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WIP: Majority converted to event queue, continuing to work on others.
The bottom newsbar still needs conversion, as do numerous other pieces, but we're working our way there. Attempting adding some tests with Claude, but they aren't functioning yet, making them effectively useless. Continuing to iterate.
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9 changed files with 611 additions and 32 deletions
178
ai_animation/tests/e2e/message-flow-verification.spec.ts
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178
ai_animation/tests/e2e/message-flow-verification.spec.ts
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import { test, expect, Page } from '@playwright/test';
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import { waitForGameReady, getCurrentPhaseName, enableInstantMode, getAllChatMessages, waitForMessagesToComplete } from './test-helpers';
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interface MessageRecord {
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content: string;
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chatWindow: string;
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phase: string;
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timestamp: number;
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}
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/**
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* Gets expected messages for current power from the browser's game data
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*/
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async function getExpectedMessagesFromBrowser(page: Page): Promise<Array<{
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sender: string;
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recipient: string;
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message: string;
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phase: string;
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}>> {
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return await page.evaluate(() => {
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const gameData = window.gameState?.gameData;
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const currentPower = window.gameState?.currentPower;
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if (!gameData || !currentPower) return [];
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const relevantMessages: Array<{
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sender: string;
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recipient: string;
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message: string;
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phase: string;
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}> = [];
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gameData.phases.forEach((phase: any) => {
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if (phase.messages) {
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phase.messages.forEach((msg: any) => {
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// Apply same filtering logic as updateChatWindows()
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if (msg.sender === currentPower ||
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msg.recipient === currentPower ||
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msg.recipient === 'GLOBAL') {
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relevantMessages.push({
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sender: msg.sender,
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recipient: msg.recipient,
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message: msg.message,
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phase: phase.name
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});
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}
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});
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}
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});
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return relevantMessages;
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});
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}
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test.describe('Message Flow Verification', () => {
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test('should verify basic message system functionality', async ({ page }) => {
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// This test verifies the message system works and doesn't get stuck
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await page.goto('http://localhost:5173');
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await waitForGameReady(page);
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// Enable instant mode for faster testing
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await enableInstantMode(page);
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// Verify game state is accessible
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const gameState = await page.evaluate(() => ({
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hasGameData: !!window.gameState?.gameData,
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currentPower: window.gameState?.currentPower,
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phaseIndex: window.gameState?.phaseIndex,
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hasEventQueue: !!window.gameState?.eventQueue
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}));
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expect(gameState.hasGameData).toBe(true);
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expect(gameState.currentPower).toBeTruthy();
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expect(gameState.hasEventQueue).toBe(true);
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console.log(`Game loaded with current power: ${gameState.currentPower}`);
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// Start playback for a short time to verify message system works
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await page.click('#play-btn');
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// Monitor for basic functionality over 10 seconds
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let messageAnimationDetected = false;
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let eventQueueActive = false;
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for (let i = 0; i < 100; i++) { // 10 seconds in 100ms intervals
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const status = await page.evaluate(() => ({
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isAnimating: window.gameState?.messagesPlaying || false,
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hasEvents: window.gameState?.eventQueue?.pendingEvents?.length > 0 || false,
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phase: document.querySelector('#phase-display')?.textContent?.replace('Era: ', '') || ''
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}));
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if (status.isAnimating) {
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messageAnimationDetected = true;
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}
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if (status.hasEvents) {
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eventQueueActive = true;
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}
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// If we've detected both, we can finish early
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if (messageAnimationDetected && eventQueueActive) {
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break;
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}
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await page.waitForTimeout(100);
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}
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// Stop playback
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await page.click('#play-btn');
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// Verify basic functionality was detected
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console.log(`Message animation detected: ${messageAnimationDetected}`);
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console.log(`Event queue active: ${eventQueueActive}`);
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// At minimum, the event queue should be active (even if no messages in first phase)
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expect(eventQueueActive).toBe(true);
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console.log('✅ Basic message system functionality verified');
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});
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test('should verify no simultaneous message animations', async ({ page }) => {
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await page.goto('http://localhost:5173');
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await waitForGameReady(page);
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// Enable instant mode for faster testing
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await enableInstantMode(page);
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let simultaneousAnimationDetected = false;
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let animationCount = 0;
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// Start playback
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await page.click('#play-btn');
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// Monitor animation state for overlaps
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for (let i = 0; i < 100; i++) { // 10 seconds
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const animationStatus = await page.evaluate(() => {
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// Check if multiple animation systems are active simultaneously
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const messagesPlaying = window.gameState?.messagesPlaying || false;
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const chatMessages = document.querySelectorAll('.chat-message');
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const recentlyAdded = Array.from(chatMessages).filter(msg => {
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const timeStamp = msg.dataset.timestamp;
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return timeStamp && (Date.now() - parseInt(timeStamp)) < 500; // Added in last 500ms
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});
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return {
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messagesPlaying,
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messageCount: chatMessages.length,
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recentMessages: recentlyAdded.length
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};
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});
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if (animationStatus.messagesPlaying) {
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animationCount++;
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// Check if too many messages appear simultaneously (could indicate race condition)
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if (animationStatus.recentMessages > 3) {
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simultaneousAnimationDetected = true;
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console.warn(`Potential simultaneous animation: ${animationStatus.recentMessages} recent messages`);
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}
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}
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await page.waitForTimeout(100);
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}
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// Stop playback
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await page.click('#play-btn');
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console.log(`Animation cycles detected: ${animationCount}`);
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console.log(`Simultaneous animations detected: ${simultaneousAnimationDetected}`);
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// We should see some animations but no simultaneous ones
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expect(simultaneousAnimationDetected).toBe(false);
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console.log('✅ No simultaneous message animations detected');
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});
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});
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