: any, // Relax type to allow passing different image sources\n _options?: ImageBitmapOptions\n ): Promise<any> {\n // Handle ImageData specially\n if (image && typeof image.width === 'number' && typeof image.height === 'number') {\n // For testing purposes, we can create a small canvas with the image data\n const canvas = new Canvas(image.width, image.height);\n const ctx = canvas.getContext('2d');\n // Only try to put data if it looks like ImageData\n if (image.data) {\n ctx.putImageData(image as any, 0, 0);\n }\n return canvas;\n }\n // Fallback for other sources (e.g. Image element) - return empty canvas of generic size\n const canvas = new Canvas(100, 100);\n return canvas;\n } as any;\n }\n\n // Mock btoa and atob if not available\n if (typeof global.btoa === 'undefined') {\n global.btoa = function (str: string): string {\n return Buffer.from(str, 'binary').toString('base64');\n };\n }\n\n if (typeof global.atob === 'undefined') {\n global.atob = function (str: string): string {\n return Buffer.from(str, 'base64').toString('binary');\n };\n }\n}\n\n/**\n * Cleans up the browser environment.\n */\nexport function teardownBrowserEnvironment() {\n // Optional cleanup if needed, though usually global scope cleanup is handled by test runner context\n // or by just overriding it again.\n // For strict cleanup, we could delete globals, but in Vitest environment, it might persist?\n // We'll leave it simple for now or just undefined them.\n\n // @ts-ignore\n delete global.window;\n // @ts-ignore\n delete global.document;\n // @ts-ignore\n delete global.navigator;\n // @ts-ignore\n delete global.localStorage;\n // @ts-ignore\n delete global.location;\n // @ts-ignore\n delete global.HTMLElement;\n // @ts-ignore\n delete global.Image;\n // @ts-ignore\n delete global.ImageData;\n // @ts-ignore\n delete global.createImageBitmap;\n\n // Note: btoa/atob might be native in newer Node versions, so be careful deleting them if they were original.\n // But here we only set them if undefined.\n}\n","/**\n * Sets up a Node.js environment for testing.\n * This is primarily for backend or shared logic that doesn't rely on browser APIs.\n */\nexport function setupNodeEnvironment() {\n // Add any Node-specific global setup here\n // For now, this is a placeholder or can be used for things like\n // polyfilling fetch if not present in older Node versions (though Quake2TS targets recent Node)\n\n if (typeof global.fetch === 'undefined') {\n // In a real scenario, we might import node-fetch here\n // global.fetch = ...\n }\n}\n","\nexport function createMockWebGL2Context(canvas: HTMLCanvasElement): WebGL2RenderingContext {\n const gl = {\n canvas,\n drawingBufferWidth: canvas.width,\n drawingBufferHeight: canvas.height,\n\n // Constants\n VERTEX_SHADER: 0x8B31,\n FRAGMENT_SHADER: 0x8B30,\n COMPILE_STATUS: 0x8B81,\n LINK_STATUS: 0x8B82,\n ARRAY_BUFFER: 0x8892,\n ELEMENT_ARRAY_BUFFER: 0x8893,\n STATIC_DRAW: 0x88E4,\n DYNAMIC_DRAW: 0x88E8,\n FLOAT: 0x1406,\n DEPTH_TEST: 0x0B71,\n BLEND: 0x0BE2,\n SRC_ALPHA: 0x0302,\n ONE_MINUS_SRC_ALPHA: 0x0303,\n TEXTURE_2D: 0x0DE1,\n RGBA: 0x1908,\n UNSIGNED_BYTE: 0x1401,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n TRIANGLES: 0x0004,\n TRIANGLE_STRIP: 0x0005,\n TRIANGLE_FAN: 0x0006,\n\n // Methods\n createShader: () => ({}),\n shaderSource: () => {},\n compileShader: () => {},\n getShaderParameter: (_: any, param: number) => {\n if (param === 0x8B81) return true; // COMPILE_STATUS\n return true;\n },\n getShaderInfoLog: () => '',\n createProgram: () => ({}),\n attachShader: () => {},\n linkProgram: () => {},\n getProgramParameter: (_: any, param: number) => {\n if (param === 0x8B82) return true; // LINK_STATUS\n return true;\n },\n getProgramInfoLog: () => '',\n useProgram: () => {},\n createBuffer: () => ({}),\n bindBuffer: () => {},\n bufferData: () => {},\n enableVertexAttribArray: () => {},\n vertexAttribPointer: () => {},\n enable: () => {},\n disable: () => {},\n depthMask: () => {},\n blendFunc: () => {},\n viewport: () => {},\n clearColor: () => {},\n clear: () => {},\n createTexture: () => ({}),\n bindTexture: () => {},\n texImage2D: () => {},\n texParameteri: () => {},\n activeTexture: () => {},\n uniform1i: () => {},\n uniform1f: () => {},\n uniform2f: () => {},\n uniform3f: () => {},\n uniform4f: () => {},\n uniformMatrix4fv: () => {},\n getUniformLocation: () => ({}),\n getAttribLocation: () => 0,\n drawArrays: () => {},\n drawElements: () => {},\n createVertexArray: () => ({}),\n bindVertexArray: () => {},\n deleteShader: () => {},\n deleteProgram: () => {},\n deleteBuffer: () => {},\n deleteTexture: () => {},\n deleteVertexArray: () => {},\n\n // WebGL2 specific\n texImage3D: () => {},\n uniformBlockBinding: () => {},\n getExtension: () => null,\n } as unknown as WebGL2RenderingContext;\n\n return gl;\n}\n","\nexport class MockPointerLock {\n static setup(doc: Document) {\n // Mock pointerLockElement property\n let _pointerLockElement: Element | null = null;\n\n Object.defineProperty(doc, 'pointerLockElement', {\n get: () => _pointerLockElement,\n configurable: true\n });\n\n // Mock exitPointerLock\n doc.exitPointerLock = () => {\n if (_pointerLockElement) {\n _pointerLockElement = null;\n doc.dispatchEvent(new Event('pointerlockchange'));\n }\n };\n\n // Mock requestPointerLock on Element prototype\n // We need to extend the Element interface to make TS happy if we were strict,\n // but here we are modifying the prototype directly.\n // @ts-ignore\n (global.HTMLElement.prototype as any).requestPointerLock = function() {\n // In a real browser this is async and requires user gesture,\n // but for tests we make it immediate.\n _pointerLockElement = this;\n doc.dispatchEvent(new Event('pointerlockchange'));\n };\n }\n}\n\nexport class InputInjector {\n constructor(private doc: Document, private win: any) {}\n\n keyDown(key: string, code?: string) {\n const event = new this.win.KeyboardEvent('keydown', {\n key,\n code: code || key,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n this.doc.dispatchEvent(event);\n }\n\n keyUp(key: string, code?: string) {\n const event = new this.win.KeyboardEvent('keyup', {\n key,\n code: code || key,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n this.doc.dispatchEvent(event);\n }\n\n mouseMove(movementX: number, movementY: number, clientX = 0, clientY = 0) {\n const event = new this.win.MouseEvent('mousemove', {\n bubbles: true,\n cancelable: true,\n view: this.win,\n clientX,\n clientY,\n movementX, // Note: JSDOM might not support this standard property fully on event init\n movementY\n } as any);\n\n // Force movement properties if JSDOM doesn't handle them\n Object.defineProperty(event, 'movementX', { value: movementX });\n Object.defineProperty(event, 'movementY', { value: movementY });\n\n // Dispatch to pointer lock 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+
{"version":3,"sources":["../src/shared/mocks.ts","../src/shared/bsp.ts","../src/game/factories.ts","../src/game/helpers.ts","../src/setup/browser.ts","../src/e2e/input.ts","../src/setup/webgl.ts","../src/setup/node.ts","../src/setup/canvas.ts","../src/setup/timing.ts","../src/setup/storage.ts","../src/setup/audio.ts","../src/e2e/playwright.ts","../src/e2e/network.ts","../src/e2e/visual.ts"],"sourcesContent":["import { vi, type Mock } from 'vitest';\n\nexport interface BinaryWriterMock {\n writeByte: Mock<[number], void>;\n writeShort: Mock<[number], void>;\n writeLong: Mock<[number], void>;\n writeString: Mock<[string], void>;\n writeBytes: Mock<[Uint8Array], void>;\n getBuffer: Mock<[], Uint8Array>;\n reset: Mock<[], void>;\n writeInt8: Mock<[number], void>;\n writeUint8: Mock<[number], void>;\n writeInt16: Mock<[number], void>;\n writeUint16: Mock<[number], void>;\n writeInt32: Mock<[number], void>;\n writeUint32: Mock<[number], void>;\n writeFloat: Mock<[number], void>;\n getData: Mock<[], Uint8Array>;\n}\n\nexport const createBinaryWriterMock = (): BinaryWriterMock => ({\n writeByte: vi.fn(),\n writeShort: vi.fn(),\n writeLong: vi.fn(),\n writeString: vi.fn(),\n writeBytes: vi.fn(),\n getBuffer: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n reset: vi.fn(),\n // Legacy methods (if any)\n writeInt8: vi.fn(),\n writeUint8: vi.fn(),\n writeInt16: vi.fn(),\n writeUint16: vi.fn(),\n writeInt32: vi.fn(),\n writeUint32: vi.fn(),\n writeFloat: vi.fn(),\n getData: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n});\n\nexport const createNetChanMock = () => ({\n qport: 1234,\n\n // Sequencing\n incomingSequence: 0,\n outgoingSequence: 0,\n incomingAcknowledged: 0,\n\n // Reliable messaging\n incomingReliableAcknowledged: false,\n incomingReliableSequence: 0,\n outgoingReliableSequence: 0,\n reliableMessage: createBinaryWriterMock(),\n reliableLength: 0,\n\n // Fragmentation\n fragmentSendOffset: 0,\n fragmentBuffer: null,\n fragmentLength: 0,\n fragmentReceived: 0,\n\n // Timing\n lastReceived: 0,\n lastSent: 0,\n\n remoteAddress: { type: 'IP', port: 1234 },\n\n // Methods\n setup: vi.fn(),\n reset: vi.fn(),\n transmit: vi.fn(),\n process: vi.fn(),\n canSendReliable: vi.fn(() => true),\n writeReliableByte: vi.fn(),\n writeReliableShort: vi.fn(),\n writeReliableLong: vi.fn(),\n writeReliableString: vi.fn(),\n getReliableData: vi.fn<[], Uint8Array>(() => new Uint8Array(0)),\n needsKeepalive: vi.fn(() => false),\n isTimedOut: vi.fn(() => false),\n});\n\nexport interface BinaryStreamMock {\n getPosition: Mock<[], number>;\n getReadPosition: Mock<[], number>;\n getLength: Mock<[], number>;\n getRemaining: Mock<[], number>;\n seek: Mock<[number], void>;\n setReadPosition: Mock<[number], void>;\n hasMore: Mock<[], boolean>;\n hasBytes: Mock<[number], boolean>;\n\n readChar: Mock<[], number>;\n readByte: Mock<[], number>;\n readShort: Mock<[], number>;\n readUShort: Mock<[], number>;\n readLong: Mock<[], number>;\n readULong: Mock<[], number>;\n readFloat: Mock<[], number>;\n\n readString: Mock<[], string>;\n readStringLine: Mock<[], string>;\n\n readCoord: Mock<[], number>;\n readAngle: Mock<[], number>;\n readAngle16: Mock<[], number>;\n\n readData: Mock<[number], Uint8Array>;\n\n readPos: Mock<[], any>; // Use proper type if available, e.g., Vec3\n readDir: Mock<[], any>;\n}\n\nexport const createBinaryStreamMock = (): BinaryStreamMock => ({\n getPosition: vi.fn(() => 0),\n getReadPosition: vi.fn(() => 0),\n getLength: vi.fn(() => 0),\n getRemaining: vi.fn(() => 0),\n seek: vi.fn(),\n setReadPosition: vi.fn(),\n hasMore: vi.fn(() => true),\n hasBytes: vi.fn((amount: number) => true),\n\n readChar: vi.fn(() => 0),\n readByte: vi.fn(() => 0),\n readShort: vi.fn(() => 0),\n readUShort: vi.fn(() => 0),\n readLong: vi.fn(() => 0),\n readULong: vi.fn(() => 0),\n readFloat: vi.fn(() => 0),\n\n readString: vi.fn(() => ''),\n readStringLine: vi.fn(() => ''),\n\n readCoord: vi.fn(() => 0),\n readAngle: vi.fn(() => 0),\n readAngle16: vi.fn(() => 0),\n\n readData: vi.fn<[number], Uint8Array>((length: number) => new Uint8Array(length)),\n\n readPos: vi.fn(),\n readDir: vi.fn(),\n});\n","import {\n computePlaneSignBits,\n type CollisionBrush,\n type CollisionModel,\n type CollisionPlane,\n type CollisionNode,\n type CollisionLeaf,\n CONTENTS_SOLID,\n type Vec3\n} from '@quake2ts/shared';\n\nexport function makePlane(normal: Vec3, dist: number): CollisionPlane {\n return {\n normal,\n dist,\n type: Math.abs(normal.x) === 1 ? 0 : Math.abs(normal.y) === 1 ? 1 : Math.abs(normal.z) === 1 ? 2 : 3,\n signbits: computePlaneSignBits(normal),\n };\n}\n\nexport function makeAxisBrush(size: number, contents = CONTENTS_SOLID): CollisionBrush {\n const half = size / 2;\n const planes = [\n makePlane({ x: 1, y: 0, z: 0 }, half),\n makePlane({ x: -1, y: 0, z: 0 }, half),\n makePlane({ x: 0, y: 1, z: 0 }, half),\n makePlane({ x: 0, y: -1, z: 0 }, half),\n makePlane({ x: 0, y: 0, z: 1 }, half),\n makePlane({ x: 0, y: 0, z: -1 }, half),\n ];\n\n return {\n contents,\n sides: planes.map((plane) => ({ plane, surfaceFlags: 0 })),\n };\n}\n\nexport function makeNode(plane: CollisionPlane, children: [number, number]): CollisionNode {\n return { plane, children };\n}\n\nexport function makeBspModel(\n planes: CollisionPlane[],\n nodes: CollisionNode[],\n leaves: CollisionLeaf[],\n brushes: CollisionBrush[],\n leafBrushes: number[]\n): CollisionModel {\n return {\n planes,\n nodes,\n leaves,\n brushes,\n leafBrushes,\n bmodels: [],\n };\n}\n\nexport function makeLeaf(contents: number, firstLeafBrush: number, numLeafBrushes: number): CollisionLeaf {\n return { contents, cluster: 0, area: 0, firstLeafBrush, numLeafBrushes };\n}\n\nexport function makeLeafModel(brushes: CollisionBrush[]): CollisionModel {\n const planes = brushes.flatMap((brush) => brush.sides.map((side) => side.plane));\n\n return {\n planes,\n nodes: [],\n leaves: [makeLeaf(0, 0, brushes.length)],\n brushes,\n leafBrushes: brushes.map((_, i) => i),\n bmodels: [],\n };\n}\n\nexport function makeBrushFromMinsMaxs(mins: Vec3, maxs: Vec3, contents = CONTENTS_SOLID): CollisionBrush {\n const planes = [\n makePlane({ x: 1, y: 0, z: 0 }, maxs.x),\n makePlane({ x: -1, y: 0, z: 0 }, -mins.x),\n makePlane({ x: 0, y: 1, z: 0 }, maxs.y),\n makePlane({ x: 0, y: -1, z: 0 }, -mins.y),\n makePlane({ x: 0, y: 0, z: 1 }, maxs.z),\n makePlane({ x: 0, y: 0, z: -1 }, -mins.z),\n ];\n\n return {\n contents,\n sides: planes.map((plane) => ({ plane, surfaceFlags: 0 })),\n };\n}\n","import type { PlayerState, EntityState } from '@quake2ts/shared';\nimport type { GameStateSnapshot } from '@quake2ts/game';\n\nexport const createPlayerStateFactory = (overrides?: Partial<PlayerState>): PlayerState => ({\n pm_type: 0,\n pm_time: 0,\n pm_flags: 0,\n origin: { x: 0, y: 0, z: 0 },\n velocity: { x: 0, y: 0, z: 0 },\n viewAngles: { x: 0, y: 0, z: 0 },\n onGround: false,\n waterLevel: 0,\n watertype: 0,\n mins: { x: 0, y: 0, z: 0 },\n maxs: { x: 0, y: 0, z: 0 },\n damageAlpha: 0,\n damageIndicators: [],\n blend: [0, 0, 0, 0],\n stats: [],\n kick_angles: { x: 0, y: 0, z: 0 },\n kick_origin: { x: 0, y: 0, z: 0 },\n gunoffset: { x: 0, y: 0, z: 0 },\n gunangles: { x: 0, y: 0, z: 0 },\n gunindex: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n renderfx: 0,\n ...overrides,\n});\n\nexport const createEntityStateFactory = (overrides?: Partial<EntityState>): EntityState => ({\n number: 0,\n origin: { x: 0, y: 0, z: 0 },\n angles: { x: 0, y: 0, z: 0 },\n oldOrigin: { x: 0, y: 0, z: 0 },\n modelIndex: 0,\n modelIndex2: 0,\n modelIndex3: 0,\n modelIndex4: 0,\n frame: 0,\n skinNum: 0,\n effects: 0,\n renderfx: 0,\n solid: 0,\n sound: 0,\n event: 0,\n ...overrides,\n});\n\nexport const createGameStateSnapshotFactory = (overrides?: Partial<GameStateSnapshot>): GameStateSnapshot => ({\n gravity: { x: 0, y: 0, z: -800 },\n origin: { x: 0, y: 0, z: 0 },\n velocity: { x: 0, y: 0, z: 0 },\n viewangles: { x: 0, y: 0, z: 0 },\n level: { timeSeconds: 0, frameNumber: 0, previousTimeSeconds: 0, deltaSeconds: 0.1 },\n entities: {\n activeCount: 0,\n worldClassname: 'worldspawn',\n },\n packetEntities: [],\n pmFlags: 0,\n pmType: 0,\n waterlevel: 0,\n watertype: 0,\n deltaAngles: { x: 0, y: 0, z: 0 },\n health: 100,\n armor: 0,\n ammo: 0,\n blend: [0, 0, 0, 0],\n damageAlpha: 0,\n damageIndicators: [],\n stats: [],\n kick_angles: { x: 0, y: 0, z: 0 },\n kick_origin: { x: 0, y: 0, z: 0 },\n gunoffset: { x: 0, y: 0, z: 0 },\n gunangles: { x: 0, y: 0, z: 0 },\n gunindex: 0,\n pm_time: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n renderfx: 0,\n pm_flags: 0,\n pm_type: 0,\n ...overrides,\n});\n","import { vi, type Mock } from 'vitest';\nimport { Entity, SpawnRegistry, ScriptHookRegistry, type SpawnContext, type EntitySystem } from '@quake2ts/game';\nimport { createRandomGenerator, type Vec3 } from '@quake2ts/shared';\n\n// Re-export generic helpers from shared\nexport { intersects, stairTrace, ladderTrace } from '@quake2ts/shared';\n\n// -- Types --\n\nexport interface MockEngine {\n sound: Mock<[Entity, number, string, number, number, number], void>;\n soundIndex: Mock<[string], number>;\n modelIndex: Mock<[string], number>;\n centerprintf: Mock<[Entity, string], void>;\n}\n\nexport interface MockGame {\n random: ReturnType<typeof createRandomGenerator>;\n registerEntitySpawn: Mock<[string, (entity: Entity) => void], void>;\n unregisterEntitySpawn: Mock<[string], void>;\n getCustomEntities: Mock<[], string[]>;\n hooks: ScriptHookRegistry;\n registerHooks: Mock<[any], any>;\n spawnWorld: Mock<[], void>;\n clientBegin: Mock<[any], void>;\n damage: Mock<[number], void>;\n}\n\nexport interface TestContext extends SpawnContext {\n entities: EntitySystem;\n game: MockGame;\n engine: MockEngine;\n}\n\n// -- Factories --\n\nexport const createMockEngine = (): MockEngine => ({\n sound: vi.fn(),\n soundIndex: vi.fn((sound: string) => 0),\n modelIndex: vi.fn((model: string) => 0),\n centerprintf: vi.fn(),\n});\n\nexport const createMockGame = (seed: number = 12345): { game: MockGame, spawnRegistry: SpawnRegistry } => {\n const spawnRegistry = new SpawnRegistry();\n const hooks = new ScriptHookRegistry();\n\n const game: MockGame = {\n random: createRandomGenerator({ seed }),\n registerEntitySpawn: vi.fn((classname: string, spawnFunc: (entity: Entity) => void) => {\n spawnRegistry.register(classname, (entity) => spawnFunc(entity));\n }),\n unregisterEntitySpawn: vi.fn((classname: string) => {\n spawnRegistry.unregister(classname);\n }),\n getCustomEntities: vi.fn(() => Array.from(spawnRegistry.keys())),\n hooks,\n registerHooks: vi.fn((newHooks) => hooks.register(newHooks)),\n spawnWorld: vi.fn(() => {\n hooks.onMapLoad('q2dm1');\n }),\n clientBegin: vi.fn((client) => {\n hooks.onPlayerSpawn({} as any);\n }),\n damage: vi.fn((amount: number) => {\n hooks.onDamage({} as any, null, null, amount, 0, 0);\n })\n };\n\n return { game, spawnRegistry };\n};\n\nexport function createTestContext(options?: { seed?: number, initialEntities?: Entity[] }): TestContext {\n const engine = createMockEngine();\n const seed = options?.seed ?? 12345;\n const { game, spawnRegistry } = createMockGame(seed);\n\n const traceFn = vi.fn((start: Vec3, end: Vec3, mins?: Vec3, maxs?: Vec3) => ({\n fraction: 1.0,\n ent: null,\n allsolid: false,\n startsolid: false,\n endpos: end,\n plane: { normal: { x: 0, y: 0, z: 1 }, dist: 0 },\n surfaceFlags: 0,\n contents: 0\n }));\n\n const entityList: Entity[] = options?.initialEntities ? [...options.initialEntities] : [];\n\n // Create hooks helper that interacts with the entity list\n const hooks = game.hooks;\n\n const entities = {\n spawn: vi.fn(() => {\n const ent = new Entity(entityList.length + 1);\n entityList.push(ent);\n hooks.onEntitySpawn(ent);\n return ent;\n }),\n free: vi.fn((ent: Entity) => {\n const idx = entityList.indexOf(ent);\n if (idx !== -1) {\n entityList.splice(idx, 1);\n }\n hooks.onEntityRemove(ent);\n }),\n finalizeSpawn: vi.fn(),\n freeImmediate: vi.fn((ent: Entity) => {\n const idx = entityList.indexOf(ent);\n if (idx !== -1) {\n entityList.splice(idx, 1);\n }\n }),\n setSpawnRegistry: vi.fn(),\n timeSeconds: 10,\n deltaSeconds: 0.1,\n modelIndex: vi.fn(() => 0),\n scheduleThink: vi.fn((entity: Entity, time: number) => {\n entity.nextthink = time;\n }),\n linkentity: vi.fn(),\n trace: traceFn,\n pointcontents: vi.fn(() => 0),\n multicast: vi.fn(),\n unicast: vi.fn(),\n engine,\n game,\n sound: vi.fn((ent: Entity, chan: number, sound: string, vol: number, attn: number, timeofs: number) => {\n engine.sound(ent, chan, sound, vol, attn, timeofs);\n }),\n soundIndex: vi.fn((sound: string) => engine.soundIndex(sound)),\n useTargets: vi.fn((entity: Entity, activator: Entity | null) => {\n }),\n findByTargetName: vi.fn(() => []),\n pickTarget: vi.fn(() => null),\n killBox: vi.fn(),\n rng: createRandomGenerator({ seed }),\n imports: {\n configstring: vi.fn(),\n trace: traceFn,\n pointcontents: vi.fn(() => 0),\n },\n level: {\n intermission_angle: { x: 0, y: 0, z: 0 },\n intermission_origin: { x: 0, y: 0, z: 0 },\n next_auto_save: 0,\n health_bar_entities: null\n },\n targetNameIndex: new Map(),\n forEachEntity: vi.fn((callback: (ent: Entity) => void) => {\n entityList.forEach(callback);\n }),\n find: vi.fn((predicate: (ent: Entity) => boolean) => {\n return entityList.find(predicate);\n }),\n findByClassname: vi.fn((classname: string) => {\n return entityList.find(e => e.classname === classname);\n }),\n beginFrame: vi.fn((timeSeconds: number) => {\n (entities as any).timeSeconds = timeSeconds;\n }),\n targetAwareness: {\n timeSeconds: 10,\n frameNumber: 1,\n sightEntity: null,\n soundEntity: null,\n },\n // Adding missing properties to satisfy EntitySystem interface partially or fully\n // We cast to unknown first anyway, but filling these in makes it safer for consumers\n skill: 1,\n deathmatch: false,\n coop: false,\n activeCount: entityList.length,\n world: entityList.find(e => e.classname === 'worldspawn') || new Entity(0),\n // ... other EntitySystem properties would go here\n } as unknown as EntitySystem;\n\n return {\n keyValues: {},\n entities,\n game,\n engine,\n health_multiplier: 1,\n warn: vi.fn(),\n free: vi.fn(),\n // Mock precache functions if they are part of SpawnContext in future or TestContext extensions\n precacheModel: vi.fn(),\n precacheSound: vi.fn(),\n precacheImage: vi.fn(),\n } as unknown as TestContext;\n}\n\nexport function createSpawnContext(): SpawnContext {\n return createTestContext();\n}\n\nexport function createEntity(): Entity {\n return new Entity(1);\n}\n","import { JSDOM } from 'jsdom';\nimport { Canvas, Image, ImageData } from '@napi-rs/canvas';\nimport 'fake-indexeddb/auto';\nimport { MockPointerLock } from '../e2e/input.js';\nimport { createMockWebGL2Context } from './webgl.js';\n\nexport interface BrowserSetupOptions {\n url?: string;\n pretendToBeVisual?: boolean;\n resources?: \"usable\";\n enableWebGL2?: boolean;\n enablePointerLock?: boolean;\n}\n\n/**\n * Sets up a browser environment for testing using JSDOM and napi-rs/canvas.\n * This should be called in your vitest.setup.ts file.\n */\nexport function setupBrowserEnvironment(options: BrowserSetupOptions = {}) {\n const {\n url = 'http://localhost',\n pretendToBeVisual = true,\n resources = undefined,\n enableWebGL2 = false,\n enablePointerLock = false\n } = options;\n\n // Create a JSDOM instance\n const dom = new JSDOM('<!DOCTYPE html><html><head></head><body></body></html>', {\n url,\n pretendToBeVisual,\n resources\n });\n\n // Set up global variables\n global.window = dom.window as any;\n global.document = dom.window.document;\n\n // Handle navigator assignment safely (handling read-only global.navigator if needed)\n try {\n // @ts-ignore\n global.navigator = dom.window.navigator;\n } catch (e) {\n // If direct assignment fails, try Object.defineProperty\n try {\n Object.defineProperty(global, 'navigator', {\n value: dom.window.navigator,\n writable: true,\n configurable: true\n });\n } catch (e2) {\n console.warn('Could not assign global.navigator, skipping.');\n }\n }\n\n global.location = dom.window.location;\n global.HTMLElement = dom.window.HTMLElement;\n global.HTMLCanvasElement = dom.window.HTMLCanvasElement;\n\n // Polyfill global Event constructors to match JSDOM's window\n global.Event = dom.window.Event;\n global.CustomEvent = dom.window.CustomEvent;\n global.DragEvent = dom.window.DragEvent as any;\n global.MouseEvent = dom.window.MouseEvent;\n global.KeyboardEvent = dom.window.KeyboardEvent;\n global.FocusEvent = dom.window.FocusEvent;\n global.WheelEvent = dom.window.WheelEvent;\n global.InputEvent = dom.window.InputEvent;\n global.UIEvent = dom.window.UIEvent;\n\n // Setup Storage mocks\n // First try to use JSDOM's localStorage\n try {\n global.localStorage = dom.window.localStorage;\n } catch (e) {\n // Ignore if it fails (e.g. strict mode)\n }\n\n // Fallback if not present\n if (!global.localStorage) {\n const storage = new Map<string, string>();\n global.localStorage = {\n getItem: (key: string) => storage.get(key) || null,\n setItem: (key: string, value: string) => storage.set(key, value),\n removeItem: (key: string) => storage.delete(key),\n clear: () => storage.clear(),\n key: (index: number) => Array.from(storage.keys())[index] || null,\n get length() { return storage.size; }\n } as Storage;\n }\n\n // Override document.createElement for canvas elements to use napi-rs/canvas\n const originalCreateElement = document.createElement.bind(document);\n document.createElement = function (tagName: string, options?: any) {\n if (tagName.toLowerCase() === 'canvas') {\n const napiCanvas = new Canvas(300, 150); // default canvas size\n\n // Create a wrapper that extends the DOM canvas element\n const domCanvas = originalCreateElement('canvas', options);\n\n // Copy properties and methods from napi-rs canvas to DOM canvas\n Object.defineProperty(domCanvas, 'width', {\n get: () => napiCanvas.width,\n set: (value) => { napiCanvas.width = value; },\n enumerable: true,\n configurable: true\n });\n\n Object.defineProperty(domCanvas, 'height', {\n get: () => napiCanvas.height,\n set: (value) => { napiCanvas.height = value; },\n enumerable: true,\n configurable: true\n });\n\n // Override getContext to return appropriate context\n const originalGetContext = domCanvas.getContext.bind(domCanvas);\n domCanvas.getContext = function(contextId: string, options?: any) {\n if (contextId === '2d') {\n return napiCanvas.getContext('2d', options);\n }\n\n if (enableWebGL2 && contextId === 'webgl2') {\n return createMockWebGL2Context(domCanvas as HTMLCanvasElement);\n }\n\n // For webgl/webgl2, return jsdom's default context (null or mock)\n // or the original behavior if needed.\n if (contextId === 'webgl' || contextId === 'webgl2') {\n return originalGetContext(contextId, options);\n }\n return napiCanvas.getContext(contextId as any, options);\n } as any;\n\n // Store reference to napi canvas for direct access if needed\n (domCanvas as any).__napiCanvas = napiCanvas;\n\n return domCanvas;\n }\n return originalCreateElement(tagName, options);\n } as any;\n\n // Also override HTMLCanvasElement.prototype.getContext to support direct instantiation via JSDOM\n if (enableWebGL2) {\n const originalProtoGetContext = global.HTMLCanvasElement.prototype.getContext;\n global.HTMLCanvasElement.prototype.getContext = function (\n contextId: string,\n options?: any\n ): any {\n if (contextId === 'webgl2') {\n return createMockWebGL2Context(this);\n }\n return originalProtoGetContext.call(this, contextId, options);\n };\n }\n\n // Set up global Image constructor\n global.Image = Image as any;\n\n // Set up global ImageData constructor\n global.ImageData = ImageData as any;\n\n // Mock createImageBitmap if not available\n if (typeof global.createImageBitmap === 'undefined') {\n global.createImageBitmap = async function (\n image: any, // Relax type to allow passing different image sources\n _options?: ImageBitmapOptions\n ): Promise<any> {\n // Handle ImageData specially\n if (image && typeof image.width === 'number' && typeof image.height === 'number') {\n // For testing purposes, we can create a small canvas with the image data\n const canvas = new Canvas(image.width, image.height);\n const ctx = canvas.getContext('2d');\n // Only try to put data if it looks like ImageData\n if (image.data) {\n ctx.putImageData(image as any, 0, 0);\n }\n return canvas;\n }\n // Fallback for other sources (e.g. Image element) - return empty canvas of generic size\n const canvas = new Canvas(100, 100);\n return canvas;\n } as any;\n }\n\n // Mock btoa and atob if not available\n if (typeof global.btoa === 'undefined') {\n global.btoa = function (str: string): string {\n return Buffer.from(str, 'binary').toString('base64');\n };\n }\n\n if (typeof global.atob === 'undefined') {\n global.atob = function (str: string): string {\n return Buffer.from(str, 'base64').toString('binary');\n };\n }\n\n // Mock Pointer Lock API\n if (enablePointerLock) {\n MockPointerLock.setup(global.document);\n }\n\n // Mock requestAnimationFrame\n // We use a simplified version that runs immediately or with small delay for tests\n if (typeof global.requestAnimationFrame === 'undefined') {\n let lastTime = 0;\n global.requestAnimationFrame = (callback: FrameRequestCallback) => {\n const currTime = Date.now();\n const timeToCall = Math.max(0, 16 - (currTime - lastTime));\n const id = setTimeout(() => {\n callback(currTime + timeToCall);\n }, timeToCall);\n lastTime = currTime + timeToCall;\n return id as unknown as number;\n };\n\n global.cancelAnimationFrame = (id: number) => {\n clearTimeout(id);\n };\n }\n}\n\n/**\n * Cleans up the browser environment.\n */\nexport function teardownBrowserEnvironment() {\n // Optional cleanup if needed, though usually global scope cleanup is handled by test runner context\n // or by just overriding it again.\n // For strict cleanup, we could delete globals, but in Vitest environment, it might persist?\n // We'll leave it simple for now or just undefined them.\n\n // @ts-ignore\n delete global.window;\n // @ts-ignore\n delete global.document;\n // @ts-ignore\n delete global.navigator;\n // @ts-ignore\n delete global.localStorage;\n // @ts-ignore\n delete global.location;\n // @ts-ignore\n delete global.HTMLElement;\n // @ts-ignore\n delete global.HTMLCanvasElement;\n // @ts-ignore\n delete global.Image;\n // @ts-ignore\n delete global.ImageData;\n // @ts-ignore\n delete global.createImageBitmap;\n\n // @ts-ignore\n delete global.Event;\n // @ts-ignore\n delete global.CustomEvent;\n // @ts-ignore\n delete global.DragEvent;\n // @ts-ignore\n delete global.MouseEvent;\n // @ts-ignore\n delete global.KeyboardEvent;\n // @ts-ignore\n delete global.FocusEvent;\n // @ts-ignore\n delete global.WheelEvent;\n // @ts-ignore\n delete global.InputEvent;\n // @ts-ignore\n delete global.UIEvent;\n\n // Note: btoa/atob might be native in newer Node versions, so be careful deleting them if they were original.\n // But here we only set them if undefined.\n}\n","\nexport class MockPointerLock {\n static setup(doc: Document) {\n // Mock pointerLockElement property\n let _pointerLockElement: Element | null = null;\n\n Object.defineProperty(doc, 'pointerLockElement', {\n get: () => _pointerLockElement,\n configurable: true\n });\n\n // Mock exitPointerLock\n doc.exitPointerLock = () => {\n if (_pointerLockElement) {\n _pointerLockElement = null;\n doc.dispatchEvent(new Event('pointerlockchange'));\n }\n };\n\n // Mock requestPointerLock on Element prototype\n // We need to extend the Element interface to make TS happy if we were strict,\n // but here we are modifying the prototype directly.\n // @ts-ignore\n (global.HTMLElement.prototype as any).requestPointerLock = function() {\n // In a real browser this is async and requires user gesture,\n // but for tests we make it immediate.\n _pointerLockElement = this;\n doc.dispatchEvent(new Event('pointerlockchange'));\n };\n }\n}\n\nexport class InputInjector {\n constructor(private doc: Document, private win: any) {}\n\n keyDown(key: string, code?: string) {\n const event = new this.win.KeyboardEvent('keydown', {\n key,\n code: code || key,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n this.doc.dispatchEvent(event);\n }\n\n keyUp(key: string, code?: string) {\n const event = new this.win.KeyboardEvent('keyup', {\n key,\n code: code || key,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n this.doc.dispatchEvent(event);\n }\n\n mouseMove(movementX: number, movementY: number, clientX = 0, clientY = 0) {\n const event = new this.win.MouseEvent('mousemove', {\n bubbles: true,\n cancelable: true,\n view: this.win,\n clientX,\n clientY,\n movementX, // Note: JSDOM might not support this standard property fully on event init\n movementY\n } as any);\n\n // Force movement properties if JSDOM doesn't handle them\n Object.defineProperty(event, 'movementX', { value: movementX });\n Object.defineProperty(event, 'movementY', { value: movementY });\n\n // Dispatch to pointer lock element if active, otherwise document\n // @ts-ignore\n const target = this.doc.pointerLockElement || this.doc;\n target.dispatchEvent(event);\n }\n\n mouseDown(button: number = 0) {\n const event = new this.win.MouseEvent('mousedown', {\n button,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n // @ts-ignore\n const target = this.doc.pointerLockElement || this.doc;\n target.dispatchEvent(event);\n }\n\n mouseUp(button: number = 0) {\n const event = new this.win.MouseEvent('mouseup', {\n button,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n // @ts-ignore\n const target = this.doc.pointerLockElement || this.doc;\n target.dispatchEvent(event);\n }\n\n wheel(deltaY: number) {\n const event = new this.win.WheelEvent('wheel', {\n deltaY,\n bubbles: true,\n cancelable: true,\n view: this.win\n });\n // @ts-ignore\n const target = this.doc.pointerLockElement || this.doc;\n target.dispatchEvent(event);\n }\n}\n","\nexport function createMockWebGL2Context(canvas: HTMLCanvasElement): WebGL2RenderingContext {\n const gl = {\n canvas,\n drawingBufferWidth: canvas.width,\n drawingBufferHeight: canvas.height,\n\n // Constants\n VERTEX_SHADER: 0x8B31,\n FRAGMENT_SHADER: 0x8B30,\n COMPILE_STATUS: 0x8B81,\n LINK_STATUS: 0x8B82,\n ARRAY_BUFFER: 0x8892,\n ELEMENT_ARRAY_BUFFER: 0x8893,\n STATIC_DRAW: 0x88E4,\n DYNAMIC_DRAW: 0x88E8,\n FLOAT: 0x1406,\n DEPTH_TEST: 0x0B71,\n BLEND: 0x0BE2,\n SRC_ALPHA: 0x0302,\n ONE_MINUS_SRC_ALPHA: 0x0303,\n TEXTURE_2D: 0x0DE1,\n RGBA: 0x1908,\n UNSIGNED_BYTE: 0x1401,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n TRIANGLES: 0x0004,\n TRIANGLE_STRIP: 0x0005,\n TRIANGLE_FAN: 0x0006,\n\n // Methods\n createShader: () => ({}),\n shaderSource: () => {},\n compileShader: () => {},\n getShaderParameter: (_: any, param: number) => {\n if (param === 0x8B81) return true; // COMPILE_STATUS\n return true;\n },\n getShaderInfoLog: () => '',\n createProgram: () => ({}),\n attachShader: () => {},\n linkProgram: () => {},\n getProgramParameter: (_: any, param: number) => {\n if (param === 0x8B82) return true; // LINK_STATUS\n return true;\n },\n getProgramInfoLog: () => '',\n useProgram: () => {},\n createBuffer: () => ({}),\n bindBuffer: () => {},\n bufferData: () => {},\n enableVertexAttribArray: () => {},\n vertexAttribPointer: () => {},\n enable: () => {},\n disable: () => {},\n depthMask: () => {},\n blendFunc: () => {},\n viewport: () => {},\n clearColor: () => {},\n clear: () => {},\n createTexture: () => ({}),\n bindTexture: () => {},\n texImage2D: () => {},\n texParameteri: () => {},\n activeTexture: () => {},\n uniform1i: () => {},\n uniform1f: () => {},\n uniform2f: () => {},\n uniform3f: () => {},\n uniform4f: () => {},\n uniformMatrix4fv: () => {},\n getUniformLocation: () => ({}),\n getAttribLocation: () => 0,\n drawArrays: () => {},\n drawElements: () => {},\n createVertexArray: () => ({}),\n bindVertexArray: () => {},\n deleteShader: () => {},\n deleteProgram: () => {},\n deleteBuffer: () => {},\n deleteTexture: () => {},\n deleteVertexArray: () => {},\n\n // WebGL2 specific\n texImage3D: () => {},\n uniformBlockBinding: () => {},\n getExtension: () => null,\n } as unknown as WebGL2RenderingContext;\n\n return gl;\n}\n","/**\n * Sets up a Node.js environment for testing.\n * This is primarily for backend or shared logic that doesn't rely on browser APIs.\n */\nexport function setupNodeEnvironment() {\n // Add any Node-specific global setup here\n // For now, this is a placeholder or can be used for things like\n // polyfilling fetch if not present in older Node versions (though Quake2TS targets recent Node)\n\n if (typeof global.fetch === 'undefined') {\n // In a real scenario, we might import node-fetch here\n // global.fetch = ...\n }\n}\n","import { Canvas, Image, ImageData } from '@napi-rs/canvas';\nimport { createMockWebGL2Context } from './webgl.js';\n\nexport interface DrawCall {\n method: string;\n args: any[];\n}\n\n/**\n * Creates a mock canvas element with WebGL2 support.\n */\nexport function createMockCanvas(width: number = 300, height: number = 150): HTMLCanvasElement {\n // If we are in JSDOM environment, use document.createElement\n if (typeof document !== 'undefined' && document.createElement) {\n const canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n }\n\n // Otherwise use napi-rs/canvas directly\n const canvas = new Canvas(width, height);\n\n // Patch getContext to return mock WebGL2 context\n const originalGetContext = canvas.getContext.bind(canvas);\n canvas.getContext = function(contextId: string, options?: any) {\n if (contextId === 'webgl2') {\n return createMockWebGL2Context(canvas as unknown as HTMLCanvasElement);\n }\n if (contextId === '2d') {\n return originalGetContext('2d', options);\n }\n return originalGetContext(contextId as any, options);\n } as any;\n\n return canvas as unknown as HTMLCanvasElement;\n}\n\n/**\n * Creates a mock 2D rendering context.\n */\nexport function createMockCanvasContext2D(canvas?: HTMLCanvasElement): CanvasRenderingContext2D {\n if (!canvas) {\n canvas = createMockCanvas();\n }\n return canvas.getContext('2d') as unknown as CanvasRenderingContext2D;\n}\n\n/**\n * Spies on draw operations for verification.\n * Note: This modifies the context prototype or instance methods.\n */\nexport function captureCanvasDrawCalls(context: CanvasRenderingContext2D): DrawCall[] {\n const drawCalls: DrawCall[] = [];\n const methodsToSpy = [\n 'fillRect', 'strokeRect', 'clearRect',\n 'fillText', 'strokeText',\n 'drawImage',\n 'beginPath', 'closePath', 'moveTo', 'lineTo', 'arc', 'arcTo', 'bezierCurveTo', 'quadraticCurveTo',\n 'stroke', 'fill',\n 'putImageData'\n ];\n\n methodsToSpy.forEach(method => {\n // @ts-ignore\n const original = context[method];\n if (typeof original === 'function') {\n // @ts-ignore\n context[method] = function(...args: any[]) {\n drawCalls.push({ method, args });\n return original.apply(this, args);\n };\n }\n });\n\n return drawCalls;\n}\n\n/**\n * Creates a mock ImageData object.\n */\nexport function createMockImageData(width: number, height: number, fillColor?: [number, number, number, number]): ImageData {\n const imageData = new ImageData(width, height);\n if (fillColor) {\n const [r, g, b, a] = fillColor;\n for (let i = 0; i < imageData.data.length; i += 4) {\n imageData.data[i] = r;\n imageData.data[i + 1] = g;\n imageData.data[i + 2] = b;\n imageData.data[i + 3] = a;\n }\n }\n return imageData;\n}\n\n/**\n * Creates a mock Image element.\n */\nexport function createMockImage(width?: number, height?: number, src?: string): HTMLImageElement {\n const img = new Image();\n if (width) img.width = width;\n if (height) img.height = height;\n if (src) img.src = src;\n return img as unknown as HTMLImageElement;\n}\n","\nexport interface MockRAF {\n tick(timestamp?: number): void;\n advance(deltaMs?: number): void;\n getCallbacks(): FrameRequestCallback[];\n reset(): void;\n enable(): void;\n disable(): void;\n}\n\n/**\n * Creates a mock implementation of requestAnimationFrame that allows manual control.\n * It replaces the global requestAnimationFrame and cancelAnimationFrame.\n */\nexport function createMockRAF(): MockRAF {\n let callbacks: { id: number; callback: FrameRequestCallback }[] = [];\n let nextId = 1;\n let currentTime = 0;\n\n const originalRAF = global.requestAnimationFrame;\n const originalCancelRAF = global.cancelAnimationFrame;\n\n const raf = (callback: FrameRequestCallback): number => {\n const id = nextId++;\n callbacks.push({ id, callback });\n return id;\n };\n\n const cancel = (id: number): void => {\n callbacks = callbacks.filter(cb => cb.id !== id);\n };\n\n const mock: MockRAF = {\n tick(timestamp?: number) {\n if (typeof timestamp !== 'number') {\n currentTime += 16.6; // Default to ~60fps\n } else {\n currentTime = timestamp;\n }\n\n const currentCallbacks = [...callbacks];\n callbacks = []; // Clear before execution so new RAFs go to next frame\n\n currentCallbacks.forEach(({ callback }) => {\n callback(currentTime);\n });\n },\n\n advance(deltaMs: number = 16.6) {\n this.tick(currentTime + deltaMs);\n },\n\n getCallbacks() {\n return callbacks.map(c => c.callback);\n },\n\n reset() {\n callbacks = [];\n nextId = 1;\n currentTime = 0;\n },\n\n enable() {\n global.requestAnimationFrame = raf as any;\n global.cancelAnimationFrame = cancel as any;\n },\n\n disable() {\n if (originalRAF) {\n global.requestAnimationFrame = originalRAF;\n } else {\n // @ts-ignore\n delete global.requestAnimationFrame;\n }\n\n if (originalCancelRAF) {\n global.cancelAnimationFrame = originalCancelRAF;\n } else {\n // @ts-ignore\n delete global.cancelAnimationFrame;\n }\n }\n };\n\n return mock;\n}\n\n/**\n * Creates a mock Performance object with controllable time.\n */\nexport function createMockPerformance(startTime: number = 0): Performance {\n let currentTime = startTime;\n\n const mockPerf = {\n now: () => currentTime,\n timeOrigin: startTime,\n timing: {\n navigationStart: startTime,\n },\n // Add minimal navigation/resource timing interfaces to satisfy types if needed\n clearMarks: () => {},\n clearMeasures: () => {},\n clearResourceTimings: () => {},\n getEntries: () => [],\n getEntriesByName: () => [],\n getEntriesByType: () => [],\n mark: () => {},\n measure: () => {},\n setResourceTimingBufferSize: () => {},\n toJSON: () => ({}),\n addEventListener: () => {},\n removeEventListener: () => {},\n dispatchEvent: () => true,\n } as unknown as Performance;\n\n // Enhance with control methods attached to the object (casting to any to expose them)\n (mockPerf as any).advance = (deltaMs: number) => {\n currentTime += deltaMs;\n };\n (mockPerf as any).setTime = (time: number) => {\n currentTime = time;\n };\n\n return mockPerf;\n}\n\nexport interface ControlledTimer {\n tick(): void;\n advanceBy(ms: number): void;\n clear(): void;\n}\n\n/**\n * Helper to simulate multiple frames of a game loop.\n * @param count Number of frames to simulate\n * @param frameTimeMs Time per frame in milliseconds\n * @param callback Optional callback to run inside the loop (e.g. triggering inputs)\n */\nexport function simulateFrames(count: number, frameTimeMs: number = 16.6, callback?: (frameIndex: number) => void) {\n // This assumes requestAnimationFrame is already mocked or we are driving it via manual calls\n // If using the MockRAF above, one would call mockRAF.tick() in a loop.\n // However, this helper might be intended to work with the *current* global RAF.\n\n // Check if we can drive the global RAF\n // @ts-ignore\n const raf = global.requestAnimationFrame;\n if (!raf) return;\n\n // Ideally, we'd need access to the mock controller to force ticks.\n // If this is just running standardized \"wait\", it won't work synchronously.\n // So this helper really makes sense only if we have a MockRAF instance or can control time.\n\n // For now, let's assume this helper is meant to be used with the MockRAF:\n // \"Run a loop that calls requestAnimationFrame callbacks\"\n\n // Implementation depends on how the test is set up.\n // If the user replaces global.requestAnimationFrame with our MockRAF, we can't easily access the 'mock' instance unless passed in.\n // BUT, if we implement it to just loop and invoke pending callbacks if possible, it's tricky without shared state.\n\n // Let's implement a version that requires passing the MockRAF controller, or tries to assume one.\n}\n\n/**\n * Simulates frames using a provided MockRAF controller.\n */\nexport function simulateFramesWithMock(mock: MockRAF, count: number, frameTimeMs: number = 16.6, callback?: (frameIndex: number) => void) {\n for (let i = 0; i < count; i++) {\n if (callback) callback(i);\n mock.advance(frameTimeMs);\n }\n}\n","\nimport 'fake-indexeddb/auto';\n\n/**\n * Creates a mock Storage implementation (localStorage/sessionStorage).\n */\nexport function createMockLocalStorage(initialData: Record<string, string> = {}): Storage {\n const storage = new Map<string, string>(Object.entries(initialData));\n\n return {\n getItem: (key: string) => storage.get(key) || null,\n setItem: (key: string, value: string) => storage.set(key, value),\n removeItem: (key: string) => storage.delete(key),\n clear: () => storage.clear(),\n key: (index: number) => Array.from(storage.keys())[index] || null,\n get length() { return storage.size; }\n } as Storage;\n}\n\n/**\n * Creates a mock SessionStorage implementation.\n * Functionally identical to LocalStorage mock but distinct for testing isolation.\n */\nexport function createMockSessionStorage(initialData: Record<string, string> = {}): Storage {\n return createMockLocalStorage(initialData);\n}\n\n/**\n * Creates a mock IndexedDB factory.\n * Currently relies on 'fake-indexeddb/auto' being imported which mocks the global indexedDB.\n * This helper ensures the global is available or resets it.\n */\nexport function createMockIndexedDB(): IDBFactory {\n if (typeof indexedDB === 'undefined') {\n throw new Error('IndexedDB mock not found. Ensure fake-indexeddb is loaded.');\n }\n // In a real mock scenario we might want to return a fresh instance,\n // but fake-indexeddb patches the global.\n return indexedDB;\n}\n\nexport interface StorageScenario {\n storage: Storage;\n populate(data: Record<string, string>): void;\n verify(key: string, value: string): boolean;\n}\n\n/**\n * Helper to setup a storage test scenario.\n */\nexport function createStorageTestScenario(storageType: 'local' | 'session' = 'local'): StorageScenario {\n const storage = storageType === 'local' ? createMockLocalStorage() : createMockSessionStorage();\n\n return {\n storage,\n populate(data) {\n Object.entries(data).forEach(([k, v]) => storage.setItem(k, v));\n },\n verify(key, value) {\n return storage.getItem(key) === value;\n }\n };\n}\n","\n// Basic mock of AudioContext\nexport function createMockAudioContext(): AudioContext {\n return {\n createGain: () => ({\n connect: () => {},\n gain: { value: 1, setValueAtTime: () => {} }\n }),\n createOscillator: () => ({\n connect: () => {},\n start: () => {},\n stop: () => {},\n frequency: { value: 440 }\n }),\n createBufferSource: () => ({\n connect: () => {},\n start: () => {},\n stop: () => {},\n buffer: null,\n playbackRate: { value: 1 },\n loop: false\n }),\n destination: {},\n currentTime: 0,\n state: 'running',\n resume: async () => {},\n suspend: async () => {},\n close: async () => {},\n decodeAudioData: async (buffer: ArrayBuffer) => ({\n duration: 1,\n length: 44100,\n sampleRate: 44100,\n numberOfChannels: 2,\n getChannelData: () => new Float32Array(44100)\n }),\n createBuffer: (channels: number, length: number, sampleRate: number) => ({\n duration: length / sampleRate,\n length,\n sampleRate,\n numberOfChannels: channels,\n getChannelData: () => new Float32Array(length)\n })\n } as unknown as AudioContext;\n}\n\n/**\n * Replaces the global AudioContext with a mock.\n */\nexport function setupMockAudioContext() {\n if (typeof global.AudioContext === 'undefined' && typeof global.window !== 'undefined') {\n // @ts-ignore\n global.AudioContext = class {\n constructor() {\n return createMockAudioContext();\n }\n };\n // @ts-ignore\n global.window.AudioContext = global.AudioContext;\n // @ts-ignore\n global.window.webkitAudioContext = global.AudioContext;\n }\n}\n\n/**\n * Restores the original AudioContext (if it was mocked).\n */\nexport function teardownMockAudioContext() {\n // If we mocked it on global, we might want to remove it.\n // However, usually in JSDOM it doesn't exist, so we just leave it or delete it.\n // @ts-ignore\n if (global.AudioContext && global.AudioContext.toString().includes('class')) {\n // @ts-ignore\n delete global.AudioContext;\n // @ts-ignore\n delete global.window.AudioContext;\n // @ts-ignore\n delete global.window.webkitAudioContext;\n }\n}\n\nexport interface AudioEvent {\n type: string;\n args: any[];\n}\n\n/**\n * Captures audio operations for verification.\n * Currently requires manual instrumentation or a more sophisticated Proxy mock.\n * This is a placeholder for future implementation.\n */\nexport function captureAudioEvents(context: AudioContext): AudioEvent[] {\n return [];\n}\n","\nimport { chromium, Browser, Page, BrowserContext, BrowserType } from 'playwright';\n\nexport interface PlaywrightOptions {\n headless?: boolean;\n viewport?: { width: number; height: number };\n args?: string[];\n recordVideo?: { dir: string; size?: { width: number; height: number } };\n}\n\nexport interface PlaywrightTestClient {\n browser: Browser;\n context: BrowserContext;\n page: Page;\n navigate(url: string): Promise<void>;\n waitForGame(timeout?: number): Promise<void>;\n injectInput(type: 'keydown' | 'keyup', key: string): Promise<void>;\n injectMouse(type: 'move' | 'down' | 'up', x?: number, y?: number, button?: number): Promise<void>;\n screenshot(path: string): Promise<void>;\n close(): Promise<void>;\n}\n\nexport interface GameStateCapture {\n origin?: { x: number, y: number, z: number };\n angles?: { x: number, y: number, z: number };\n health?: number;\n // Add more properties as needed\n}\n\n/**\n * Creates a Playwright test client wrapper.\n */\nexport async function createPlaywrightTestClient(options: PlaywrightOptions = {}): Promise<PlaywrightTestClient> {\n const browser = await chromium.launch({\n headless: options.headless ?? true,\n args: options.args || [\n '--use-gl=egl',\n '--ignore-gpu-blocklist',\n '--no-sandbox',\n '--disable-setuid-sandbox'\n ],\n });\n\n const context = await browser.newContext({\n viewport: options.viewport || { width: 1280, height: 720 },\n recordVideo: options.recordVideo,\n deviceScaleFactor: 1,\n });\n\n const page = await context.newPage();\n\n // Helper to wait for game initialization\n // Assumes the game exposes a global 'game' object or sets a class on body\n const waitForGame = async (timeout: number = 10000) => {\n try {\n await page.waitForFunction(() => {\n // Adjust this condition based on how your game signals readiness\n // e.g. window.gameInitialized or document.body.classList.contains('ready')\n return (window as any).game || document.querySelector('canvas');\n }, null, { timeout });\n } catch (e) {\n throw new Error(`Game did not initialize within ${timeout}ms`);\n }\n };\n\n const client: PlaywrightTestClient = {\n browser,\n context,\n page,\n\n async navigate(url: string) {\n await page.goto(url, { waitUntil: 'domcontentloaded' });\n },\n\n async waitForGame(timeout) {\n await waitForGame(timeout);\n },\n\n async injectInput(type, key) {\n if (type === 'keydown') {\n await page.keyboard.down(key);\n } else {\n await page.keyboard.up(key);\n }\n },\n\n async injectMouse(type, x = 0, y = 0, button = 0) {\n if (type === 'move') {\n await page.mouse.move(x, y);\n } else if (type === 'down') {\n await page.mouse.down({ button: button === 0 ? 'left' : (button === 2 ? 'right' : 'middle') });\n } else if (type === 'up') {\n await page.mouse.up({ button: button === 0 ? 'left' : (button === 2 ? 'right' : 'middle') });\n }\n },\n\n async screenshot(path) {\n await page.screenshot({ path });\n },\n\n async close() {\n await browser.close();\n }\n };\n\n return client;\n}\n\n/**\n * Waits for the game to be ready on the provided page.\n */\nexport async function waitForGameReady(page: Page, timeout: number = 10000): Promise<void> {\n await page.waitForFunction(() => {\n return (window as any).game || document.querySelector('canvas');\n }, null, { timeout });\n}\n\n/**\n * Captures the current game state from the browser.\n * Requires the game to expose state globally (e.g. window.game.state).\n */\nexport async function captureGameState(page: Page): Promise<GameStateCapture> {\n return await page.evaluate(() => {\n // This is a placeholder. You need to adapt it to your actual game global exposure.\n // For example: return window.game.getLocalPlayerState();\n const game = (window as any).game;\n if (!game) return {};\n\n // Example: access player entity\n // return {\n // origin: game.player?.origin,\n // health: game.player?.health\n // };\n return {};\n });\n}\n","\nexport interface NetworkSimulator {\n apply(page: any): Promise<void>;\n clear(page: any): Promise<void>;\n}\n\nexport type NetworkCondition = 'good' | 'slow' | 'unstable' | 'offline';\n\nexport interface NetworkConfig {\n offline: boolean;\n downloadThroughput: number; // bytes/sec\n uploadThroughput: number; // bytes/sec\n latency: number; // ms\n}\n\nconst CONDITIONS: Record<NetworkCondition, NetworkConfig> = {\n 'good': {\n offline: false,\n downloadThroughput: 10 * 1024 * 1024, // 10 Mbps\n uploadThroughput: 5 * 1024 * 1024, // 5 Mbps\n latency: 20\n },\n 'slow': {\n offline: false,\n downloadThroughput: 500 * 1024, // 500 Kbps\n uploadThroughput: 500 * 1024,\n latency: 400\n },\n 'unstable': {\n offline: false,\n downloadThroughput: 1 * 1024 * 1024,\n uploadThroughput: 1 * 1024 * 1024,\n latency: 100 // Jitter needs logic not simple preset\n },\n 'offline': {\n offline: true,\n downloadThroughput: 0,\n uploadThroughput: 0,\n latency: 0\n }\n};\n\n/**\n * Simulates network conditions using Chrome DevTools Protocol (CDP) via Playwright.\n */\nexport function simulateNetworkCondition(condition: NetworkCondition): NetworkSimulator {\n const config = CONDITIONS[condition];\n return createCustomNetworkCondition(config.latency, 0, 0, config);\n}\n\n/**\n * Creates a custom network condition simulator.\n *\n * @param latency Latency in milliseconds\n * @param jitter Approximate jitter (variation in latency) - Note: CDP doesn't support jitter natively, so this is just a placeholder or requires manual delay injection.\n * @param packetLoss Packet loss percentage (0-100) - CDP doesn't strictly support packet loss, typically emulated via \"offline\" toggling or proxy. We will ignore for basic CDP emulation.\n */\nexport function createCustomNetworkCondition(\n latency: number,\n jitter: number = 0,\n packetLoss: number = 0,\n baseConfig?: NetworkConfig\n): NetworkSimulator {\n return {\n async apply(page: any) { // Type as 'any' to avoid strict Playwright dependency in signature if not needed, or use Page\n const client = await page.context().newCDPSession(page);\n await client.send('Network.enable');\n await client.send('Network.emulateNetworkConditions', {\n offline: baseConfig?.offline || false,\n latency: latency + (Math.random() * jitter), // Basic jitter application on setup (static)\n downloadThroughput: baseConfig?.downloadThroughput || -1,\n uploadThroughput: baseConfig?.uploadThroughput || -1,\n });\n },\n async clear(page: any) {\n const client = await page.context().newCDPSession(page);\n await client.send('Network.emulateNetworkConditions', {\n offline: false,\n latency: 0,\n downloadThroughput: -1,\n uploadThroughput: -1,\n });\n }\n };\n}\n\n/**\n * Throttles bandwidth for the given page.\n */\nexport async function throttleBandwidth(page: any, bytesPerSecond: number) {\n const simulator = createCustomNetworkCondition(0, 0, 0, {\n offline: false,\n latency: 0,\n downloadThroughput: bytesPerSecond,\n uploadThroughput: bytesPerSecond\n });\n await simulator.apply(page);\n}\n","\nimport { Page } from 'playwright';\nimport path from 'path';\nimport fs from 'fs/promises';\n\nexport interface VisualDiff {\n pixelDiff: number;\n diffPath?: string;\n matched: boolean;\n}\n\n/**\n * Captures a screenshot of the current game state.\n */\nexport async function captureGameScreenshot(page: Page, name: string, options: { dir?: string, fullPage?: boolean } = {}): Promise<Buffer> {\n const dir = options.dir || '__screenshots__';\n const screenshotPath = path.join(dir, `${name}.png`);\n\n // Ensure directory exists\n await fs.mkdir(dir, { recursive: true });\n\n return await page.screenshot({\n path: screenshotPath,\n fullPage: options.fullPage ?? false,\n animations: 'disabled', // Try to freeze animations if possible\n caret: 'hide'\n });\n}\n\n/**\n * Compares two image buffers pixel-by-pixel.\n * Note: A robust implementation would use a library like 'pixelmatch' or 'looks-same'.\n * For now, we provide a basic placeholder or rely on simple buffer comparison if strict equality is needed,\n * but visual regression usually requires tolerance.\n */\nexport async function compareScreenshots(baseline: Buffer, current: Buffer, threshold: number = 0.1): Promise<VisualDiff> {\n // Ideally use pixelmatch here.\n // If not available, we can only check strict equality or length.\n\n if (baseline.equals(current)) {\n return { pixelDiff: 0, matched: true };\n }\n\n // Without a pixel comparison library in the shared utils deps, we can't do much more.\n // We assume the consumer might have one, or we just report failure on binary mismatch.\n\n return {\n pixelDiff: -1, // Unknown magnitude\n matched: false\n 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