- 규칙(packages/games/yut): 29칸 윷판 그래프(모서리·방은 멈췄다 출발할 때만 꺾음, 방에서는 항상 참먹이 쪽), 가락 단위 확률(realistic 0.6 / fair 0.5, 빽도 표시 가락, 낙), 윷·모·잡기 추가 던지기, 모아 둔 결과 자유 순서, 쓸 수 없는 빽도 자동 버림, 빽도는 왔던 길(trail)로, 도 자리 빽도(참먹이/바로 남), pass/reach 날 판정, 업기·잡기(지나가면 안 잡음), 개인전 2~4명(1등 종료/꼴찌까지), 팀전 4·6·8명(청·홍 번갈아, 팀원 순환), 기권(팀은 전원 기권 시 패배), 시간 초과 자동 행동(잡기 > 내기 > 업기 > 뒤처진 말 > 올리기), 3연속 초과 시 자리 비움(5초) - 테스트: 문서 10절 시나리오 + 확률 10만 회(±0.5%p), 무작위 1,000판(불변식·onTimeout 합법·결정성·리플레이), 자동 진행·무작위 기권 60판, apply p99 < 5ms. 서버 방 테스트 2개(팀전 인원 검사, 연결 끊김 자동 진행·재접속 View) - 화면(apps/web/games/yut): SVG 윷판·말(편마다 색+모양), 윷가락 던지기 애니메이션, 결과 칩 → 말 → 한 번 더 눌러 확정, 경로 미리보기와 잡기!/날!/업기 배지, 자동 이동, 칸마다 통통 이동 애니메이션, 진행 기록, 옵션·규칙 설명, 키보드 조작 - 엔진/서버(하위 호환): GameDefinition.playerCountError(옵션별 인원 규칙) 추가, 방 시작 시 검사. 방 인원이 게임 최대였으면 옵션 변경으로 범위가 바뀔 때 새 최대를 따라감(팀전 8자리) - 등록: GAMES, 카탈로그(쉬움·15~25분), 화면 레지스트리, 홈의 "준비 중" 목록에서 윷놀이 제거 - E2E: PC 방장 + 휴대폰 친구, 말 2개로 실제 화면 조작(키보드 2단계 확정)으로 끝까지, 다크 모드 화면 저장 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
273 lines
12 KiB
TypeScript
273 lines
12 KiB
TypeScript
/**
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* M2 smoke E2E for every 2-player game (docs/10 §2): PC host creates the room from the game page,
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* a phone friend joins by link, host starts, both see the board, a few legal moves are played via
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* the keyboard (role="grid" boards support arrows + Enter) and reach the opponent.
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* Run: bun e2e/games.e2e.ts [gameId...] (needs apps/web/dist built)
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*/
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import { chromium, type Page } from 'playwright-core';
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import { mkdirSync, mkdtempSync } from 'node:fs';
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import { join } from 'node:path';
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import { loadConfig } from '../apps/server/src/config';
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import { startServer } from '../apps/server/src/server';
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const PORT = Number(process.env.E2E_PORT ?? 4519);
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const ORIGIN = `http://localhost:${PORT}`;
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const SHOTS = process.env.E2E_SHOTS ?? join(import.meta.dir, '../test-results');
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mkdirSync(SHOTS, { recursive: true });
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/** Per game: key sequences on the grid, in turn order (first mover, second mover, ...). */
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interface Plan {
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/** Total players including the host (default 2). Extra players join on phones. */
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players?: number;
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/** Steps run before normal moves (e.g. janggi formation choice). */
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setup?: (host: Page, guest: Page) => Promise<void>;
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/** Board games: key sequences on the grid, in turn order. */
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moves?: string[][];
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/** Card games: custom driver over all pages (host first). */
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drive?: (pages: Page[]) => Promise<void>;
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/** Host changes game options in the lobby before starting. */
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lobby?: (host: Page) => Promise<void>;
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}
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/** Card games: whoever has the turn presses the first available safe action (check/call/…) until `rounds` actions were taken. */
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async function pressActions(pages: Page[], labels: RegExp, rounds: number) {
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for (let n = 0; n < rounds; n++) {
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let done = false;
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for (let t = 0; t < 150 && !done; t++) {
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for (const p of pages) {
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const btn = p.getByRole('button', { name: labels }).first();
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if ((await btn.count()) && (await btn.isEnabled({ timeout: 200 }).catch(() => false))) {
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if (await btn.click({ timeout: 1000 }).then(() => true, () => false)) {
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done = true;
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break;
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}
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}
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}
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if (!done) await pages[0]!.waitForTimeout(100);
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}
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if (!done) throw new Error(`no action button matching ${labels} became available (step ${n + 1})`);
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await pages[0]!.waitForTimeout(150);
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}
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}
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/** Waits until every page shows the hand result, then presses "다음 판으로" where it is offered. */
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async function finishHand(pages: Page[]) {
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for (const p of pages) await p.getByText('이번 판 결과').first().waitFor({ timeout: 10_000 });
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}
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/**
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* 윷놀이: one UI step for whoever can act on `p` — press the throw button, or pick a result chip →
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* a glowing piece (or the waiting-piece tray) → "이동하기" (the two-step move confirmation).
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*/
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async function yutStep(p: Page): Promise<boolean> {
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const throwBtn = p.getByRole('button', { name: /윷 던지기|한 번 더 던지기/ });
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if ((await throwBtn.count()) && (await throwBtn.isEnabled().catch(() => false))) {
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return throwBtn.click({ timeout: 1500 }).then(() => true, () => false);
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}
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const chip = p.locator('.yut-chip:not([disabled])').first();
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if (!(await chip.count())) return false;
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try {
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await chip.click({ timeout: 1500 });
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const src = p.locator('g.yut-hit[tabindex="0"], .yut-tray-btn.can').first();
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await src.waitFor({ timeout: 2000 });
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// Keyboard: Enter on a piece shows where it lands, Enter again on the same piece moves it.
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const h = await src.elementHandle({ timeout: 1000 });
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await h!.focus();
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await p.keyboard.press('Enter');
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await p.getByRole('button', { name: /^이동하기/ }).waitFor({ timeout: 1500 });
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await h!.focus();
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await p.keyboard.press('Enter');
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return true;
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} catch {
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return false;
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}
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}
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const PLANS: Record<string, Plan> = {
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yut: {
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// 말 2개로 줄여서 PC 방장 + 휴대폰 친구가 실제 화면 조작으로 끝까지 둔다(중간 화면도 저장).
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lobby: async (host) => {
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await host.getByRole('button', { name: '2개', exact: true }).click();
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await host.getByRole('button', { name: '설정 저장' }).click();
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await host.getByText(/말 2개/).first().waitFor();
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},
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drive: async (pages) => {
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const [host, guest] = pages as [Page, Page];
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let actions = 0;
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let shot = false;
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const until = Date.now() + 300_000;
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const over = () => host.getByText(/이겼어요|아쉽게 졌어요/).count();
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while (Date.now() < until && !(await over())) {
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let acted = false;
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for (const p of pages) {
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if (await yutStep(p)) {
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acted = true;
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actions++;
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break;
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}
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}
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if (actions >= 16 && !shot) {
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shot = true;
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await host.waitForTimeout(400);
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await host.screenshot({ path: join(SHOTS, 'yut-mid-pc.png') });
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await guest.screenshot({ path: join(SHOTS, 'yut-mid-phone.png'), fullPage: true });
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await guest.emulateMedia({ colorScheme: 'dark' });
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await guest.screenshot({ path: join(SHOTS, 'yut-mid-phone-dark.png') });
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await guest.emulateMedia({ colorScheme: 'light' });
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}
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if (!acted) await host.waitForTimeout(120);
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}
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if (!(await over())) throw new Error(`game did not finish (${actions} UI actions)`);
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await guest.getByText(/이겼어요|아쉽게 졌어요/).waitFor();
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console.log(` yut: finished after ${actions} UI actions`);
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},
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},
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seotda: {
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// 3 players, default 2장 섯다 (1장씩 두 번): everyone checks both betting rounds → showdown.
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players: 3,
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drive: async (pages) => {
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await pressActions(pages, /^(체크|콜)/, 6);
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await finishHand(pages);
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},
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},
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poker: {
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// 3 players, default 7포커: 초이스 (discard 1st card, open 2nd), then everyone checks 4 streets → showdown.
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players: 3,
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drive: async (pages) => {
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for (const p of pages) {
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const cards = p.locator('.pk-mine button');
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await cards.first().waitFor();
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await cards.nth(0).click();
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await cards.nth(1).click();
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await p.getByRole('button', { name: '확인', exact: true }).click();
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}
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await pressActions(pages, /^체크/, 12);
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await finishHand(pages);
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},
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},
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othello: {
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// cursor starts at d4 (3,3): black d3 = up; then white c3 = up, left
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moves: [['ArrowUp', 'Enter'], ['ArrowUp', 'ArrowLeft', 'Enter']],
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},
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chess: {
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// cursor starts on the e-file pawn of whoever is at the bottom: white e2-e4, black d7-d5 (board flipped)
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moves: [['Enter', 'ArrowUp', 'ArrowUp', 'Enter'], ['Enter', 'ArrowUp', 'ArrowUp', 'Enter']],
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},
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baduk: {
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// cursor starts at 천원: black plays there, white plays one point to the left
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moves: [['Enter'], ['ArrowLeft', 'Enter']],
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},
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janggi: {
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// Both sides pick 안상차림 (order may be han-first), then each pushes the centre 졸 one step.
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setup: async (host, guest) => {
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for (let round = 0; round < 20; round++) {
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let picked = false;
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for (const p of [host, guest]) {
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const btn = p.getByRole('button', { name: /^안상차림/ });
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// The card list disappears right after choosing, so every probe must be short and tolerant.
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if ((await btn.count()) && (await btn.isEnabled({ timeout: 500 }).catch(() => false))) {
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picked = await btn
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.click({ timeout: 1000 })
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.then(() => true)
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.catch(() => false);
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}
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}
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if (await host.evaluate(() => !document.body.innerText.includes('상차림을 골라'))) {
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if (await guest.evaluate(() => !document.body.innerText.includes('상차림을 골라'))) return;
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}
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if (!picked) await host.waitForTimeout(200);
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}
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throw new Error('상차림 단계가 끝나지 않음');
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},
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moves: [
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['ArrowUp', 'ArrowUp', 'Enter', 'ArrowUp', 'Enter'],
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['ArrowUp', 'ArrowUp', 'Enter', 'ArrowUp', 'Enter'],
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],
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},
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};
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const games = process.argv.slice(2).length ? process.argv.slice(2) : Object.keys(PLANS);
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const app = startServer({
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config: loadConfig({ PORT: String(PORT), DB_PATH: join(mkdtempSync(join(process.env.TMPDIR ?? '/tmp', 'bg-e2e-')), 'app.db'), PUBLIC_ORIGIN: ORIGIN }),
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log: () => {},
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staticDir: join(import.meta.dir, '../apps/web/dist'),
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});
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const browser = await chromium.launch({ executablePath: process.env.CHROME ?? '/usr/bin/google-chrome', headless: true });
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let failed = false;
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async function keys(page: Page, seq: string[]) {
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await page.locator('[role="grid"]').first().focus();
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for (const k of seq) await page.keyboard.press(k);
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}
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for (const id of games) {
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const plan = PLANS[id];
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if (!plan) {
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console.log(`✗ ${id}: no plan`);
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failed = true;
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continue;
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}
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const errors: string[] = [];
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const host = await (await browser.newContext({ viewport: { width: 1440, height: 900 }, locale: 'ko-KR' })).newPage();
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const guests: Page[] = [];
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for (let g = 1; g < (plan.players ?? 2); g++) {
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guests.push(await (await browser.newContext({ viewport: { width: 390, height: 844 }, isMobile: true, hasTouch: true, locale: 'ko-KR' })).newPage());
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}
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const guest = guests[0]!;
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for (const p of [host, ...guests]) p.on('pageerror', (e) => errors.push(`${id}: ${e.message}`));
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try {
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await host.goto(`${ORIGIN}/g/${id}`);
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await host.getByRole('button', { name: /친구랑 하기/ }).click();
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await host.getByLabel('내 이름(닉네임)').fill('방장');
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await host.getByRole('button', { name: '이 이름으로 시작하기' }).click();
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await host.waitForURL(/\/r\/\d{6}$/);
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const code = host.url().slice(-6);
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for (const [gi, g] of guests.entries()) {
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const nick = gi === 0 ? '친구' : `친구${gi + 1}`;
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await g.goto(`${ORIGIN}/r/${code}`);
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await g.getByLabel('내 이름(닉네임)').fill(nick);
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await g.getByRole('button', { name: '이 이름으로 입장하기' }).click();
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await host.getByLabel('자리').getByText(nick, { exact: true }).waitFor();
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}
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if (plan.lobby) await plan.lobby(host);
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await host.screenshot({ path: join(SHOTS, `${id}-0-lobby.png`) });
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await host.getByRole('button', { name: '▶ 게임 시작' }).click();
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await host.getByRole('button', { name: '시작하기' }).click();
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if (plan.drive) {
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await host.locator('.turn-status').waitFor();
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await plan.drive([host, ...guests]);
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} else {
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await host.locator('[role="grid"]').first().waitFor();
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await guest.locator('[role="grid"]').first().waitFor();
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}
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if (plan.setup) await plan.setup(host, guest);
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const status = async (p: Page) => (await p.locator('.turn-status').innerText()).trim();
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// Sides may be random: whoever shows "내 차례예요" plays the next sequence.
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const myTurn = (p: Page) => p.evaluate(() => !!document.querySelector('.turn-status')?.textContent?.includes('내 차례예요'));
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for (const seq of plan.moves ?? []) {
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let mover: Page | null = null;
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for (let t = 0; t < 100 && !mover; t++) {
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if (await myTurn(host)) mover = host;
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else if (await myTurn(guest)) mover = guest;
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else await host.waitForTimeout(100);
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}
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if (!mover) throw new Error('nobody has the turn');
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await keys(mover, seq);
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await mover.waitForFunction(() => !document.querySelector('.turn-status')?.textContent?.includes('내 차례예요'), null, { timeout: 5000 });
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}
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await host.screenshot({ path: join(SHOTS, `${id}-1-game-pc.png`) });
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await guest.screenshot({ path: join(SHOTS, `${id}-2-game-phone.png`) });
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if (errors.length) throw new Error(errors.join(' | '));
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console.log(`✓ ${id} (host: ${await status(host)})`);
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} catch (e) {
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failed = true;
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console.log(`✗ ${id}: ${(e as Error).message.split('\n')[0]}`);
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await host.screenshot({ path: join(SHOTS, `${id}-fail-host.png`) }).catch(() => {});
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await guest.screenshot({ path: join(SHOTS, `${id}-fail-guest.png`) }).catch(() => {});
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}
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}
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await browser.close();
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await app.stop();
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console.log(failed ? 'E2E FAILED' : 'E2E PASSED');
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process.exit(failed ? 1 : 0);
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