CI / build + unit + e2e (pull_request) Successful in 1m14s
- DELETE /api/games/:id route + Db.delete() (404 when absent) - PresetPicker: per-saved-game trash button + confirm dialog (Cancel/Delete) - App: runDeleteGame; useSse onError -> goHome on 'deleted'/'not found' (a deleted/missing game now returns the live tab and any deep link home) - DeleteGameResponse in shared/protocol.ts; api.deleteGame() - unit test (Db.delete) + 2 e2e tests (home-screen delete; in-flight delete returns the active tab home and a fresh deep link lands on home) - version 0.7.0 -> 0.8.0 + changelog Fixes #20
197 lines
7.3 KiB
TypeScript
197 lines
7.3 KiB
TypeScript
import { useState } from 'react';
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import { Play, Trash2 } from 'lucide-react';
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import { Badge } from './ui/badge';
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import { Button } from './ui/button';
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import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
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import {
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Dialog,
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DialogContent,
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DialogDescription,
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DialogFooter,
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DialogHeader,
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DialogTitle,
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} from './ui/dialog';
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import type { PresetMeta } from '@shared/types';
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import type { GameSummary } from '@shared/protocol';
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interface Props {
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presets: PresetMeta[];
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loading?: boolean;
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onPlay: (presetId: string) => void;
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/** Recent saved games (newest-updated first) for the "Saved games" section. */
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savedGames?: GameSummary[];
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/** The id remembered as the active game (drives the "Resume last game" button). */
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activeGameId?: string | null;
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/** Resume a saved game by id (shared by the resume button and saved-games rows). */
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onResume?: (id: string) => void;
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/** Delete a saved game by id (confirmed by a dialog in this component). */
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onDelete?: (id: string) => void;
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}
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/**
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* Home screen: a grid of scenario cards (each with a Play button), a prominent
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* "Resume last game" affordance, and a "Saved games" section listing prior
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* games so the user can get back into one — or delete it.
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*/
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export default function PresetPicker({
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presets,
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loading,
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onPlay,
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savedGames = [],
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activeGameId,
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onResume,
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onDelete,
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}: Props) {
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const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
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// The game awaiting a delete confirmation (null = dialog closed).
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const [confirmDeleteId, setConfirmDeleteId] = useState<string | null>(null);
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const confirmDeleteTarget = confirmDeleteId
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? savedGames.find((g) => g.id === confirmDeleteId)
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: undefined;
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return (
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<div className="mx-auto max-w-6xl px-6 py-10">
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<header className="mb-8">
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<h1 className="text-3xl font-bold tracking-tight">History</h1>
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<p className="mt-2 max-w-2xl text-muted-foreground">
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An AI-driven alternate-history simulator. Pick a scenario and a nation, then shape the
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world turn by turn — the LLM is the world engine.
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</p>
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</header>
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{/* Resume last game — prominent, shown whenever a game is remembered. */}
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{activeGameId && onResume && (
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<div
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data-testid="resume-bar"
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className="mb-8 rounded-xl border border-primary/30 bg-primary/5 p-3"
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>
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<Button
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data-testid="resume-last"
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className="w-full justify-between"
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onClick={() => onResume(activeGameId)}
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disabled={loading}
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>
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<span className="flex items-center gap-2">
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<Play className="size-4" />
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Resume last game
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</span>
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<span className="text-sm font-normal text-muted-foreground">
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{activeGame ? `${activeGame.presetTitle} · ${activeGame.date}` : 'Pick up where you left off'}
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</span>
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</Button>
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</div>
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)}
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<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
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{presets.map((p) => (
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<Card
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key={p.id}
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className="flex flex-col transition hover:ring-1 hover:ring-primary/40"
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data-testid="preset-card"
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>
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<CardHeader>
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<div className="flex items-start justify-between gap-2">
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<CardTitle className="text-lg">{p.title}</CardTitle>
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<Badge variant="secondary" className="shrink-0 text-xs">
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{p.startDate}
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</Badge>
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</div>
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<CardDescription className="text-sm leading-relaxed">{p.summary}</CardDescription>
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</CardHeader>
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<CardContent className="mt-auto">
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<Button className="w-full" onClick={() => onPlay(p.id)} disabled={loading}>
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Play
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</Button>
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</CardContent>
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</Card>
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))}
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</div>
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{/* Saved games: get back into any prior game (or delete it). */}
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{savedGames.length > 0 && (
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<section className="mt-12" data-testid="saved-games">
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<h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2>
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<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
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{savedGames.map((g) => (
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<Card
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key={g.id}
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className="flex flex-col"
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data-testid="saved-game"
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data-game-id={g.id}
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>
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<CardHeader>
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<div className="flex items-start justify-between gap-2">
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<CardTitle className="text-base">{g.presetTitle}</CardTitle>
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<div className="flex shrink-0 items-center gap-1">
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<Badge variant="secondary" className="text-xs">
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{g.date}
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</Badge>
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<Button
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variant="ghost"
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size="icon-sm"
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className="text-muted-foreground hover:text-destructive"
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data-testid="delete-game"
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aria-label={`Delete ${g.presetTitle}`}
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title="Delete this game"
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onClick={() => setConfirmDeleteId(g.id)}
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disabled={loading}
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>
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<Trash2 />
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</Button>
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</div>
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</div>
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<CardDescription className="text-sm">Turn {g.turn}</CardDescription>
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</CardHeader>
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<CardContent className="mt-auto">
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<Button
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variant="secondary"
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className="w-full"
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onClick={() => onResume?.(g.id)}
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disabled={loading}
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>
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Resume
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</Button>
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</CardContent>
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</Card>
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))}
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</div>
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</section>
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)}
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{/* Confirm before permanently deleting a saved game. */}
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<Dialog open={confirmDeleteId !== null} onOpenChange={(o) => !o && setConfirmDeleteId(null)}>
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<DialogContent className="max-w-sm" data-testid="delete-game-confirm-dialog">
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<DialogHeader>
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<DialogTitle>Delete this game?</DialogTitle>
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<DialogDescription>
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{confirmDeleteTarget
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? `"${confirmDeleteTarget.presetTitle}" (turn ${confirmDeleteTarget.turn}, ${confirmDeleteTarget.date}) will be permanently removed. This cannot be undone.`
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: 'This game will be permanently removed.'}
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</DialogDescription>
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</DialogHeader>
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<DialogFooter>
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<Button
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variant="outline"
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data-testid="delete-game-cancel"
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onClick={() => setConfirmDeleteId(null)}
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>
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Cancel
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</Button>
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<Button
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variant="destructive"
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data-testid="delete-game-confirm"
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onClick={() => {
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const id = confirmDeleteId;
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setConfirmDeleteId(null);
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if (id) onDelete?.(id);
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}}
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>
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Delete
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</Button>
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</DialogFooter>
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</DialogContent>
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</Dialog>
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</div>
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);
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}
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