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docs/SPA_VISUAL_REALTIME_SMOKE_ARTIFACT.md
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docs/SPA_VISUAL_REALTIME_SMOKE_ARTIFACT.md
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# SPA visual + realtime smoke artifact
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## Purpose
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This is the Batch 6 manual evidence lane for the presenter-host and player-phone overhaul. Use it when `USE_SPA_UI=true` and you need reviewable proof that the Angular host/player shells behave correctly across realtime reconnects, role-based visibility, and multi-device presentation.
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The automated companion lane for this checklist is:
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```bash
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npm --prefix frontend/angular test -- src/app/realtime-visual-smoke.spec.ts
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```
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## When to capture it
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- Staging or local smoke after a host/player visual or realtime change.
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- Before asking for SPA cutover confidence beyond unit-level component coverage.
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- When reconnect recovery or developer-state safety changed and reviewers need concrete device evidence.
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## Evidence template
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```markdown
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### SPA visual + realtime smoke evidence
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- Timestamp (UTC): <YYYY-MM-DD HH:MM>
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- Environment: <local/staging>
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- Commit/Head SHA: <sha>
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- `USE_SPA_UI`: `true`
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- Locale: <en/da>
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- Devices: projected host + <N> player phones/tabs
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#### Setup
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- Host route: `/lobby/ui/host`
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- Player route: `/lobby/ui/player`
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- Session code: <code>
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- Participants joined: <list or count>
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- Developer-state left OFF by default before evidence capture: <yes/no>
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#### Checks (PASS/FAIL)
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1. Presenter-only question visibility
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- Host lie/presenter scene shows the active prompt: <pass/fail>
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- Player phones stay prompt-hidden until the allowed phase payload reveals it: <pass/fail>
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2. Reconnect recovery
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- Disconnect one player device or throttle network during an active lie/guess input: <pass/fail>
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- Reconnect badge/card appears without clearing the local draft/selection: <pass/fail>
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- Recovered websocket push resumes before the 3s polling fallback becomes the steady-state transport: <pass/fail>
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3. Multi-device reveal + scoreboard
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- At least 3 player devices reach reveal and scoreboard together: <pass/fail>
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- Host projected scene remains presenter-grade through reveal and final standings: <pass/fail>
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- Shared player identity tokens/colors/icons stay consistent between the projected host roster and player-phone developer-state snapshots: <pass/fail>
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4. Developer-state safety
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- Host developer-state screenshot or recording captured separately from the default presenter screen: <pass/fail>
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- Player developer-state screenshot or recording captured separately from the default phone UI: <pass/fail>
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- Host/player developer-state captures show the current `phase_display.theme` and `phase_display.ornament` tokens plus each player `identity.token` and `identity.icon` so contract-driven scene art/copy and roster styling can be traced back to the payload: <pass/fail>
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- At least one lie/guess/reveal capture shows an authored question ornament slug from admin/bootstrap content instead of only the deterministic fallback set: <pass/fail>
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5. Optional host voice cue check
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- Host-only voice playback still routes on the primary device when enabled: <pass/fail/not-run>
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#### Artifact pointers
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- Automated smoke command: `npm --prefix frontend/angular test -- src/app/realtime-visual-smoke.spec.ts`
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- Screenshot/video refs:
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- host projected scene: <ref>
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- reconnect recovery: <ref>
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- reveal/scoreboard multi-device: <ref>
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- host/player developer-state: <ref>
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- Result: <PASS/FAIL>
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- If FAIL: blocker link + shortest repro
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```
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## Minimum acceptable artifact
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- One projected host screenshot during lie, reveal, or scoreboard.
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- One player-device capture showing reconnect recovery or input preservation.
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- One reveal or scoreboard capture with 3+ player devices.
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- Separate host and player developer-state captures so diagnostics stay out of the default presentation.
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