Files
gods-eye-view/scripts/qa-panelDrag.mjs
T
Said TurkseverandClaude Opus 5.5 fb024d582b test(street-level): run the photo flow in CI against a production build
- The CI gate builds the app and serves it with `vite preview`, with a
  dummy non-secret client token (a fork PR never gets secrets), and
  answers the Graph API, image tiles and thumbnails from fixtures: 41
  photos on a line under the parked camera and one generated 640x320 JPEG
  (scripts/fixtures/street-level). All 7 photo steps now run in CI, plus a
  real click on a coverage line and on a cone, the framing flight stopping
  on close, the inert modal, the viewer returning into the panel, and a
  reload keeping a collapsed panel collapsed (share ui token t).
- Fixture interception is limited to Mapillary hosts via CDP
  Fetch.enable: page-wide request interception stalled Cesium's workers,
  so the old fixture mode never drew anything on the globe.
- Failure evidence (screenshots, UI state, console, failed requests,
  render errors) is written to qa-artifacts/ with keys and tokens redacted
  and uploaded on failure; qa-artifacts/ is gitignored.
- Cesium render-loop errors fail the gate; Google 3D branches that cannot
  run print as skips, and --strict rejects any other skip.
- Panel presses log their diagnostics, warn on a retry, and CI now fails
  on any retry (QA_FAIL_ON_RETRY=1) since the rail settles; a press with
  no pointerdown is a failure, not a retry.
- Assertion-gating sleeps 27 -> 1; the rejected-key "no requests" check
  has a positive control.

Verified locally: strict fixture gate on the production build 28 ok + 2
"no Google 3D" skips (twice, fail-on-retry on); panel gate 5/5 plus no
render errors; live gate with a real token 25 ok + 3 fixture-only skips.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-06 16:54:06 +01:00

349 lines
11 KiB
JavaScript

/**
* Header press-and-verify for the browser QA gates that lift a rail panel
* into a floating window (header drag) and dock it again (header
* double-click). The rail animates panel heights, so a point read once can
* be under another panel by the time the pointer goes down. Each attempt
* re-resolves the header, presses only where the header really is, records
* what the press landed on, and waits for the panel's actual state. Only a
* provable miss (a recorded press that landed outside the header) is
* retried; a press in the header that did not lift or dock, and a press that
* recorded no pointerdown at all, are real failures.
*
* Every retry is logged with what led to it (the pre-press hit check, the
* stillness wait, the panel box at the hit check and at the press) and as a
* GitHub `::warning::`. With QA_FAIL_ON_RETRY=1 (or `--fail-on-retry`) a
* retry fails the run instead.
*/
const delay = (ms) => new Promise((resolve) => setTimeout(resolve, ms));
/** Retries after the first attempt, and the pause before each. */
export const PRESS_RETRIES = 2;
const RETRY_PAUSE_MS = 1000;
/** Whether a retry fails the run (QA_FAIL_ON_RETRY=1 or --fail-on-retry). */
export function failOnRetryDefault(
env = process.env,
argv = process.argv.slice(2),
) {
return env.QA_FAIL_ON_RETRY === '1' || argv.includes('--fail-on-retry');
}
/**
* Whether an attempt proves nothing about the panel: it did not reach the
* wanted state and the recorded press demonstrably landed outside the
* header. No recorded press (`pressed` null) is not a miss but a failure:
* the pointer never reached the page, which a retry would only hide.
* @param {{done: boolean, pressed: {inHeader: boolean}|null}} attempt
*/
export function pressMissed(attempt) {
return !attempt.done && attempt.pressed?.inHeader === false;
}
/** The panel's box, rounded, as `left,top widthxheight`. */
export function formatBox(box) {
if (!box) return 'unknown';
const r = (value) => Math.round(value ?? NaN);
return `${r(box.left)},${r(box.top)} ${r(box.width)}x${r(box.height)}`;
}
function panelBox(page, panelId) {
return page.evaluate((id) => {
const r = document.getElementById(id).getBoundingClientRect();
return { left: r.left, top: r.top, width: r.width, height: r.height };
}, panelId);
}
/** The centre of the panel's header title, read now. */
export function headerPoint(page, panelId) {
return page.evaluate((id) => {
const title = document.querySelector(`#${id} .panel-header .panel-title`);
const r = title.getBoundingClientRect();
return { x: r.left + r.width / 2, y: r.top + r.height / 2 };
}, panelId);
}
/** Name the element at a viewport point, and whether it is the panel's header. */
export function hitAt(page, point, panelId) {
return page.evaluate(
({ x, y, id }) => {
const node = document.elementFromPoint(x, y);
if (!node) return { target: 'nothing', inHeader: false };
return {
target: `${node.tagName.toLowerCase()}${node.id ? `#${node.id}` : ''}.${[...node.classList].join('.')}`,
inHeader: Boolean(node.closest(`#${id} .panel-header`)),
};
},
{ ...point, id: panelId },
);
}
/**
* The header point to press, re-resolved until it lands on the header (or the
* bounded wait runs out; the press then records the miss). `timedOut` says
* the hit check never passed; `box` is the panel's box at the last check.
*/
export async function headerTarget(
page,
panelId,
{ tries = 20, intervalMs = 500 } = {},
) {
let point = await headerPoint(page, panelId);
let hit = await hitAt(page, point, panelId);
for (let i = 0; i < tries && !hit.inHeader; i++) {
await delay(intervalMs);
point = await headerPoint(page, panelId);
hit = await hitAt(page, point, panelId);
}
const box = await panelBox(page, panelId);
return { point, hit, timedOut: !hit.inHeader, box };
}
/**
* Best effort: wait until the panel's box (to the whole pixel) has held still
* for `stillMs`, so a rail still animating heights does not move the header
* between the hit check and the press. Never fails the run; resolves to
* whether the box held still in time.
*/
export async function waitForStill(
page,
panelId,
{ stillMs = 300, timeout = 5000 } = {},
) {
try {
await page.waitForFunction(
(id, ms) => {
const r = document.getElementById(id).getBoundingClientRect();
const box = [r.left, r.top, r.width, r.height].map(Math.round).join();
const now = performance.now();
if (window.__qaStillBox !== box) {
window.__qaStillBox = box;
window.__qaStillSince = now;
}
return now - window.__qaStillSince >= ms;
},
{ polling: 100, timeout },
panelId,
stillMs,
);
return true;
} catch (error) {
if (error?.name !== 'TimeoutError') throw error;
return false;
}
}
/**
* Record what the next pointerdown lands on, with the panel's box at that
* moment, in `window.__qaPressBox` (null until a press arrives).
*/
export function recordNextPress(page, panelId) {
return page.evaluate((id) => {
window.__qaPressBox = null;
window.addEventListener(
'pointerdown',
(event) => {
const r = document.getElementById(id).getBoundingClientRect();
const target = event.target;
window.__qaPressBox = {
left: r.left,
top: r.top,
width: r.width,
height: r.height,
// What the press landed on, so a failed press says why.
target: `${target.tagName?.toLowerCase()}${target.id ? `#${target.id}` : ''}.${[...(target.classList || [])].join('.')}`,
inHeader: Boolean(target.closest?.(`#${id} .panel-header`)),
};
},
{ capture: true, once: true },
);
}, panelId);
}
/** The press recorded by `recordNextPress`, or null. */
function readPress(page) {
return page.evaluate(() => window.__qaPressBox ?? null);
}
/** Wait (bounded) until the panel is, or is not, a floating window. */
export async function waitForFloating(
page,
panelId,
floating,
{ timeout = 3000 } = {},
) {
try {
await page.waitForFunction(
(id, want) =>
document.getElementById(id).classList.contains('panel-floating') ===
want,
{ polling: 50, timeout },
panelId,
floating,
);
return true;
} catch (error) {
if (error?.name !== 'TimeoutError') throw error;
return false;
}
}
/**
* Wait for the page to paint twice: pointer handlers apply synchronously, so
* by then every layout change an input caused is on screen.
*/
export function nextFrames(page) {
return page.evaluate(
() =>
new Promise((resolve) =>
requestAnimationFrame(() => requestAnimationFrame(() => resolve())),
),
);
}
/** Press at `from`, move by (dx, dy) in two legs, release. */
export async function dragPointer(page, from, dx, dy, { steps = 6 } = {}) {
await page.mouse.move(from.x, from.y);
await page.mouse.down();
await page.mouse.move(from.x + dx / 2, from.y + dy / 2, { steps });
await page.mouse.move(from.x + dx, from.y + dy, { steps });
await page.mouse.up();
await nextFrames(page);
}
/**
* One line naming why a press is retried: what it landed on, the pre-press
* hit check, the stillness wait and the panel's box at the check and press.
*/
export function describeRetry(
panelId,
attempt,
{ round, retries, extra = '' },
) {
const { hit, pressed, timedOut, still, box } = attempt;
return [
`retry ${round + 1}/${retries}: the press missed the ${panelId} header (on ${pressed?.target ?? hit.target})`,
`pre-press hit check ${timedOut ? `timed out (on ${hit.target})` : 'passed'}`,
`stillness ${still === false ? 'timed out' : 'held'}`,
`panel box at hit check ${formatBox(box)} -> at press ${formatBox(pressed)}`,
]
.concat(extra ? [extra] : [])
.join('; ');
}
/**
* Run `press` (one attempt at the header) until it reaches the wanted state,
* a press in the header fails to, or the retries run out.
*/
async function pressUntilDecided(
page,
panelId,
press,
{
retries,
log,
note,
pauseMs = RETRY_PAUSE_MS,
failOnRetry = failOnRetryDefault(),
},
) {
for (let round = 0; ; round++) {
const still = await waitForStill(page, panelId);
await recordNextPress(page, panelId);
const { point, hit, timedOut, box } = await headerTarget(page, panelId);
const done = await press(point);
const attempt = {
point,
hit,
timedOut,
still,
box,
done,
pressed: await readPress(page),
retries: round,
};
if (round >= retries || !pressMissed(attempt)) return attempt;
const why = describeRetry(panelId, attempt, {
round,
retries,
extra: note ? await note() : '',
});
if (failOnRetry)
throw new Error(
`QA_FAIL_ON_RETRY=1 turns this retry into a failure: ${why}`,
);
log(`note: ${why}; retrying`);
log(`::warning title=Panel press retried::${why}`);
await delay(pauseMs);
}
}
/**
* Lift a docked panel into a floating window with a header drag.
* @returns {Promise<{point: {x: number, y: number}, hit: {target: string, inHeader: boolean}, done: boolean, pressed: object|null}>}
* `done` is whether the panel is floating; `pressed` names what the press
* landed on and the panel's box at that moment.
*/
export function liftPanelByHeader(
page,
panelId,
{
dx,
dy,
retries = PRESS_RETRIES,
log = console.log,
note,
pauseMs,
failOnRetry,
} = {},
) {
return pressUntilDecided(
page,
panelId,
async (point) => {
await dragPointer(page, point, dx, dy);
return waitForFloating(page, panelId, true);
},
{ retries, log, note, pauseMs, failOnRetry },
);
}
/**
* Dock a floating panel with a header double-click, waiting on the docked
* state rather than a fixed sleep. Same result shape as `liftPanelByHeader`;
* `done` is whether the panel is docked.
*/
export function dockPanelByDoubleClick(
page,
panelId,
{
retries = PRESS_RETRIES,
log = console.log,
note,
pauseMs,
failOnRetry,
} = {},
) {
return pressUntilDecided(
page,
panelId,
async (point) => {
await page.mouse.click(point.x, point.y, { clickCount: 1 });
await page.mouse.click(point.x, point.y, { clickCount: 2 });
return waitForFloating(page, panelId, false);
},
{ retries, log, note, pauseMs, failOnRetry },
);
}
/** One line naming where an attempt pressed, for an assertion message. */
export function describePress(attempt) {
const { point, hit, pressed } = attempt;
const where = `pressed ${Math.round(point.x)},${Math.round(point.y)}`;
if (!pressed)
return `${where}: no pointerdown reached the page (hit check on ${hit.target}, in header: ${hit.inHeader})`;
const n = attempt.retries || 0;
const retried = n ? `, after ${n} ${n === 1 ? 'retry' : 'retries'}` : '';
return `${where} on ${pressed.target}, in header: ${pressed.inHeader}${retried}`;
}