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