Files
Battle-for-Tismo/tests/loading_test.js
T

126 lines
4.8 KiB
JavaScript

import { TestCase } from "./framework/test_case.js";
import { setupDom, teardownDom } from "./framework/dom.js";
import { LoadingLog } from "../client/js/loading.js";
import { GameScreen } from "../client/js/game_screen.js";
import { CIVILISATIONS } from "../shared/data.js";
import { smallState } from "./framework/helpers.js";
export class LoadingTest extends TestCase {
async test_steps_are_logged_with_their_timings() {
const env = await setupDom();
try {
const log = new LoadingLog().bind(env.$("#loading-overlay"));
log.begin();
this.assertFalse(env.$("#loading-overlay").hasClass("hidden"), "the overlay is shown");
this.assertSize(env.$("#loading-overlay .loading-line"), 1, "the boot line is first");
log.step("did a thing");
log.measure("did a bigger thing", () => 42);
log.finish();
const lines = env.$("#loading-overlay .loading-line");
this.assertGreaterOrEqual(lines.length, 4, "every step is a line");
const text = lines.map((_index, element) => env.$(element).text()).get().join("\n");
this.assertTrue(text.includes("did a thing"), "the step label is shown");
this.assertTrue(text.includes("did a bigger thing"), "the measured label is shown");
this.assertTrue(text.includes("Total map setup"), "the total is shown");
this.assertTrue(/ms|s/.test(text), "each line carries a duration");
} finally {
teardownDom(env);
}
}
async test_measure_returns_the_wrapped_value_and_logs_nothing_when_idle() {
const idle = new LoadingLog();
this.assertEqual(idle.measure("noop", () => 7), 7, "the value is returned when idle");
idle.step("ignored");
this.assertNull(idle.$root, "an unbound log stays inert");
const env = await setupDom();
try {
const log = new LoadingLog().bind(env.$("#loading-overlay"));
log.begin();
this.assertEqual(log.measure("value", () => 7), 7, "the value is returned while active");
this.assertGreater(env.$("#loading-overlay .loading-line").length, 1, "the measure logs a line");
} finally {
teardownDom(env);
}
}
// The GPU renderer uploads its textures asynchronously, so the overlay must
// stay up until the map is actually ready instead of lifting on a blank map.
async test_loading_waits_for_the_map_before_finishing() {
const env = await setupDom();
try {
const screen = new GameScreen(stubNetwork(), stubConfig());
screen.enter();
screen.beginLoading();
this.assertTrue(screen.map.isReady(), "the DOM map is ready at once");
this.assertNull(screen.map.loadingProgress(), "the DOM map reports no texture progress");
// Pretend the GPU renderer still has textures to upload.
screen.map.isReady = () => false;
screen.onState(smallState().snapshot(0));
this.assertTrue(screen._loading, "the screen stays in the loading state");
this.assertFalse(
env.$("#loading-overlay").hasClass("done"),
"the overlay has not started hiding"
);
// Once the map is ready, the next frame finishes the log.
screen.map.isReady = () => true;
screen._pollLoading();
this.assertFalse(screen._loading, "the screen leaves the loading state");
this.assertTrue(env.$("#loading-overlay").hasClass("done"), "the overlay starts hiding");
} finally {
teardownDom(env);
}
}
async test_loading_finishes_immediately_when_the_map_is_ready() {
const env = await setupDom();
try {
const screen = new GameScreen(stubNetwork(), stubConfig());
screen.enter();
screen.beginLoading();
screen.onState(smallState().snapshot(0));
this.assertFalse(screen._loading, "the ready map finishes loading in one step");
this.assertTrue(env.$("#loading-overlay").hasClass("done"), "the overlay starts hiding");
} finally {
teardownDom(env);
}
}
async test_loading_never_finishes_before_the_world_arrives() {
const env = await setupDom();
try {
const screen = new GameScreen(stubNetwork(), stubConfig());
screen.enter();
screen.beginLoading();
// The map is ready, but the snapshot has not been mirrored yet.
screen._pollLoading();
this.assertTrue(screen._loading, "the frame loop keeps waiting for the world");
this.assertFalse(
env.$("#loading-overlay").hasClass("done"),
"the overlay stays up until the world arrives"
);
screen.onState(smallState().snapshot(0));
this.assertFalse(screen._loading, "the world arrives and the map is revealed");
} finally {
teardownDom(env);
}
}
}
function stubNetwork() {
return { sendOrder() {}, sendGameSetup() {} };
}
function stubConfig() {
return {
playerName: "Carol",
playerCivId: "france",
civilisations: [CIVILISATIONS[0], CIVILISATIONS[1]],
};
}