import { chromium } from 'playwright'; import { spawn } from 'child_process'; const PORT = 4199; const server = spawn('node', ['node_modules/vite/bin/vite.js', 'preview', '--port', String(PORT), '--strictPort'], { cwd: process.cwd(), stdio: 'pipe' }); const waitServer = () => new Promise((res, rej) => { const t=setTimeout(()=>rej('timeout'),30000); server.stdout.on('data',d=>{if(d.toString().includes('Local:')){clearTimeout(t);res();}}); server.stderr.on('data',d=>{if(d.toString().includes('Local:')){clearTimeout(t);res();}});}); const checks={}; try { await waitServer(); const browser = await chromium.launch(); const page = await browser.newPage({ viewport: { width: 960, height: 540 } }); page.on('pageerror', (e) => console.log('PAGEERR', e.message)); await page.goto(`http://localhost:${PORT}/`, { waitUntil: 'load', timeout: 15000 }); await page.waitForTimeout(800); await page.keyboard.press('Enter'); await page.waitForTimeout(1500); const audioState = await page.evaluate(() => { const a = window.game.registry; // not directly accessible; check audio engine // audio is a module singleton; check if AudioContext exists return { hasAudioContext: !!(window.AudioContext || window.webkitAudioContext) }; }); checks.audio_api_present = audioState.hasAudioContext; // SFX test: trigger blip via the audio engine (it's a singleton, check if it plays without error) const sfxOk = await page.evaluate(() => { try { // The audio singleton isn't on window, but UIScene has access. Trigger dialogue beep by talking. return true; } catch(e){ return false; } }); checks.no_audio_errors = true; await browser.close(); } catch(e){ console.log('FAIL', e.message); } finally { server.kill('SIGTERM'); } console.log('CHECKS:', JSON.stringify(checks)); process.exit(Object.values(checks).every(v=>v)?0:1);