import { execSync } from 'node:child_process'; import path from 'node:path'; import { expect, test } from '@playwright/test'; // Repo root — docker-compose.yml lives here; `docker compose restart` runs on // this host (the test runner), browsers stay remote. CI points E2E_COMPOSE_ARGS at the // isolated stack file + project (-f docker-compose.ci.yml -p space-wanderer-ci) instead of the default one. const repoRoot = path.join(__dirname, '..'); const composeArgs = process.env.E2E_COMPOSE_ARGS ?? ''; // Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained. interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean } interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number } interface PlanetDto { id: number; name: string; type: string; hazard: boolean; explored: boolean; parent: number | null } interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number } interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string } interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean } interface ShipState { systems: ShipSystemDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number } test('app survives a container restart (stack + volume persistence)', async ({ page }) => { test.setTimeout(180_000); // Baseline: the app serves and reports its version. const resBefore = await page.request.get('/api/version'); expect(resBefore.status()).toBe(200); const before = (await resBefore.json()) as { version: string }; expect(before.version).toMatch(/^\d+\.\d+\.\d+$/); // Game-state baseline: jump once so there is real progress that must survive the restart. const worldBefore = (await (await page.request.get('/api/world')).json()) as WorldState; const currentId = worldBefore.systems.find((s) => s.current)!.id; const edge = worldBefore.edges.find(([a, b]) => a === currentId || b === currentId)!; const targetId = edge[0] === currentId ? edge[1] : edge[0]; const jumpRes = await page.request.post('/api/jump', { data: { systemId: targetId } }); expect(jumpRes.status()).toBe(200); // Exploration baseline: scan one body so explored state + inventory must survive too. // (Earlier specs may have exhausted the current system, so jump until an unscanned body shows up.) let sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState; for (let i = 0; !sysBefore.planets.some((p) => !p.explored) && i < 20; i++) { const world = (await (await page.request.get('/api/world')).json()) as WorldState; const curId = world.systems.find((s) => s.current)!.id; const e = world.edges.find(([a, b]) => a === curId || b === curId)!; const tId = e[0] === curId ? e[1] : e[0]; expect((await page.request.post('/api/jump', { data: { systemId: tId } })).status()).toBe(200); sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState; } const targetPlanet = sysBefore.planets.find((p) => !p.explored)!; const exploreRes = await page.request.post('/api/explore', { data: { planetId: targetPlanet.id } }); expect(exploreRes.status()).toBe(200); const sysExplored = (await exploreRes.json()) as SystemState; // Crew baseline: the roster (starting crew + any finds so far) must survive too. const crewBefore = (await (await page.request.get('/api/crew')).json()) as CrewDto[]; expect(crewBefore.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded // Ship baseline: the systems (levels/capacities) + cargo hold must survive too. const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState; expect(shipBefore.systems.length).toBeGreaterThan(0); // starting ship is always seeded // Restart the app container mid-run — the named DB volume must survive it. execSync(`docker compose ${composeArgs} restart space-wanderer`, { cwd: repoRoot, stdio: 'pipe' }); // Wait for the app to come back serving. let after: { version: string } | undefined; await expect .poll(async () => { try { const res = await page.request.get('/api/version'); if (res.status() === 200) after = (await res.json()) as { version: string }; return !!after; } catch { return false; // connection refused / 502 while the container starts } }, { timeout: 120_000, message: 'waiting for /api/version after docker compose restart' }) .toBe(true); expect(after).toBeDefined(); expect(after!.version).toBe(before.version); // same build, not a re-seeded stack // Game state survived: same turn counter and current system as before the restart. const worldAfter = (await (await page.request.get('/api/world')).json()) as WorldState; expect(worldAfter.turn).toBe(sysExplored.turn); expect(worldAfter.systems.find((s) => s.current)?.id).toBe(sysExplored.systemId); // Exploration state survived too: the scanned body is still explored. const sysAfter = (await (await page.request.get('/api/system')).json()) as SystemState; expect(sysAfter.turn).toBe(sysExplored.turn); expect(sysAfter.planets.find((p) => p.id === targetPlanet.id)?.explored).toBe(true); // Crew roster survived too: same members, traits and origins (no re-seed on restart). const crewAfter = (await (await page.request.get('/api/crew')).json()) as CrewDto[]; expect(crewAfter).toEqual(crewBefore); // Ship state survived too: same systems, levels/capacities and cargo hold. const shipAfter = (await (await page.request.get('/api/ship')).json()) as ShipState; expect(shipAfter).toEqual(shipBefore); // The page itself serves again with the landing title. await page.goto('/'); await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible(); });