feat(player): add reconnect/offline states in angular gameplay flow
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@@ -12,18 +12,70 @@ function jsonResponse(status: number, body: unknown) {
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} as unknown as Response;
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}
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function sessionDetailPayload(status: string, options?: { answers?: string[]; players?: Array<{ id: number; nickname: string; score: number }>; roundQuestionId?: number | null }) {
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const answers = options?.answers ?? [];
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const roundQuestionId = options?.roundQuestionId ?? 11;
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return {
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session: {
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code: 'ABCD12',
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status,
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host_id: null,
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current_round: 1,
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players_count: (options?.players ?? []).length,
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},
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round_question:
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roundQuestionId === null
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? null
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: {
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id: roundQuestionId,
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round_number: 1,
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prompt: 'Q?',
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shown_at: '2026-01-01T00:00:00Z',
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answers: answers.map((text) => ({ text })),
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},
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players: (options?.players ?? []).map((player) => ({
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...player,
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is_connected: true,
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})),
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phase_view_model: {
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status,
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round_number: 1,
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players_count: (options?.players ?? []).length,
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constraints: {
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min_players_to_start: 2,
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max_players_mvp: 8,
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min_players_reached: true,
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max_players_allowed: true,
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},
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host: {
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can_start_round: false,
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can_show_question: false,
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can_mix_answers: false,
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can_calculate_scores: false,
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can_reveal_scoreboard: false,
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can_start_next_round: false,
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can_finish_game: false,
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},
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player: {
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can_join: status === 'lobby',
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can_submit_lie: status === 'lie',
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can_submit_guess: status === 'guess',
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can_view_final_result: status === 'finished',
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},
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},
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};
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}
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describe('PlayerShellComponent gameplay wiring', () => {
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afterEach(() => {
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vi.useRealTimers();
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vi.restoreAllMocks();
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});
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it('clears selected guess when refreshed status is no longer guess', async () => {
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const fetchMock: FetchMock = vi.fn().mockResolvedValue(
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jsonResponse(200, {
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session: { code: 'ABCD12', status: 'reveal', current_round: 1 },
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round_question: { id: 11, prompt: 'Q?', answers: [{ text: 'A' }] },
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players: [],
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})
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jsonResponse(200, sessionDetailPayload('reveal', { answers: ['A'] }))
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);
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vi.stubGlobal('fetch', fetchMock);
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@@ -46,13 +98,7 @@ describe('PlayerShellComponent gameplay wiring', () => {
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.fn()
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.mockResolvedValueOnce(jsonResponse(500, { error: 'Temporary submit outage' }))
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.mockResolvedValueOnce(jsonResponse(200, { ok: true }))
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.mockResolvedValueOnce(
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jsonResponse(200, {
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session: { code: 'ABCD12', status: 'guess', current_round: 1 },
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round_question: { id: 11, prompt: 'Q?', answers: [{ text: 'A' }, { text: 'B' }] },
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players: [],
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})
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);
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.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('guess', { answers: ['A', 'B'] })));
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vi.stubGlobal('fetch', fetchMock);
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@@ -64,6 +110,7 @@ describe('PlayerShellComponent gameplay wiring', () => {
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component.session = {
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session: { code: 'ABCD12', status: 'lie', current_round: 1 },
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round_question: { id: 11, prompt: 'Q?', answers: [] },
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players: [],
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};
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await component.submitLie();
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@@ -88,14 +135,16 @@ describe('PlayerShellComponent gameplay wiring', () => {
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it('builds final leaderboard in finished status without legacy page hop', async () => {
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const fetchMock: FetchMock = vi.fn().mockResolvedValue(
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jsonResponse(200, {
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session: { code: 'ABCD12', status: 'finished', current_round: 2 },
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round_question: null,
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players: [
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{ id: 2, nickname: 'Mads', score: 150 },
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{ id: 1, nickname: 'Luna', score: 320 },
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],
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})
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jsonResponse(
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200,
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sessionDetailPayload('finished', {
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roundQuestionId: null,
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players: [
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{ id: 2, nickname: 'Mads', score: 150 },
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{ id: 1, nickname: 'Luna', score: 320 },
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],
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})
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)
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);
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vi.stubGlobal('fetch', fetchMock);
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@@ -113,13 +162,7 @@ describe('PlayerShellComponent gameplay wiring', () => {
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.fn()
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.mockResolvedValueOnce(jsonResponse(503, { error: 'Guess queue busy' }))
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.mockResolvedValueOnce(jsonResponse(200, { ok: true }))
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.mockResolvedValueOnce(
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jsonResponse(200, {
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session: { code: 'ABCD12', status: 'reveal', current_round: 1 },
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round_question: { id: 11, prompt: 'Q?', answers: [{ text: 'A' }, { text: 'B' }] },
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players: [],
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})
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);
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.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('reveal', { answers: ['A', 'B'] })));
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vi.stubGlobal('fetch', fetchMock);
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@@ -131,6 +174,7 @@ describe('PlayerShellComponent gameplay wiring', () => {
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component.session = {
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session: { code: 'ABCD12', status: 'guess', current_round: 1 },
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round_question: { id: 11, prompt: 'Q?', answers: [{ text: 'A' }, { text: 'B' }] },
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players: [],
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};
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await component.submitGuess();
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@@ -153,4 +197,34 @@ describe('PlayerShellComponent gameplay wiring', () => {
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expect(component.selectedGuess).toBe('');
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expect(fetchMock).toHaveBeenCalledTimes(3);
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});
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it('enters reconnecting state when network request fails while online', async () => {
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vi.stubGlobal('navigator', { onLine: true });
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const fetchMock: FetchMock = vi.fn().mockRejectedValueOnce(new TypeError('Failed to fetch'));
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vi.stubGlobal('fetch', fetchMock);
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const component = new PlayerShellComponent();
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component.sessionCode = 'ABCD12';
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await component.refreshSession();
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expect(component.connectionState).toBe('reconnecting');
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expect(component.error).toContain('Session refresh failed: Could not load lobby status.');
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});
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it('uses offline state when browser reports disconnected network', async () => {
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vi.stubGlobal('navigator', { onLine: false });
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const fetchMock: FetchMock = vi.fn().mockRejectedValue(new TypeError('Failed to fetch'));
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vi.stubGlobal('fetch', fetchMock);
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const component = new PlayerShellComponent();
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component.sessionCode = 'ABCD12';
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await component.refreshSession();
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expect(component.connectionState).toBe('offline');
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expect(component.error).toContain('Session refresh failed');
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});
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});
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