clay-borg/crates/cb-render-html/src/lib.rs
tegwick 8eadb6c963
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fix: the game was unplayable, and the note redirect was refused
Tier S (fixes inside a boundary; chaos d8=7, no override). Four
observations from play, three of them caused by CB-WP-0028 -- and make all
was green for all of them.

THE NOTE BUG, WHICH I GOT WRONG TWICE. The first fix put the token in the
form's action, and that worked. But the 303 afterwards pointed at bare `/`
with no token, so the note WAS SAVED and then the browser followed a
redirect control 1 refuses. The player sees "no session token" for a note
that already landed. A redirect is a request the browser makes on your
behalf and is subject to every control the others are. I had tested the
POST and stopped there -- the same mistake as the first fix, one step
further along. Guard::page_path() now carries the token, and the test
asserts the redirect target is ADMITTED rather than merely non-empty.

WHY DRAGGING BROKE, WHICH WAS NOT THE DRAG. The gesture logic was fine: the
JS harness posts correctly against the served page, and all 14 drop
targets are present. The table was 620px tall, which pushed the action
cards a full screen below the Problems -- and you cannot drag between two
things that are never on screen together. Now 440, with a test asserting
the declared height stays under 460 and saying why. That is a proxy for a
browser layout, not the property itself, and the test says so.

Seats sat ON the ellipse: they were placed at 0.83 of the table radius,
which is inside it. Now outside, asserted numerically at 2 through 6 seats
against the ellipse equation rather than eyeballed.

And the `table` drop target was a separate CARD among the move buttons,
which is exactly why a player looking at a picture of a table could not
find anywhere to drop. The drawn ellipse is the drop zone now, and a test
asserts there is EXACTLY ONE table target and that it is the drawn one --
two elements claiming to be the table is worse than none.

The gap this exposes is the one CB-EV-0026 named a day earlier: every test
asserted the DOM was correct, and it was. Nothing asserted the page was
usable, and the drag test passes on a page you cannot physically drag on.
What is added here are proxies a browser-less test can check.

make all: exit 0. 61 render tests, 26 cb-play.

Verified over real HTTP rather than by inspection: note POST 303, the
redirect carries the token, following it returns 200, the table declares
440, one drop zone, seats at (380,421)/(113,112)/(647,112) against a table
of rx=200 ry=118, and both notes reached the trial log.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 21:51:35 +02:00

1428 lines
53 KiB
Rust

//! `cb-render-html` — stage 1's renderer (ADR-0007).
//!
//! Emits HTML with inline SVG and one small piece of inline JavaScript;
//! the browser draws it. **Marginal AM-4a cost: zero** — this crate has no
//! third-party dependencies at all, and adding one requires an argument
//! against ADR-0007 §Decision 3.
//!
//! ## What this is not
//!
//! It is **not** `cb-render-api`, and there is no `cb-render-null`.
//! ADR-0007 Decision 2 withdrew the port: a capability port designed
//! against one implementation that emits whole documents acquires a
//! document's shape, and stage 2's `wgpu` renderer would find it
//! unimplementable. INTENT's rule is the one that binds —
//!
//! > *No concept becomes canonical merely because it looks general. It
//! > becomes canonical after surviving a second concrete use.*
//!
//! — so this renders against the existing [`cb_game_runtime::Project`]
//! trait, which is a real interface with real implementations, and the
//! port is declared at stage 2 when there are two.
//!
//! ## The controls, and why they exist
//!
//! CB-WP-0011 established that a renderer's defect class is **silent
//! omission**: every assertion a renderer test naturally makes is
//! satisfied by a renderer showing a third of the state. This crate moves
//! the interactive half of stage 1 into a language `cargo test`,
//! `clippy` and `M-D1-MUT` cannot reach, so two controls carry that
//! finding across the boundary:
//!
//! * [`input`] — **JavaScript may not construct commands.** The page
//! reports raw pointer facts; Rust decides what they mean, against the
//! legal list the aggregate already offered.
//! * the coverage gate below — asserts over the **parsed emitted
//! document**, not over the Rust that emits it. Asserting over the
//! emitting code would reproduce CB-WP-0011's original defect one layer
//! up.
//!
//! And [`serve`] carries the four that make a loopback listener safe to
//! have, of which the load-bearing one is a test that a token-less request
//! is refused.
pub mod doc;
pub mod input;
#[cfg(any(test, feature = "js-harness"))]
pub mod jsrun;
pub mod serve;
pub use doc::{document, text_of, Endpoints};
/// The endpoint pair every test in this crate posts to.
#[cfg(test)]
const TEST_ENDPOINTS: Endpoints<'static> = Endpoints {
command: "/command?t=x",
note: "/note?t=x",
};
pub use input::{resolve, Note, PointerFact};
pub use serve::{Guard, Refusal, Request};
#[cfg(test)]
mod coverage {
//! **ADR-0007 control 6.** The HTML counterpart of `cb-play`'s
//! `every_view_field_is_classified`.
//!
//! Same shape as CB-WP-0011's gate, one layer further out: walk the
//! serialized `GroundView` for every leaf *path*, and require each to
//! be either rendered — with a token that must appear in the **parsed
//! document** — or omitted with a stated reason. A new field on
//! `GroundView` that is in neither list fails the build.
//!
//! Paths, not keys: `problem` occurs under a DARVO target, a GROUND
//! choice and a Selection, and a key-set walk would let one vouch for
//! the other two.
use cb_kernel::PlayerId;
use games_ground::view::GroundView;
use crate::doc::{document, text_of};
/// Every leaf path in the serialized view.
fn paths(v: &serde_json::Value, prefix: &str, out: &mut Vec<String>) {
match v {
serde_json::Value::Object(m) if !m.is_empty() => {
for (k, val) in m {
let p = if prefix.is_empty() {
k.clone()
} else {
format!("{prefix}.{k}")
};
paths(val, &p, out);
}
}
serde_json::Value::Array(a) if !a.is_empty() => {
for item in a {
paths(item, &format!("{prefix}.*"), out);
}
}
_ => out.push(prefix.to_string()),
}
}
/// Collapse map keys to `*` so the classification is over fields, not
/// over whichever seats and priorities the fixture happens to hold.
fn normalize(path: &str) -> String {
const MAPS: &[&str] = &[
"players",
"relations",
"problems",
"focus",
"selections",
"ground_modes",
"ground_choices",
"support_responses",
"darvo_targets",
"personal",
];
let mut parts: Vec<String> = Vec::new();
let mut prev_is_map = false;
for seg in path.split('.') {
if prev_is_map && seg != "*" {
parts.push("*".to_string());
} else {
parts.push(seg.to_string());
}
prev_is_map = MAPS.contains(&seg);
}
parts.join(".")
}
/// `(leaf path, a token the parsed document must contain)`.
const RENDERED: &[(&str, &str)] = &[
("round", "round 3"),
("lead", "lead P2"),
("step", "step Select"),
("mode", "scoring BondedCoalitions"),
("viewer", "viewing as P1"),
("solution_deck_len", "draw pile: 17 remaining"),
("solution_discard.*.suit", "discard Repair Change"),
("players.*.stress", "stress 5"),
("players.*.protection", "protect 2"),
("players.*.darvo", "darvo Reverse"),
("players.*.freedom_ready", "READY"),
("players.*.freedom_gate_lifted", "gate lifted"),
("players.*.blame_from.*", "blamed by P3"),
// The empty case is a leaf path of its own, and renders as an
// explicit absence rather than as nothing at all.
("players.*.blame_from", "blamed by none"),
("players.*.hand.*.suit", "hand Clarify Boundary"),
("players.*.hand_size", "cards)"),
("relations.*", "Rivalry"),
("problems.*.state", "face down"),
("problems.*.suit", "Change 6"),
("problems.*.value", "Change 6"),
("problems.*.denied", "denied"),
("problems.*.claimed_by", "claimed by P2"),
("problems.*.protected_this_round", "protected"),
("focus.*", "\u{2192}P3"),
("selections.*.state", "face down"),
// CB-WP-0020 T04: words, not Debug. These tokens were
// `action: Attack` / `target: Some(PlayerId(1))` /
// `problem: Some(7)` — the shape a player was being shown.
("selections.*.action", "selected Attack"),
("selections.*.target", "Attack on P2"),
("selections.*.problem", "for problem 7"),
("ground_modes.*", "ground mode Gr"),
("ground_choices.*.choice", "ProtectProblem"),
("ground_choices.*.problem", "problem: 7 }"),
("support_responses.*", "support AcceptBond"),
("darvo_targets.*.problem", "problem: Some(1)"),
("darvo_targets.*.player", "player: Some(PlayerId(1))"),
("outcome.total", "total 9"),
("outcome.threshold", "of 12"),
("outcome.group_success", "failure"),
("outcome.personal.*", "P1 +3"),
("outcome.coalitions.*.members.*", "members: [PlayerId(1)"),
("outcome.coalitions.*.score", "score: 4"),
("outcome.mastery", "mastery +1"),
("outcome.winners.*", "winners P1"),
];
/// Deliberate omissions, each with a reason.
const OMITTED: &[(&str, &str)] = &[(
"players.*.hand",
"null for a non-viewer seat; the absence is rendered as a count",
)];
fn fixture() -> GroundView {
crate::testfix::view(Some(PlayerId(0)))
}
fn rendered_document(view: &GroundView) -> String {
text_of(&document(
view,
&[],
crate::TEST_ENDPOINTS.command,
Some(PlayerId(0)),
false,
))
}
#[test]
fn every_view_field_is_classified_in_the_emitted_document() {
let view = fixture();
let json = serde_json::to_value(&view).expect("view serializes");
let mut raw = Vec::new();
paths(&json, "", &mut raw);
let all: std::collections::BTreeSet<String> = raw.iter().map(|p| normalize(p)).collect();
// EXPECT-VACUOUS floor. A coverage test over zero paths passes
// trivially, and that is precisely how this check would rot.
assert!(
all.len() >= 30,
"the walk found {} leaf path(s) — it is not walking the view",
all.len()
);
let claimed: std::collections::BTreeSet<&str> = RENDERED
.iter()
.map(|(p, _)| *p)
.chain(OMITTED.iter().map(|(p, _)| *p))
.collect();
let unclassified: Vec<&String> = all
.iter()
.filter(|p| !claimed.contains(p.as_str()))
.collect();
assert!(
unclassified.is_empty(),
"unclassified path(s) in GroundView: {unclassified:?} \
— add each to RENDERED with a token, or to OMITTED with a reason"
);
let stale: Vec<&&str> = claimed.iter().filter(|p| !all.contains(**p)).collect();
assert!(
stale.is_empty(),
"classified path(s) no longer exist in GroundView: {stale:?}"
);
// The half that makes it a rendering gate rather than a bookkeeping
// one: the token must be in the *parsed document*.
let text = rendered_document(&view);
let missing: Vec<&str> = RENDERED
.iter()
.filter(|(_, tok)| !text.contains(tok))
.map(|(p, _)| *p)
.collect();
assert!(
missing.is_empty(),
"claimed rendered, but absent from the emitted document: {missing:?}"
);
}
/// The parse must be a parse. If `text_of` returned the raw source, a
/// token hiding in a comment, a style rule or the script would count
/// as rendered — which is the loophole control 6 exists to close.
#[test]
fn the_parse_does_not_see_script_or_style_contents() {
let html = "<style>.x{content:'STYLETOKEN'}</style><p id=\"pid\">seen</p>\
<script>var s='SCRIPTTOKEN';</script>";
let text = text_of(html);
assert!(text.contains("seen"));
assert!(text.contains("pid"), "element ids are addressable surface");
assert!(
!text.contains("STYLETOKEN"),
"style contents leaked into the text"
);
assert!(
!text.contains("SCRIPTTOKEN"),
"script contents leaked into the text"
);
}
/// Control 5, asserted at the document level: the emitted JavaScript
/// must contain no game vocabulary. If a rule ever needs to live in
/// the page, ADR-0007 says revisit the decision, not widen this.
#[test]
fn the_emitted_javascript_contains_no_game_vocabulary() {
let doc = document(&fixture(), &[], "/command?t=x", Some(PlayerId(0)), false);
let script = doc
.split_once("<script>")
.and_then(|(_, r)| r.rsplit_once("</script>"))
.map(|(s, _)| s.to_string())
.expect("the document carries a script");
for word in [
"Investigate",
"Solve",
"Support",
"Attack",
"Ground",
"darvo",
"DARVO",
"stress",
"freedom",
"problem",
"coalition",
"reveal",
"resolve",
] {
assert!(
!script.contains(word),
"the emitted JavaScript mentions {word:?} — control 5 is breached"
);
}
// And it must still be doing its one job.
assert!(script.contains("pointerdown") && script.contains("pointerup"));
}
/// The renderer must not invent a hand it was never given.
///
/// Scoped deliberately: the *projection's* hiding rules are asserted
/// where they live, and re-asserting them here would be a duplicated
/// fact that drifts. What this checks is the renderer's own failure
/// mode — that `hand: None` renders as an absence, for every seat, and
/// that a spectator's document contains no open hand at all.
#[test]
fn the_renderer_never_invents_a_hand_it_was_not_given() {
for seat in [0u8, 1, 2] {
let view = crate::testfix::view(Some(PlayerId(seat)));
let text = rendered_document(&view);
let shown = text.matches("cards)").count();
assert_eq!(
shown,
1,
"P{} sees {shown} open hands in the document; it was given exactly one",
seat + 1
);
assert_eq!(
text.matches("card(s), hidden").count(),
2,
"the other two seats' hands must render as an absence with a count"
);
}
let text = rendered_document(&crate::testfix::view(None));
assert_eq!(
text.matches("cards)").count(),
0,
"a spectator document shows an open hand"
);
assert!(text.contains("a spectator (no hands)"));
}
}
/// CB-WP-0016 T03: every affordance the page offers must name an element
/// the page actually contains.
///
/// **This is the check that closes the class the human check found.** On
/// 2026-08-02 the maintainer ran `cb-play --serve 0` and could not drag an
/// action onto a seat. Every test in the repo was green. The cause: the
/// visible seat cards carried no `id`, so `seat-{n}` existed only on the
/// 26 px circles inside the relationship graph, while every action card
/// read *"drag Attack onto a seat…"*.
///
/// Nothing could catch it. `jsrun::gesture` feeds element ids straight
/// into a synthetic `{target:{id}}` and never hit-tests, so it establishes
/// *"the script posts the ids it was given"* — never *"there is an element
/// there to give."* The 42-path coverage gate asserts each view field is
/// present in the parsed document, which a `<div>` with no id satisfies.
///
/// So: drive a real game, and at every decision point require that both
/// halves of every offered affordance appear as real `id` attributes.
#[cfg(test)]
mod affordances {
use std::cell::RefCell;
use std::rc::Rc;
use cb_game_runtime::{Project, ScenarioGame, Setup, Viewer};
use cb_kernel::PlayerId;
use games_ground::bot::{play, Choice, Policy, RandomPolicy};
use games_ground::{GroundCommand, GroundState};
use crate::{doc, input};
fn fresh(seed: u64) -> GroundState {
GroundState::setup(
&Setup {
players: 3,
preset: "standard-3p".into(),
patch: std::collections::BTreeMap::new(),
},
seed,
)
.expect("a standard 3p deal")
}
/// Renders the page at every real decision point and checks it, then
/// delegates the actual choice.
///
/// Hooking `Policy` rather than re-driving the game by hand matters:
/// these are the *same* decision points `cb-play --serve` renders at,
/// with the same `legal` list. A hand-rolled walk would be a second
/// implementation of the loop, and could agree with itself while
/// disagreeing with the thing shipped.
struct CheckingPolicy {
inner: RandomPolicy,
checked: Rc<RefCell<usize>>,
}
impl Policy for CheckingPolicy {
fn name(&self) -> &'static str {
"affordance-checking"
}
fn choose(
&mut self,
state: &GroundState,
seat: PlayerId,
legal: &[GroundCommand],
may_pass: bool,
) -> Choice {
let view = state.project(Viewer::Player(seat));
let html = doc::document(&view, legal, "/command?t=x", Some(seat), may_pass);
let present = doc::drop_keys(&html);
for cmd in legal {
let Some((from, to)) = input::affordance(cmd, seat) else {
// A command with no affordance is offered through the
// numbered-button path instead. That is a stated
// shape, not a missing element.
continue;
};
assert!(
present.contains(&from),
"the page offers {cmd:?} whose GRAB id {from:?} is not an \
element in the document (seat {seat:?}, step {:?})",
state.step
);
assert!(
present.contains(&to),
"the page offers {cmd:?} whose DROP id {to:?} is not an \
element in the document (seat {seat:?}, step {:?}). \
Present ids: {present:?}",
state.step
);
}
*self.checked.borrow_mut() += 1;
self.inner.choose(state, seat, legal, may_pass)
}
}
/// **The check that closes the class the human check found.**
///
/// On 2026-08-02 the maintainer ran `cb-play --serve 0` and could not
/// drag an action onto a seat. Every test in the repo was green. The
/// cause: the visible seat cards carried no `id`, so `seat-{n}` existed
/// only on the 26 px circles inside the relationship graph, while every
/// action card read *"drag Attack onto a seat…"*.
///
/// Nothing could catch it. `jsrun::gesture` feeds element ids straight
/// into a synthetic `{target:{id}}` and never hit-tests, so it
/// establishes *"the script posts the ids it was given"* — never
/// *"there is an element there to give."* The coverage gate asserts
/// each view field appears in the parsed document, which a `<div>` with
/// no id satisfies perfectly.
///
/// An affordance naming an element that does not exist is the
/// harness-does-nothing shape in the presentation layer, and until now
/// it had no detector at all.
#[test]
fn every_offered_affordance_names_an_element_that_exists() {
let checked = Rc::new(RefCell::new(0usize));
for seed in 0..4u64 {
let mut policies: Vec<Box<dyn Policy>> = (0..3)
.map(|i| {
Box::new(CheckingPolicy {
inner: RandomPolicy::new(seed * 10 + i),
checked: checked.clone(),
}) as Box<dyn Policy>
})
.collect();
play(fresh(seed), &mut policies).expect("a bot game completes");
}
// Positive control: a run that rendered nothing would assert
// nothing and read as a pass — the exact failure this test exists
// to catch, one level up.
let n = *checked.borrow();
assert!(n >= 50, "checked only {n} decision point(s)");
}
/// **ADR-0010 Decision 2, property 2.** A target the page marks legal
/// must resolve.
///
/// If the page can advertise a drop that Rust then refuses, the two
/// have drifted and the highlighting is *worse* than none — it teaches
/// the player something false. This walks real games and checks the
/// emitted `data-targets` against `resolve` itself, so the page's
/// promise and the referee's answer cannot disagree.
#[test]
fn everything_the_page_advertises_actually_resolves() {
let checked = Rc::new(RefCell::new(0usize));
for seed in 0..4u64 {
let mut policies: Vec<Box<dyn Policy>> = (0..3)
.map(|i| {
Box::new(AdvertisedPolicy {
inner: RandomPolicy::new(seed * 7 + i),
checked: checked.clone(),
}) as Box<dyn Policy>
})
.collect();
play(fresh(seed), &mut policies).expect("a bot game completes");
}
let n = *checked.borrow();
assert!(n >= 50, "checked only {n} advertised target(s)");
}
struct AdvertisedPolicy {
inner: RandomPolicy,
checked: Rc<RefCell<usize>>,
}
impl Policy for AdvertisedPolicy {
fn name(&self) -> &'static str {
"advertised-target-checking"
}
fn choose(
&mut self,
state: &GroundState,
seat: PlayerId,
legal: &[GroundCommand],
may_pass: bool,
) -> Choice {
let view = state.project(Viewer::Player(seat));
let html = doc::document(&view, legal, "/command?t=x", Some(seat), may_pass);
for (grab, targets) in crate::jsrun::droppables(&html) {
let Some(spec) = targets else { continue };
for drop in spec.split(' ').filter(|s| !s.is_empty()) {
let fact = crate::PointerFact::new(&grab, drop);
assert!(
crate::resolve(&fact, legal, seat).is_ok(),
"the page advertises {grab} -> {drop} but resolve refuses it \
(seat {seat:?}, step {:?})",
state.step
);
*self.checked.borrow_mut() += 1;
}
}
self.inner.choose(state, seat, legal, may_pass)
}
}
/// **The regression test for the defect actually reported**, and the
/// reason the check above is not sufficient on its own.
///
/// `every_offered_affordance_names_an_element_that_exists` passes on
/// the broken tree. `seat-0` *did* exist — on the 26 px circle in the
/// relationship graph — so an existence check over the whole document
/// cannot see that the seat *card*, which is what the instruction text
/// points at, was not droppable.
///
/// A seat is drawn twice and both drawings are the seat. This asserts
/// the card specifically, by requiring the drop key on the element
/// that also carries `data-viewer` — the card, and nothing else.
#[test]
fn every_seat_card_is_a_drop_target_not_only_the_graph_node() {
let view = crate::testfix::view(Some(PlayerId(0)));
let html = doc::document(&view, &[], "/command?t=x", Some(PlayerId(0)), false);
for seat in view.players.keys() {
let card = format!(
"data-viewer=\"{}\" data-drop=\"seat-{}\"",
view.viewer == Some(*seat),
seat.0
);
assert!(
html.contains(&card),
"seat {seat:?} has a card that is not a drop target; looked for {card:?}"
);
}
// And the graph node keeps working — someone will have learned to
// aim at the circle, and this fix must not take that away.
let keys = doc::drop_keys(&html);
for seat in view.players.keys() {
assert!(keys.contains(&format!("seat-{}", seat.0)));
}
assert_eq!(
html.matches("data-drop=\"seat-0\"").count(),
2,
"seat 0 should be droppable in exactly two places: card and graph node"
);
}
}
#[cfg(test)]
mod gamelog {
//! CB-WP-0018 T02.
use crate::doc::{document_with_log, LogLine};
use cb_kernel::PlayerId;
fn line(effects: &[&str]) -> LogLine {
LogLine {
who: "P1".into(),
what: "select_action action=SOLVE problem=1".into(),
effects: effects.iter().map(|s| (*s).to_string()).collect(),
}
}
fn page(log: &[LogLine]) -> String {
document_with_log(
&crate::testfix::view(Some(PlayerId(0))),
&[],
crate::TEST_ENDPOINTS,
Some(PlayerId(0)),
false,
log,
&[],
)
}
/// **The case the pass was reported for.** A SOLVE that cannot be
/// fulfilled produces no events, and a log built only from events
/// would render nothing for it — reproducing the silence the
/// maintainer hit when the same move did nothing three rounds
/// running.
#[test]
fn a_command_that_produced_nothing_says_so() {
let html = page(&[line(&[])]);
assert!(
html.contains("no effect"),
"a command with no events rendered as if it had done something"
);
let text = crate::text_of(&html);
assert!(text.contains("select_action action=SOLVE problem=1"));
}
#[test]
fn effects_are_listed_and_an_empty_log_says_it_is_empty() {
let text = crate::text_of(&page(&[line(&["problem 1 claimed by P1"])]));
assert!(text.contains("problem 1 claimed by P1"));
assert!(
!text.contains("no effect"),
"a command WITH effects was marked as having none"
);
assert!(crate::text_of(&page(&[])).contains("nothing has happened yet"));
}
}
/// CB-WP-0024 T02 — the draw and discard stacks as objects on the table.
///
/// The maintainer asked for the piles to be visible and for the discard
/// to show a shuffle when the draw runs out. **The reshuffle is real** —
/// `games/ground/src/lib.rs::draw_solution` implements the U4 default
/// (deterministic reshuffle of the discard; skip the draw if both are
/// empty), which ground-game confirmed on 2026-08-03. So this renders the
/// state in which the next draw triggers it, rather than inventing a rule.
#[cfg(test)]
mod piles {
use cb_kernel::PlayerId;
use games_ground::view::GroundView;
use crate::doc::document;
fn view() -> GroundView {
crate::testfix::view(Some(PlayerId(0)))
}
fn html(v: &GroundView) -> String {
document(v, &[], "/command?t=x", Some(PlayerId(0)), false)
}
/// The counts must come from the projection, never be recomputed.
#[test]
fn both_counts_are_the_views_own_numbers() {
let mut v = view();
v.solution_deck_len = 5;
let doc = crate::text_of(&html(&v));
assert!(
doc.contains("draw pile: 5 remaining"),
"the drawn deck count is not the view's: {doc}"
);
let n = v.solution_discard.len();
assert!(
doc.contains(&format!("discard pile: {n} remaining")),
"the drawn discard count is not the view's ({n}): {doc}"
);
}
/// An empty discard is an EMPTY pile, not a missing one. A absent slot
/// reads as "this game has no discard", which is a different claim.
#[test]
fn an_empty_pile_is_drawn_rather_than_omitted() {
let mut v = view();
v.solution_discard.clear();
let doc = crate::text_of(&html(&v));
assert!(
doc.contains("discard pile: 0 remaining"),
"an empty discard vanished instead of rendering as empty: {doc}"
);
}
/// The U4 state: deck empty, discard holding cards. The next draw
/// reshuffles, and the table should say so.
#[test]
fn an_exhausted_deck_says_the_discard_shuffles_back_in() {
let mut v = view();
v.solution_deck_len = 0;
assert!(!v.solution_discard.is_empty(), "fixture needs a discard");
let doc = crate::text_of(&html(&v));
assert!(
doc.contains("shuffles in on next draw"),
"an exhausted deck did not announce the U4 reshuffle: {doc}"
);
// And the negative half: with cards left, no shuffle is promised.
let mut full = view();
full.solution_deck_len = 12;
assert!(
!crate::text_of(&html(&full)).contains("shuffles in on next draw"),
"a stocked deck claimed a reshuffle was coming"
);
}
}
/// CB-WP-0028 T03 — one overhead table, not three diagrams.
#[cfg(test)]
mod overhead_table {
use cb_game_runtime::{Project, ScenarioGame, Setup, Viewer};
use cb_kernel::PlayerId;
use games_ground::GroundState;
/// Seat circle centres, read out of the emitted SVG.
fn seat_centres(html: &str) -> Vec<(f64, f64)> {
html.match_indices("<circle cx=\"")
.filter_map(|(i, _)| {
let rest = &html[i + 12..];
let (x, rest) = rest.split_once("\" cy=\"")?;
let (y, _) = rest.split_once('"')?;
Some((x.parse().ok()?, y.parse().ok()?))
})
.collect()
}
fn view_of(players: u8) -> games_ground::view::GroundView {
GroundState::setup(
&Setup {
players,
preset: format!("standard-{players}p"),
patch: Default::default(),
},
7,
)
.expect("preset")
.project(Viewer::Player(PlayerId(0)))
}
/// **Every seat count lays out, and no two seats land on each other.**
/// Asserted per count rather than eyeballed at three, which is the
/// only count anyone ever looks at.
#[test]
fn two_through_six_seats_all_lay_out_without_overlap() {
for players in 2..=6u8 {
let v = view_of(players);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let seats = seat_centres(&html);
assert_eq!(
seats.len(),
players as usize,
"{players}p: expected one circle per seat, got {seats:?}"
);
for (i, a) in seats.iter().enumerate() {
for b in &seats[i + 1..] {
let d = ((a.0 - b.0).powi(2) + (a.1 - b.1).powi(2)).sqrt();
assert!(
d > 64.0,
"{players}p: two seats are {d:.0}px apart and the circles are r=34 — \
they overlap"
);
}
}
}
}
/// A table where you cannot find yourself is worse than a list.
#[test]
fn the_viewers_own_seat_is_marked() {
let v = view_of(4);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
assert!(
crate::text_of(&html).contains("P1 (you)"),
"the viewer's seat is not identifiable"
);
assert!(
html.contains("stroke=\"#9cf\" stroke-width=\"3\""),
"the viewer's seat should also be visually distinct, not only labelled"
);
// A spectator has no seat to mark, and must not claim one.
let spec = GroundState::setup(
&Setup {
players: 4,
preset: "standard-4p".into(),
patch: Default::default(),
},
7,
)
.expect("preset")
.project(Viewer::Spectator);
assert!(
!crate::text_of(&crate::doc::document(&spec, &[], "/x", None, false)).contains("(you)"),
"a spectator was given a seat"
);
}
/// **Observation 1: the seats were ON the table, not around it.**
/// Every seat circle must lie outside the ellipse.
#[test]
fn the_seats_sit_outside_the_table_not_on_it() {
for players in 2..=6u8 {
let v = view_of(players);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let (cx, cy, rx, ry) = (380.0f64, 215.0f64, 200.0f64, 118.0f64);
for (x, y) in seat_centres(&html) {
// Outside an ellipse: (dx/rx)^2 + (dy/ry)^2 > 1, with the
// seat's own radius kept clear of the rim.
let d = ((x - cx) / (rx + 30.0)).powi(2) + ((y - cy) / (ry + 30.0)).powi(2);
assert!(
d > 1.0,
"{players}p: a seat at ({x:.0},{y:.0}) is on or inside the table"
);
}
}
}
/// **Observations 3 and 4: the table you can see is the table you drop
/// on, and the game must be playable.** A `table` drop target that is
/// not the drawn table is why a player could not find where to drop.
#[test]
fn the_drawn_table_is_the_drop_target_and_there_is_only_one() {
let v = view_of(3);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
assert_eq!(
html.matches("data-drop=\"table\"").count(),
1,
"two elements claim to be the table; a player cannot tell which to use"
);
let table = html
.split("aria-label=\"the table, seen from above\"")
.nth(1)
.and_then(|s| s.split("</svg>").next())
.expect("one table svg");
assert!(
table.contains("data-drop=\"table\""),
"the drop target is not on the drawn table"
);
assert!(
table.contains("<ellipse"),
"the drop target should be the surface itself"
);
}
/// **The reason the game became unplayable.** The table was 620px
/// tall, so the action cards sat a screen below the Problems — and you
/// cannot drag between two things never on screen together.
///
/// Asserted on the declared height, which is the only thing a test
/// without a browser can see, and that limit is said out loud rather
/// than implied.
#[test]
fn the_table_is_short_enough_to_drag_from() {
let v = view_of(6);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let vb = html
.split("viewBox=\"0 0 760 ")
.nth(1)
.and_then(|s| s.split('"').next())
.expect("the table declares a viewBox");
let h: f64 = vb.parse().expect("a number");
assert!(
h <= 460.0,
"the table is {h}px tall; the action cards end up off-screen and \
dragging to a Problem becomes impossible"
);
}
/// The three diagrams became one: the relationship circle and the
/// piles picture are gone as separate views, and their content is on
/// the table.
#[test]
fn the_stacks_and_the_relations_are_on_the_table() {
let v = view_of(3);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let table = html
.split("aria-label=\"the table, seen from above\"")
.nth(1)
.and_then(|s| s.split("</svg>").next())
.expect("one table svg");
assert!(
table.contains("draw pile:"),
"the draw stack is not on the table"
);
assert!(
table.contains("discard pile:"),
"the discard is not on the table"
);
assert!(
!html.contains("relationship graph"),
"the old separate relationship diagram is still being drawn"
);
}
}
/// CB-WP-0028 T02 — the cards say what they do, in the edition's words.
#[cfg(test)]
mod card_words {
use cb_kernel::PlayerId;
use games_ground::{Action, GroundCommand};
/// The GROUND card's own tagline reaches the page. This is finding
/// F18's acceptance test and it has a person attached to it: the
/// maintainer said he did not understand this card.
#[test]
fn the_ground_card_explains_itself_on_the_page() {
let legal = vec![GroundCommand::SelectAction {
action: Action::Ground,
target: None,
problem: None,
}];
let html = crate::doc::document(
&crate::testfix::view(Some(PlayerId(0))),
&legal,
"/command?t=x",
Some(PlayerId(0)),
false,
);
let text = crate::text_of(&html);
assert!(
text.contains("Regulate. Restore the frame. Decide."),
"the GROUND card's tagline did not reach the page: {text}"
);
assert!(
text.contains("Ground & Restate"),
"its rules text must be available on demand"
);
// From the dataset, not from us.
let from_edition = games_ground::edition::actions()
.expect("actions")
.into_iter()
.any(|c| c.title == "GROUND" && text.contains(&c.tagline));
assert!(from_edition, "the tagline on the page is not the edition's");
}
/// A Problem shows its own name. The page said `Repair 2` for a card
/// that reads "Missed Deadline", using columns vendored eight days
/// earlier and discarded at parse time (ADR-0015 D1).
#[test]
fn a_problem_shows_the_name_the_card_has() {
let titles: Vec<String> = games_ground::edition::problem_texts("SCN_01")
.expect("SCN_01")
.into_iter()
.map(|t| t.title)
.collect();
assert!(!titles.is_empty());
let mut view = crate::testfix::view(Some(PlayerId(0)));
// Priorities the fixture uses must exist in the edition for the
// lookup to resolve; use the edition's own.
let real = games_ground::edition::problem_texts("SCN_01").expect("SCN_01");
let keys: Vec<u32> = view.problems.keys().copied().collect();
for (k, t) in keys.iter().zip(real.iter()) {
if let Some(p) = view.problems.remove(k) {
view.problems.insert(u32::from(t.priority), p);
}
}
let text = crate::text_of(&crate::doc::document(
&view,
&[],
"/command?t=x",
Some(PlayerId(0)),
false,
));
assert!(
titles.iter().any(|t| text.contains(t.as_str())),
"no Problem title from the edition appears on the page: {text}"
);
}
}
/// CB-WP-0027 T03 — the note channel, and the two things it must not do.
#[cfg(test)]
mod notes {
use cb_kernel::PlayerId;
use crate::doc::{document_with_log, text_of};
use crate::input::{resolve, Note, PointerFact};
/// **The load-bearing control (ADR-0014 D1).** A note whose text is a
/// perfectly well-formed pointer fact must not become a move.
///
/// Structural, not vigilance: `Note::parse` returns a `Note`,
/// `resolve` takes a `PointerFact`, and nothing converts between
/// them. This asserts the behaviour anyway, because "the types don't
/// connect" is a claim about code layout until something checks it.
#[test]
fn a_note_that_looks_like_a_move_is_not_one() {
let hostile = "note=down%3Daction-solve%26up%3Dproblem-1";
let note = Note::parse(hostile).expect("it parses as a note");
assert_eq!(
note.text, "down=action-solve&up=problem-1",
"the text is stored verbatim, uninterpreted"
);
// And the command parser refuses the same body outright — the two
// channels do not overlap even at the wire level.
assert!(
PointerFact::parse(hostile).is_err(),
"the command channel accepted a note body"
);
// The reverse, so this is not vacuous: a real pointer fact IS a
// command, and is NOT a note.
assert!(PointerFact::parse("down=a&up=b").is_ok());
assert!(
Note::parse("down=a&up=b").is_err(),
"the note channel accepted a pointer fact"
);
// Nothing in the crate turns a Note into a command. `resolve`'s
// signature is the proof; this pins it against a careless change.
let legal: Vec<games_ground::GroundCommand> = vec![];
assert!(resolve(&PointerFact::new("x", "y"), &legal, PlayerId(0)).is_err());
}
/// An empty note is refused, not stored — a blank row is noise in the
/// register.
#[test]
fn an_empty_note_is_refused() {
assert!(Note::parse("note=").is_err());
assert!(Note::parse("note=%20%20").is_err(), "whitespace is empty");
assert_eq!(
Note::parse("note=%20hello%20").expect("real text").text,
"hello",
"surrounding whitespace is trimmed"
);
}
/// Percent and `+` decoding, since the form posts urlencoded.
#[test]
fn the_players_words_survive_the_wire() {
let n = Note::parse("note=why+is+SOLVE+doing+nothing%3F").expect("parses");
assert_eq!(n.text, "why is SOLVE doing nothing?");
}
/// **The first hostile input this renderer has handled.** Until now
/// `esc()` escaped suit names.
#[test]
fn a_note_containing_markup_renders_as_text() {
let hostile = "<script>alert(1)</script> & \"quoted\"";
let html = document_with_log(
&crate::testfix::view(Some(PlayerId(0))),
&[],
crate::TEST_ENDPOINTS,
Some(PlayerId(0)),
false,
&[],
&[hostile.to_string()],
);
assert!(
!html.contains("<script>alert(1)</script>"),
"a note's markup reached the document unescaped"
);
assert!(
html.contains("&lt;script&gt;"),
"the note should still be visible, escaped"
);
assert!(
text_of(&html).contains("alert(1)"),
"escaping must not eat the player's words — they still read what they wrote"
);
}
/// The comment box is always offered, and the page works without it
/// being used. A control that appears only sometimes trains a player
/// not to look for it.
#[test]
fn the_comment_box_is_always_there() {
let html = document_with_log(
&crate::testfix::view(Some(PlayerId(0))),
&[],
crate::TEST_ENDPOINTS,
Some(PlayerId(0)),
false,
&[],
&[],
);
assert!(
html.contains("action=\"/note?t=x\""),
"the form must carry the session token"
);
assert!(
html.contains("method=\"post\""),
"a plain form, so it works with the script disabled"
);
}
}
/// CB-WP-0027 T02 — the table on the left, the meta on the right.
#[cfg(test)]
mod two_columns {
use cb_kernel::PlayerId;
use crate::doc::document_with_log;
fn page(meta: &[String]) -> String {
document_with_log(
&crate::testfix::view(Some(PlayerId(0))),
&[],
crate::TEST_ENDPOINTS,
Some(PlayerId(0)),
false,
&[],
meta,
)
}
/// The columns exist, and the game is in the left one.
#[test]
fn the_table_is_in_the_game_column_and_the_log_is_not() {
let html = page(&[]);
let game = html
.split("class=\"cb-game\"")
.nth(1)
.and_then(|s| s.split("class=\"cb-meta\"").next())
.expect("a game column followed by a meta column");
assert!(
game.contains("<h2>the table</h2>"),
"the table must be in the game column"
);
assert!(
!game.contains("<h2>log</h2>"),
"the log belongs in the meta column — it is commentary on the game, not part of it"
);
}
/// **A player who writes nothing must not be worse off.** An empty
/// meta panel renders as nothing, not as an empty heading.
#[test]
fn an_empty_meta_panel_adds_no_furniture() {
assert!(
!page(&[]).contains("this session"),
"an empty session panel drew a heading with nothing under it"
);
assert!(
page(&["2 games this session".into()]).contains("this session"),
"a non-empty panel must appear — otherwise the test above passes for a panel that never renders"
);
}
/// The single-column fallback is deliberate, not incidental. Asserted
/// on the stylesheet because there is no browser here to resize —
/// which is a weaker test than laying it out, and is said so rather
/// than dressed up.
#[test]
fn the_layout_collapses_to_one_column_on_a_narrow_viewport() {
let html = page(&[]);
assert!(
html.contains("@media (max-width:64rem)"),
"no narrow-viewport rule: the two-column layout would overlap on a laptop"
);
assert!(
html.contains("minmax(0,1fr)"),
"grid children default to min-content width; without minmax(0,…) the SVG table \
refuses to shrink and pushes the meta column off-screen"
);
}
}
/// CB-WP-0024 T03 — what the other seats played, drawn as cards.
///
/// The maintainer could follow the other players only by reading the log.
/// The data was already projected and already rendered — as sentences.
/// This adds the picture without touching the hiding rule, which is the
/// only part that could do harm.
#[cfg(test)]
mod played_cards {
use cb_kernel::PlayerId;
use games_ground::view::{GroundView, SelectionView};
use games_ground::{Action, Selection};
use crate::doc::document;
fn html(v: &GroundView) -> String {
document(v, &[], "/command?t=x", Some(PlayerId(0)), false)
}
/// A seat's revealed play is drawn, not only written.
#[test]
fn a_revealed_play_is_drawn_as_a_card() {
let mut v = crate::testfix::view(Some(PlayerId(0)));
v.selections.insert(
PlayerId(1),
SelectionView::Shown(Selection {
action: Action::Solve,
target: None,
problem: Some(3),
}),
);
let doc = html(&v);
assert!(
doc.contains("played Solve"),
"the revealed play was not drawn as a card"
);
assert!(
crate::text_of(&doc).contains("selected Solve"),
"the sentence must survive alongside the picture — the log is the record"
);
}
/// **The leak test.** Nothing in the emitted document may vary with
/// another seat's hidden selection.
///
/// The shape is `view.rs`'s own
/// `a_seat_never_sees_another_seats_face_down_selection`: assert the
/// absence, then assert the same view AFTER reveal shows it —
/// otherwise the first assertion passes for a renderer that draws
/// nothing at all.
#[test]
fn a_hidden_play_renders_identically_whatever_it_is() {
let render_hidden = |action, problem| {
let mut v = crate::testfix::view(Some(PlayerId(0)));
// The seat HAS chosen; the viewer may not see what.
v.selections.insert(PlayerId(1), SelectionView::Hidden);
// A different real choice underneath, which must not reach us.
v.selections.insert(
PlayerId(2),
SelectionView::Shown(Selection {
action,
target: None,
problem,
}),
);
html(&v)
};
// Two different hidden situations must produce the same markup for
// the hidden seat. Compare the card backs directly.
let a = render_hidden(Action::Solve, Some(1));
let b = render_hidden(Action::Attack, Some(9));
let back = |h: &str| {
let i = h
.find("<title>face down</title>")
.expect("a face-down card");
h[i.saturating_sub(200)..i + 200].to_string()
};
assert_eq!(
back(&a),
back(&b),
"the face-down card differed between two games — it varies with something"
);
// The other half: revealed, the same renderer DOES show it.
let mut shown = crate::testfix::view(Some(PlayerId(0)));
shown.selections.insert(
PlayerId(1),
SelectionView::Shown(Selection {
action: Action::Attack,
target: Some(PlayerId(2)),
problem: None,
}),
);
assert!(
html(&shown).contains("played Attack"),
"the assertion above would pass for a renderer that draws nothing"
);
}
}
/// CB-WP-0024 T01 — the ending page's one control.
///
/// The maintainer reported it as *"the button says 'I need to read this'
/// — why? the UI is not closing."* Two defects wearing one button: the
/// label described a reading while the control stopped a server, and
/// acknowledging it changed nothing on screen, leaving a live-looking
/// table and a `play again` pointing at a closed port.
#[cfg(test)]
mod ending_page {
use crate::{doc, jsrun};
fn page() -> String {
doc::ending(None, "the game ended", "/command?t=x", &[], &[])
}
/// The label must say what the control DOES. Asserted on the rendered
/// text so reverting the wording turns this red — a comment would not.
#[test]
fn the_control_is_labelled_by_its_effect_not_by_a_reading() {
let text = crate::text_of(&page());
assert!(
text.contains("end session") && text.contains("stops the game server"),
"the ending control must name its effect: {text}"
);
assert!(
!text.contains("I have read this"),
"the label claimed the player had read something; it stops a server"
);
}
/// The defect the maintainer actually saw. After the server says the
/// session is closed, `play again` must stop being offered — it now
/// points at a port nobody is listening on.
#[test]
fn acknowledging_the_end_stops_the_page_offering_anything() {
let html = page();
let before = doc::drop_keys(&html);
assert!(
before.contains("again") && before.contains("done"),
"fixture must start with both controls: {before:?}"
);
let (live, status) =
jsrun::gesture_with_reply(&html, "done", "done", "closed — the session has ended")
.expect("run the page");
assert!(
!live.contains(&"again".to_string()),
"`play again` survived the session ending and would post to a closed port: {live:?}"
);
assert!(
live.is_empty(),
"every control must be sealed once the server stops, not only `again`: {live:?}"
);
assert!(
status.contains("session has ended"),
"the page must say what happened: {status:?}"
);
}
/// **CB-WP-0028 T06, asserted both ways.** A test that only checked
/// the win case would pass for a page that always says "solved".
#[test]
fn a_won_game_is_solved_and_a_lost_one_is_over() {
let mut won = crate::testfix::view(None);
if let Some(o) = won.outcome.as_mut() {
o.group_success = true;
}
let mut lost = crate::testfix::view(None);
if let Some(o) = lost.outcome.as_mut() {
o.group_success = false;
}
let head = |v: &games_ground::view::GroundView| {
crate::text_of(&doc::ending(Some(v), "m", "/command?t=x", &[], &[]))
};
assert!(
head(&won).contains("game solved"),
"a won game said otherwise"
);
assert!(
!head(&won).contains("game over"),
"\"game over\" is arcade vocabulary for a failure state"
);
assert!(
head(&lost).contains("game over"),
"a lost game said otherwise"
);
assert!(!head(&lost).contains("game solved"));
// And a game with no outcome claims neither.
let none = crate::text_of(&doc::ending(
None,
"P1 ran out of input",
"/command?t=x",
&[],
&[],
));
assert!(!none.contains("game solved") && !none.contains("game over"));
}
/// **CB-WP-0028 T07.** Every ranking names its source, and the
/// co-operative mode is not ranked at all — the game says its
/// tiebreak is "Not applicable", and ranking it anyway would invent
/// scoring the rules do not have.
#[test]
fn a_cooperative_game_shows_contributions_and_refuses_to_rank_them() {
let mut v = crate::testfix::view(None);
v.mode = games_ground::ScoringMode::SharedGround;
let text = crate::text_of(&doc::ending(Some(&v), "m", "/command?t=x", &[], &[]));
assert!(
text.contains("problems solved"),
"the countable fact is missing"
);
assert!(
text.contains("not ranked"),
"SHARED GROUND must not be ranked: {text}"
);
assert!(
!text.contains("clay-borg's reading"),
"a reading must not be offered where the game defines no ranking"
);
}
/// And the inverse, or the test above passes for a page that never
/// ranks anything. A ranked mode cites the GAME's tiebreak and marks
/// anything derived as ours.
#[test]
fn a_ranked_mode_cites_the_games_own_tiebreak() {
let mut v = crate::testfix::view(None);
v.mode = games_ground::ScoringMode::BondedCoalitions;
let text = crate::text_of(&doc::ending(Some(&v), "m", "/command?t=x", &[], &[]));
assert!(
text.contains("Lower combined Stress"),
"the tiebreak shown must be the edition's own words: {text}"
);
assert!(
text.contains("clay-borg&#39;s reading") || text.contains("clay-borg's reading"),
"a derived superlative must be marked as ours, not as a rule"
);
}
/// The negative control. If `seal` fired on any reply, this test would
/// pass for a page that tears itself down whenever it is touched —
/// which would break `play again` in the ordinary case.
#[test]
fn a_dealing_reply_leaves_the_controls_alone() {
let html = page();
let (live, _) = jsrun::gesture_with_reply(&html, "again", "again", "ok: dealing")
.expect("run the page");
assert!(
live.contains(&"again".to_string()) && live.contains(&"done".to_string()),
"an 'ok' reply must not seal the page: {live:?}"
);
}
}
#[cfg(test)]
mod testfix;