terainia/test/scenarios/ui-menu-open-close.yaml
Maximus Gorog 3ed16c2aaf Performant UI test harness — attach to real Chrome
Per your direction: tests must be able to debug UI/UX behaviors and
must be performant. Playwright's bundled Chromium falls to SwiftShader
on Linux which is fine for visual scenarios but tanks anything where
fps matters. New attach-mode lets us drive YOUR Chrome (hardware GPU)
without needing Playwright to spawn its own.

test/attach.py:
  - One-shot health check that connects to localhost:9222 (Chrome
    already running with --remote-debugging-port). Doesn't spawn,
    doesn't close. Just confirms attach + reports the FPS HUD value.
  - peek.py and run.py already attach via CDP, so they work as-is
    once Chrome is started with the debug port.

test/README.md:
  - New "Two modes" section up front: attach (your real Chrome,
    hardware) vs launch (Playwright Chromium, software). Each has a
    legitimate use; perf-sensitive work goes through attach.
  - Workflow:
      google-chrome --remote-debugging-port=9222 \\
        --user-data-dir=/tmp/voxel-dev-chrome http://localhost:8080/
      python3 attach.py        # health check
      python3 run.py scenarios/ui-menu-open-close.yaml

New UI scenarios that drive interactions via DOM events / wasm calls,
not pixel screenshots. Render-independent, fast on any backend:

  ui-menu-open-close.yaml    Click ≡ → assert menu-open class →
                              click resume → assert closed.
  ui-hotbar.yaml             pointerdown on slot 4 → assert .active
                              moved. Digit1 keypress → assert .active
                              back to slot 0.
  ui-respawn.yaml            teleport into void → wait → assert
                              is_alive()===false + body.dead class +
                              death screen visible. Click respawn-btn
                              → assert hp===20, alive===true.
  ui-settings-sliders.yaml   Slider .value = N + dispatch 'input' →
                              assert displayed value updates → unwind
                              so the page isn't left frozen.

README updates list all scenarios. No code in the game changed —
this is pure test-harness additions.
2026-05-24 17:41:05 -06:00

39 lines
1.3 KiB
YAML

name: ui-menu-open-close
description: |
Verify the settings menu opens, closes, and its presence is
reflected in body class state. Drives the menu button directly
(DOM click) so this works whether the canvas has pointer-lock
or not. Independent of render perf.
steps:
- wait_for: "window.voxel_game && document.getElementById('menu-btn')"
# Menu starts closed.
- assert: "!document.body.classList.contains('menu-open')"
# Click the menu-btn ≡ in the top-right. Open.
- eval: "document.getElementById('menu-btn').click()"
- wait: 200
- assert: "document.body.classList.contains('menu-open')"
# Game should be paused while menu is open.
- assert: "document.body.classList.contains('menu-open')"
# Screenshot for visual confirmation.
- screenshot: 01-menu-open.png
# Click resume button. Closes (or requests pointer-lock in PC mode).
- eval: "document.getElementById('menu-resume').click()"
- wait: 200
- screenshot: 02-after-resume.png
# Re-open via Escape (mobile mode only — Escape is handled by
# the menu setup when inputMode === "mobile"). Skip the assertion
# in PC mode since Escape would unlock pointer instead.
- eval: |
const isTouch = document.body.classList.contains('touch');
if (isTouch) {
document.getElementById('menu-btn').click();
}
- wait: 200
- screenshot: 03-final.png