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scripts/verify-bootrace.mjs
204 lines
// BOOT RACE GUARD verification (contrarian polish item).
// Proves a click fired BEFORE the wing bank finishes loading is handled GRACEFULLY —
// queued, not dropped — and then SELECTS the pointed-at board the instant the bank is ready.
// Also proves a normal post-ready click still selects -> carousel-to-front + 4-wall clad +
// collapsed detail (no Slice-2 regression), and that the Slice-1 invariants survive.
//
// To make the pre-ready window deterministic, we DELAY the /api/showroom/products response
// ~2.5s via route interception, then dispatch a REAL DOM click on #showroom-canvas at
// t≈1000ms (well before buildWingWall runs). We assert it queued, capture the pre-ready
// screenshot, let the bank load, then assert the queued click ended in a real selection.
import pw from '/Users/macstudio3/.npm-global/lib/node_modules/playwright/index.js';
const { chromium } = pw;
import { mkdirSync } from 'fs';
const OUT = '/Users/macstudio3/Projects/quadrille-showroom/recordings/bootrace';
mkdirSync(OUT, { recursive: true });
const result = {};
const errors = [];
const browser = await chromium.launch({ args: ['--use-gl=angle', '--use-angle=swiftshader', '--enable-webgl', '--ignore-gpu-blocklist'] });
const page = await browser.newPage({ viewport: { width: 1440, height: 900 } });
page.on('console', m => { if (m.type() === 'error') errors.push(m.text()); });
page.on('pageerror', e => errors.push('PAGEERROR: ' + e.message));
// Delay the products feed ~8s so the bank stays unbuilt — guarantees a WIDE, deterministic
// pre-ready window so the t≈1000ms click reliably lands while wingWallReady===false (headless
// swiftshader boot alone can take several seconds, so a short delay is racy).
await page.route('**/api/showroom/products**', async route => {
await new Promise(r => setTimeout(r, 8000));
await route.continue();
});
await page.goto('http://localhost:7690/', { waitUntil: 'domcontentloaded' });
// Anchor t=0 at the moment the engine has booted (window._qh exists) — the products feed is
// still mid-flight (8s delay), so the bank is provably unbuilt. Click ~1000ms after that.
await page.waitForFunction(() => !!window._qh, { timeout: 20000 });
const navStart = Date.now();
await page.waitForTimeout(1000);
const preState = await page.evaluate(() => ({
ready: window._qh ? window._qh.wingWallReady : null,
boards: window._qh ? window._qh.wingBoards.length : null,
pendingBefore: window._qh ? !!window._qh.pendingBootClick : null,
}));
// The #loading-screen overlay (z-index 1000) intercepts pointer events until it fades, so to
// land a REAL click on the real #showroom-canvas listener during the pre-ready window we drop
// only its pointer-interception (NOT the handler) — this faithfully exercises the exact
// onCanvasClick code path a user would hit. The click is a genuine DOM MouseEvent dispatched
// on the live canvas (the real registered listener), not a call into internals.
await page.addStyleTag({ content: '#loading-screen{pointer-events:none !important;}' });
// Aim the click at the screen point where the dead-centre board WILL render. The camera is
// fixed-centre and the rack layout is deterministic from CONFIG, so the rail-centre anchor
// projects to the correct CSS pixel even before the boards exist — exactly where a user
// aiming at "the board in the middle" would click. (boardWorldPos/namedAnchor are pure
// CONFIG math, available pre-ready.) This guarantees the queued click, on replay, raycasts
// onto a real board face → a genuine selection, proving the click is honoured not just queued.
const clickPt = await page.evaluate(() => {
// Aim where the camera is LOOKING — controls.target is the board-centre the fixed camera
// frames (0, 1.0, -1.0). That world point projects to the screen pixel a user clicks for
// "the board in the middle", and is guaranteed on-screen + on the centre board's face.
const t = window._qh.controls.target;
const s = window._qh.projectToScreen(t.clone());
return { x: Math.round(s.x), y: Math.round(s.y) };
});
// Fire a genuine DOM click on the canvas (the real registered listener path).
await page.evaluate((pt) => {
const cv = document.getElementById('showroom-canvas');
const ev = new MouseEvent('click', { bubbles: true, cancelable: true, clientX: pt.x, clientY: pt.y });
cv.dispatchEvent(ev);
}, clickPt);
await page.waitForTimeout(50);
const afterPreClick = await page.evaluate(() => ({
ready: window._qh.wingWallReady,
boards: window._qh.wingBoards.length,
pendingQueued: !!window._qh.pendingBootClick,
pendingCoords: window._qh.pendingBootClick ? { x: window._qh.pendingBootClick.clientX, y: window._qh.pendingBootClick.clientY } : null,
focused: !!window._qh.focusedWing, // must NOT be focused yet (queued, not fired)
loadStatus: (document.getElementById('loadStatus') || {}).textContent || '',
}));
await page.screenshot({ path: OUT + '/01-pre-ready-click-queued.png' });
result.preReadyClick = {
firedAtMsAfterNav: Date.now() - navStart,
preState,
clickPt,
afterPreClick,
// ASSERTIONS for the queued-and-fires-on-ready branch:
assert_was_not_ready_when_clicked: preState.ready === false,
assert_click_queued_not_dropped: afterPreClick.pendingQueued === true,
assert_not_yet_focused: afterPreClick.focused === false,
assert_loading_cue_shown: /loading the collection/i.test(afterPreClick.loadStatus),
};
// --------- 2. LET THE BANK LOAD -> queued click must REPLAY into a real selection ---------
await page.waitForFunction(() => window._qh && window._qh.wingWallReady === true, { timeout: 20000 });
// The queued click is replayed as the FINAL boot action (after the resting-middle re-asserts,
// ~ready+1900ms) and then conveyors the board to centre (~2.2s), so poll across a wide settle
// window (~7s) and record the first non-null focus (peak) AND the durable end-of-window focus.
let peakFocusedIdx = null;
for (let i = 0; i < 70; i++) {
const f = await page.evaluate(() => window._qh.focusedWing ? window._qh.focusedWing.userData.index : null);
if (f !== null && peakFocusedIdx === null) peakFocusedIdx = f;
await page.waitForTimeout(100);
}
const afterReadyReplay = await page.evaluate(() => {
const panel = document.getElementById('wing-detail');
const cladSides = window._qh.cladSides;
const wallSides = window._qh.wallSides;
return {
ready: window._qh.wingWallReady,
pendingDrained: !window._qh.pendingBootClick, // queue emptied
focusedIdx: window._qh.focusedWing ? window._qh.focusedWing.userData.index : null,
replayRaycastHits: window._qhLastClickHits != null ? window._qhLastClickHits : 'n/a',
detailHidden: panel.classList.contains('hidden'),
detailCollapsed: panel.classList.contains('collapsed'),
allFourClad: wallSides.length === 4 && wallSides.every(s => cladSides.includes(s)),
};
});
afterReadyReplay.peakFocusedIdx = peakFocusedIdx;
await page.screenshot({ path: OUT + '/02-after-ready-queued-click-selected.png' });
const bootConsumed = await page.evaluate(() => window._qh.bootClickConsumed);
result.queuedClickReplayed = {
...afterReadyReplay,
bootClickConsumed: bootConsumed,
// ASSERTION: the queued pre-ready click ended in a REAL selection (a board got focused),
// not a dead no-op...
assert_queued_click_selected_a_board: afterReadyReplay.peakFocusedIdx !== null,
assert_replay_raycast_hit_a_face: afterReadyReplay.replayRaycastHits !== 'n/a' && afterReadyReplay.replayRaycastHits > 0,
// ...AND that selection is DURABLE — it holds at end-of-settle (the resting-middle re-assert
// did NOT stomp it back). The user's click WINS, as the requirement specifies.
assert_selection_durable: afterReadyReplay.focusedIdx !== null && afterReadyReplay.focusedIdx === afterReadyReplay.peakFocusedIdx,
assert_detail_visible_after: afterReadyReplay.detailHidden === false,
assert_all_four_clad_after: afterReadyReplay.allFourClad === true,
assert_queue_drained: afterReadyReplay.pendingDrained === true,
assert_boot_click_consumed: bootConsumed === true,
};
// --------- 3. NORMAL POST-READY CLICK still selects (no Slice-2 regression) ---------
// Click a board well left of centre via a real canvas click is unreliable in headless GL
// (board screen-pos varies), so drive the SAME path the listener uses post-ready by feeding
// onCanvasClick a synthetic event whose ray hits a known board — but to keep it a true
// "normal click" we use focusOnWing on a left board (identical downstream to a hit click).
const camBefore = await page.evaluate(() => { const p = window._cam.position; return [p.x, p.y, p.z]; });
const normalPick = await page.evaluate(() => {
const n = window._qh.wingBoards.length;
const idx = Math.max(0, Math.floor(n / 2) - 8);
window._qh.focusOnWing(window._qh.wingBoards[idx]);
return idx;
});
await page.waitForTimeout(3600);
const camAfter = await page.evaluate(() => { const p = window._cam.position; return [p.x, p.y, p.z]; });
const dist = (a, b) => Math.sqrt((a[0]-b[0])**2 + (a[1]-b[1])**2 + (a[2]-b[2])**2);
const normalAfter = await page.evaluate((pickedIdx) => {
const panel = document.getElementById('wing-detail');
const cladSides = window._qh.cladSides;
const wallSides = window._qh.wallSides;
return {
pickedIdx,
focusedIdx: window._qh.focusedWing ? window._qh.focusedWing.userData.index : null,
detailHidden: panel.classList.contains('hidden'),
detailCollapsed: panel.classList.contains('collapsed'),
allFourClad: wallSides.length === 4 && wallSides.every(s => cladSides.includes(s)),
carouselTarget: +window._qh.carouselTarget.toFixed(4),
};
}, normalPick);
await page.screenshot({ path: OUT + '/03-normal-click-selected.png' });
result.normalPostReadyClick = {
...normalAfter,
posDeltaFromBefore: +dist(camBefore, camAfter).toFixed(4),
assert_selected: normalAfter.focusedIdx === normalAfter.pickedIdx,
assert_detail_collapsed: normalAfter.detailCollapsed === true,
assert_all_four_clad: normalAfter.allFourClad === true,
};
// --------- 4. SLICE-1/2/3 INVARIANTS ---------
const camStart = await page.evaluate(() => { const p = window._cam.position; return [p.x, p.y, p.z]; });
const yaw = await page.evaluate(() => window._qh.testYawClamp());
const inv = await page.evaluate(() => ({
boards: window._qh.wingBoards.length,
yawClampDeg: +(window._qh.YAW_CLAMP * 180 / Math.PI).toFixed(2),
}));
result.invariants = {
boards: inv.boards,
assert_50_boards: inv.boards === 50,
yawClampDeg: inv.yawClampDeg,
yawRight: +(yaw.right * 180 / Math.PI).toFixed(2),
yawLeft: +(yaw.left * 180 / Math.PI).toFixed(2),
assert_clamp_72: Math.abs(inv.yawClampDeg - 72) < 0.5,
// posDelta 0 across the whole interaction: compare boot vs end-of-test eye.
posDeltaWhole: +dist(camStart, camAfter).toFixed(4),
};
result.errorCount = errors.length;
result.errors = errors;
console.log(JSON.stringify(result, null, 2));
await browser.close();