- CAD pipeline: conveer.FCStd -> FreeCAD headless -> conveyor-web.glb (555KB Draco, 42 named nodes) integrated into main scene; gates and rollers animated from domain state - Domain-driven adapter sorterVisualState.ts; per-SKU visual physics profiles (VISUAL_PHYSICS_ESTIMATE) - Hybrid Rapier physics: kinematic belt travel -> dynamic drop handoff -> verified freeze; shared collider layout (physicsWorldLayout) used by runtime and headless validation sim (physicsDropSim + 13 tests) - Gravity chutes / open roll-cage front redesign (drop tuning in progress: 4/7 routes verified headless) - Premium industrial visual: PBR, ACES, PCFSoft shadows, Lightformer env, UI cleanup behind ?debug=1 - Mobile capability policy: SVG fallback / Mobile Low / full tiers, Telegram WebView forced to SVG, e2e stubs for weak devices - Performance benchmarks cad-light/physics/full pass; stage2 artifacts tsc clean. Physics drop validation for 3 SKU routes still in progress. Co-authored-by: Cursor <cursoragent@cursor.com>
246 lines
11 KiB
TypeScript
246 lines
11 KiB
TypeScript
import { test, expect } from '@playwright/test';
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/**
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* Stage 0 — mobile fallback & WebGL context resilience.
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*
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* Covers:
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* - 390×844 viewport: honest SVG fallback (no false "WebGL not available");
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* - UI never controls an invisible canvas on the fallback path;
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* - WebGL truly unavailable → same honest fallback;
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* - forced context loss → SVG fallback; context restore → one safe 3D retry;
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* - prototype mode query params work and keep Auto Cam toggle truthful.
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*/
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const MOBILE_UA =
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'Mozilla/5.0 (Linux; Android 13; Pixel 7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/126.0.0.0 Mobile Safari/537.36';
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/** Stage 2 §16: fallback tests emulate a WEAK device (capable phones get Mobile Low 3D). */
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async function stubWeakDevice(page: import('@playwright/test').Page) {
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await page.addInitScript(() => {
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Object.defineProperty(navigator, 'hardwareConcurrency', { value: 4, configurable: true });
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Object.defineProperty(navigator, 'deviceMemory', { value: 2, configurable: true });
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});
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}
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function collectErrors(page: import('@playwright/test').Page) {
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const pageErrors: string[] = [];
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const consoleErrors: string[] = [];
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page.on('pageerror', (err) => pageErrors.push(err.message));
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page.on('console', (msg) => {
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if (msg.type() === 'error') consoleErrors.push(msg.text());
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});
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return { pageErrors, consoleErrors };
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}
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test.describe('mobile fallback (390x844)', () => {
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test.use({
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viewport: { width: 390, height: 844 },
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deviceScaleFactor: 3,
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userAgent: MOBILE_UA,
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isMobile: true,
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hasTouch: true,
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});
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test('shows honest SVG fallback, no false WebGL error, UI stays functional', async ({ page }) => {
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const { pageErrors, consoleErrors } = collectErrors(page);
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await stubWeakDevice(page);
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await page.goto('/');
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// SVG fallback visible — never a blank black area
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const fallback = page.getByTestId('main-svg-fallback');
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await expect(fallback).toBeVisible({ timeout: 30_000 });
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await expect(fallback.locator('svg.sorter-svg')).toBeVisible();
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// Honest lightweight-mode badge, in Russian, no false claims
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const badge = page.getByTestId('fallback-reason');
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await expect(badge).toBeVisible();
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await expect(badge).toContainText('Облегчённый режим');
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// The old misleading message must be gone (both languages)
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await expect(page.locator('text=WebGL not available')).toHaveCount(0);
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await expect(page.locator('text=Please use a modern browser')).toHaveCount(0);
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// No invisible canvas is being "controlled" — there is no canvas at all
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await expect(page.locator('canvas')).toHaveCount(0);
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// Auto-camera toggle must not claim hidden 3D works
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await expect(page.locator('.auto-camera-toggle')).toHaveCount(0);
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// Play/pause drive the visible SVG scene (same playback state)
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await page.getByTestId('demo-play').click();
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await expect(page.getByTestId('demo-pause')).toBeVisible({ timeout: 10_000 });
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await expect(page.getByTestId('demo-status')).not.toHaveText('FINISHED');
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await page.getByTestId('demo-pause').click();
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await expect(page.getByTestId('demo-play')).toBeVisible({ timeout: 10_000 });
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// Details link present and working
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await page.getByTestId('fallback-details-link').click();
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await expect(page).toHaveURL(/\/details/);
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// Stage 0 artifact
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await page.goto('/');
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await expect(fallback).toBeVisible({ timeout: 30_000 });
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await page.screenshot({ path: 'docs/stage0_premium_3d/screenshots/04-mobile-svg-fallback.png' });
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expect(
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pageErrors,
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`pageerrors: ${pageErrors.join('; ')}`,
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).toEqual([]);
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expect(
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consoleErrors,
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`console errors: ${consoleErrors.join('; ')}`,
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).toEqual([]);
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});
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});
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test.describe('webgl unavailable', () => {
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test('desktop without WebGL gets the same honest fallback', async ({ page }) => {
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const { pageErrors } = collectErrors(page);
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await page.addInitScript(() => {
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const orig = HTMLCanvasElement.prototype.getContext;
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HTMLCanvasElement.prototype.getContext = function (this: HTMLCanvasElement, type: string, ...rest: unknown[]) {
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if (type.includes('webgl')) return null;
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return orig.call(this, type, ...rest) as RenderingContext | null;
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} as typeof HTMLCanvasElement.prototype.getContext;
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});
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await page.goto('/');
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const fallback = page.getByTestId('main-svg-fallback');
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await expect(fallback).toBeVisible({ timeout: 30_000 });
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await expect(fallback.locator('svg.sorter-svg')).toBeVisible();
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await expect(page.getByTestId('fallback-reason')).toContainText('3D недоступно');
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await expect(page.locator('canvas')).toHaveCount(0);
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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});
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});
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test.describe('webgl context loss and recovery', () => {
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test('context loss shows fallback; restore performs one safe retry', async ({ page }) => {
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const { pageErrors } = collectErrors(page);
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await page.goto('/?perf=1');
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const canvas = page.locator('canvas');
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await expect(canvas).toBeVisible({ timeout: 60_000 });
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// Renderer fully initialized (perf collector live) before forcing loss
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await page.waitForFunction(() => typeof (window as never as { __PERF_SNAPSHOT__?: unknown }).__PERF_SNAPSHOT__ === 'object', null, { timeout: 15_000 });
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// Force a real GPU context loss through the extension on the same context.
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// NB: after loseContext() getExtension() returns null on the lost context,
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// so the extension handle is captured up front and reused for restore.
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await page.evaluate(() => {
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const c = document.querySelector('canvas');
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if (!c) throw new Error('no canvas');
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const gl = (c.getContext('webgl2') ?? c.getContext('webgl')) as WebGLRenderingContext | null;
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if (!gl) throw new Error('no webgl context');
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const ext = gl.getExtension('WEBGL_lose_context');
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if (!ext) throw new Error('WEBGL_lose_context unavailable');
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(window as unknown as { __loseExt: WEBGL_lose_context }).__loseExt = ext;
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ext.loseContext();
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});
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// Fallback appears with the context-loss badge
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const fallback = page.getByTestId('main-svg-fallback');
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await expect(fallback).toBeVisible({ timeout: 15_000 });
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await expect(page.getByTestId('fallback-reason')).toContainText('3D-сцена прервана');
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await page.screenshot({ path: 'docs/stage0_premium_3d/screenshots/07-context-loss-fallback.png' });
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// Canvas stays mounted (hidden) so a real restore can arrive.
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await expect(page.locator('canvas')).toHaveCount(1);
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// Restore the context — the app performs its single safe retry and 3D returns.
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await page.evaluate(() => {
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const ext = (window as unknown as { __loseExt?: WEBGL_lose_context }).__loseExt;
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if (!ext) throw new Error('extension handle missing');
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ext.restoreContext();
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});
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await expect(canvas.first()).toBeVisible({ timeout: 15_000 });
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await expect(fallback).toBeHidden();
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// A second loss after the consumed retry must park the fallback forever
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// (canvas unmounted, no error loop).
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await page.evaluate(() => {
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const c = document.querySelector('canvas');
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if (!c) return;
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const gl = (c.getContext('webgl2') ?? c.getContext('webgl')) as WebGLRenderingContext | null;
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gl?.getExtension('WEBGL_lose_context')?.loseContext();
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});
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await expect(fallback).toBeVisible({ timeout: 15_000 });
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await expect(page.locator('canvas')).toHaveCount(0);
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// No uncaught errors may escape the boundary
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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});
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});
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test.describe('stage2 mobile capability policy', () => {
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test('capable phone gets Mobile Low 3D (no SVG fallback)', async ({ page }) => {
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const { pageErrors } = collectErrors(page);
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await page.addInitScript(() => {
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Object.defineProperty(navigator, 'hardwareConcurrency', { value: 8, configurable: true });
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Object.defineProperty(navigator, 'deviceMemory', { value: 8, configurable: true });
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});
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await page.setViewportSize({ width: 390, height: 844 });
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await page.goto('/');
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// Mobile Low mounts the real 3D canvas at low quality
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await expect(page.locator('canvas')).toBeVisible({ timeout: 60_000 });
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await expect(page.getByTestId('main-svg-fallback')).toHaveCount(0);
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await page.getByTestId('demo-play').click();
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await page.waitForTimeout(4000);
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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});
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test('Telegram WebView is forced to SVG until real-device verification', async ({ page }) => {
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const { pageErrors } = collectErrors(page);
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await page.addInitScript(() => {
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Object.defineProperty(navigator, 'hardwareConcurrency', { value: 8, configurable: true });
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Object.defineProperty(navigator, 'deviceMemory', { value: 8, configurable: true });
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// iOS-style Telegram WebView marker
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(window as unknown as { TelegramWebviewProxy?: unknown }).TelegramWebviewProxy = { postEvent: () => undefined };
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});
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await page.setViewportSize({ width: 390, height: 844 });
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await page.goto('/');
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const fallback = page.getByTestId('main-svg-fallback');
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await expect(fallback).toBeVisible({ timeout: 30_000 });
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await expect(page.locator('canvas')).toHaveCount(0);
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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});
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});
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test.describe('stage0 prototype mode', () => {
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test('query params enable cinematic scene; auto cam toggle is truthful', async ({ page }) => {
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const { pageErrors, consoleErrors } = collectErrors(page);
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await page.goto('/?stage0=1&shadows=1&camera=1&post=0&perf=1');
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const canvas = page.locator('canvas');
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await expect(canvas).toBeVisible({ timeout: 60_000 });
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// Perf collector active in prototype mode with perf=1
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await page.waitForFunction(() => typeof (window as never as { __PERF_SNAPSHOT__?: unknown }).__PERF_SNAPSHOT__ === 'object', null, { timeout: 15_000 });
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// Auto Cam toggle starts ON and reflects real state after click
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const toggle = page.locator('.auto-camera-toggle');
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await expect(toggle).toBeVisible();
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await expect(toggle).toContainText('Auto Cam: ON');
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await toggle.click();
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await expect(toggle).toContainText('Auto Cam: OFF');
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await toggle.click();
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await expect(toggle).toContainText('Auto Cam: ON');
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await page.getByTestId('demo-play').click();
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await page.waitForTimeout(4000);
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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expect(consoleErrors, `console errors: ${consoleErrors.join('; ')}`).toEqual([]);
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});
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test('manual shot override keeps scene alive while paused', async ({ page }) => {
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const { pageErrors } = collectErrors(page);
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await page.goto('/?stage0=1&shadows=1&camera=1&shot=inspection&perf=1');
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const canvas = page.locator('canvas');
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await expect(canvas).toBeVisible({ timeout: 60_000 });
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// Paused playback + manual shot: camera controller must not crash
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await page.waitForTimeout(3000);
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expect(pageErrors, `pageerrors: ${pageErrors.join('; ')}`).toEqual([]);
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});
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});
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