terainia/test
Maximus Gorog c8def4ae45 ui-settings-sliders: fix step-alignment test
The render-distance slider has step=16 in the HTML; setting .value
to 120 snaps to the nearest valid value (128). The test was asserting
the displayed text contained "120" — never true. Changed to 128
(actually on a step boundary). Pure test correctness; UI behavior
was right all along (snap-to-step is the slider's intended behavior).

All four UI scenarios now green on hardware Chromium:
  ui-menu-open-close   13 steps  2.44s  ✓
  ui-hotbar            10 steps  1.07s  ✓
  ui-respawn           14 steps  3.38s  ✓
  ui-settings-sliders  15 steps  1.52s  ✓

FPS on real hardware: 61.9 fps (16.2ms median) — matches the
deployment, confirms the game itself is fast. The earlier 3 fps
was Playwright's SwiftShader software path.
2026-05-24 17:47:34 -06:00
..
scenarios ui-settings-sliders: fix step-alignment test 2026-05-24 17:47:34 -06:00
.gitignore Test harness: declarative Playwright scenarios + wasm state bindings 2026-05-24 10:51:17 -06:00
attach.py Performant UI test harness — attach to real Chrome 2026-05-24 17:41:05 -06:00
launch.py test harness: default to localhost, not the prod deploy 2026-05-24 11:29:55 -06:00
peek.py Test harness: declarative Playwright scenarios + wasm state bindings 2026-05-24 10:51:17 -06:00
README.md Performant UI test harness — attach to real Chrome 2026-05-24 17:41:05 -06:00
requirements.txt Test harness: declarative Playwright scenarios + wasm state bindings 2026-05-24 10:51:17 -06:00
run.py Tick/toc instrumentation across build + test + mesh phases 2026-05-24 11:49:08 -06:00

Test harness — declarative visual + behavioral scenarios

Dev-only. Runs entirely on your machine against a local build. Nothing here ever touches the production deploy — that's a release target, not a test surface.

Two modes

When you want Use GPU
Functional UI + game-state tests attach.py to your real Chrome hardware
Visual regression screenshots only launch.py (Playwright Chromium) software

Playwright's bundled Chromium falls to SwiftShader (software CPU rasterization) on Linux, so it's fine for "did this menu open?" but useless for "is this fast enough?". For perf-sensitive scenarios attach to your normal Chrome instead.

Start Chrome yourself, once, with debug port + a separate profile:

google-chrome \
  --remote-debugging-port=9222 \
  --user-data-dir=/tmp/voxel-dev-chrome \
  http://localhost:8080/

(Use chromium, google-chrome-stable, or whichever Chrome binary your distro has — the flags are the same.) Keep that window open. Then from this directory:

python3 attach.py                                 # health check
python3 peek.py                                   # screenshot + telemetry
python3 run.py scenarios/ui-menu.yaml             # drive a scenario

The --user-data-dir keeps the debug-port Chrome separate from your normal browsing session so cookies / history don't leak either way.

Mirrors the cucucaracha (lacucarachanews) toolkit pattern: launch.py opens a Chromium with persistent profile + CDP on port 9222; small attach-only tools drive the same session via Playwright.

What's different: the game exposes a small set of wasm bindings so scenarios can declaratively set scene state and read back telemetry, not just click DOM elements. See src/bridges.rs wasm_api for the exports.

Setup (once per machine)

# In the repo root, install the Python harness deps.
cd test
python3 -m venv .venv
. .venv/bin/activate
pip install -r requirements.txt
playwright install chromium

The dev loop

Two terminals. Both run on your machine, never on the production VPS.

Terminal 1 — local game server:

cd /home/maximus/.env/web/voxel-game
./run.sh --no-tunnel
# Builds wasm + server, serves on http://localhost:8080
# (Or `docker compose up` if you prefer the same container we deploy.)

Leave that running. Edit Rust / WGSL / JS → re-run ./run.sh --no-tunnel → refresh the browser tab.

Terminal 2 — Playwright session against the local server:

cd /home/maximus/.env/web/voxel-game/test
. .venv/bin/activate
python3 launch.py                          # default: http://localhost:8080/

That opens a Chromium window pointed at your local game with CDP on port 9222. launch.py exits to idle; the browser stays up so you can attach tools to it. If nothing's listening on :8080 you'll get a clear error message — start the dev server first.

Terminal 3 — drive scenarios + take screenshots:

python3 peek.py                                       # snapshot + telemetry
python3 run.py scenarios/lighting-times-of-day.yaml   # 6 screenshots
python3 run.py scenarios/god-rays-look-at-sun.yaml
python3 run.py scenarios/voxel-construction-darkness.yaml

Screenshots land in test/screenshots/. Diff them against your baseline (visually or with magick compare) to catch regressions.

Pointing at the deployed build (rarely)

You almost never want this. The deploy lags your local code, so a bug you fixed locally still appears there until you push + rebuild the container. But if you want a one-off sanity check:

python3 launch.py --url https://voxel.mxvs.art/

The harness will happily attach; just remember you're looking at whatever tag is currently deployed, not your in-progress work.

The browser stays open; profile lives at ./.browser_profile/. CDP listens on localhost:9222 so the other tools can attach.

One-shot inspection / screenshot

python3 peek.py            # screenshot + dump game telemetry
python3 peek.py --json     # machine-readable

Writes a PNG to screenshots/<ts>_peek.png.

Run a scenario

python3 run.py scenarios/lighting-times-of-day.yaml

Scenarios are YAML lists of steps. Each step is one of:

step meaning
wait_for: <js_expr> block until js_expr evaluates truthy
wait: <ms> sleep that many ms
eval: <js> run JS in the page (state setters, etc.)
key: <key> [hold: ms] press a key (optionally hold)
mouse_move: [dx, dy] relative mouse motion
mouse: <down|up|click> mouse button events
screenshot: <name>.png save canvas screenshot to screenshots/
assert: <js_expr> fail scenario if js_expr is falsy

UI test scenarios

These exercise interactions via DOM events + wasm calls — no pixel-clicking, no reliance on render perf, fast on any backend.

Scenario Asserts
ui-menu-open-close.yaml Settings menu opens via the ≡ button, closes via Resume
ui-hotbar.yaml Hotbar slot selection via DOM click + keyboard digit
ui-respawn.yaml Void-death triggers death screen; respawn button restores HP
ui-settings-sliders.yaml FOV/render-dist/time-scale slider input round-trips to displayed value

Plus the visual / perf scenarios that also work in attach mode:

Scenario Asserts
lighting-times-of-day.yaml Visual sweep of noon → sunset → midnight → sunrise
god-rays-look-at-sun.yaml Shafts visible at four sun altitudes
voxel-construction-darkness.yaml sky_vis bake responds to surrounding voxels
bench-pass-cost.yaml Sweeps bench-flag configs; meaningful only on hardware

Available game-state JS bindings

All exported by the wasm module (see src/bridges.rs::wasm_api). After wait_for: "window.voxel_game !== undefined", call as window.voxel_game.<fn>(...).

Setter Effect
set_scene_time(t: f32) jump shader time to t seconds
set_time_scale(s: f32) freeze (0) / fast-forward time
teleport(x, y, z) move player feet to (x,y,z)
look_at(yaw, pitch) set camera angles (radians)
set_paused(b) pause input + physics
set_fov(deg) / set_mouse_sens(s) / set_render_distance(blocks) settings
respawn() one-shot respawn request
Getter Returns
get_scene_time() f32
get_position() [x, y, z]
get_camera_angles() [yaw, pitch]
get_hp() / is_alive() from death/respawn state

Why this exists

When something looks wrong (e.g. "tops of blocks don't react to sunset"), the dev loop without this is: deploy, open browser, fiddle the time slider, compare to baseline by memory. With this, the loop is: write a scenario that screenshots the same view at noon / sunset / midnight, run it, diff the screenshots against a baseline. Bugs become visible in one command.

For non-visual behaviors (e.g. "is the joystick releasing correctly?") the same harness sends keyboard events and reads back position telemetry to assert "after release, player stops moving within N ms".

Sanity guarantees

  • Persistent profile means cookies, settings, and game state survive across launch.py runs. The first launch is "fresh"; subsequent ones resume where you left off.
  • launch.py never touches the page beyond the initial navigation. Scenarios drive the session; the launcher just hosts the browser.
  • All tools attach via CDP — closing them doesn't close the browser.