Files
Genarrative/src/components/game-distribution/GameDistributionPages.test.tsx
T
suzmii 928fb0e616 Fork 入口主路径改为唤起客户端(genarrative://fork),未失焦才降级为手动路径
- 新增 src/components/game-distribution/gameForkProtocol.ts 收口唤起:协议 genarrative://fork?gameId=<id>,用顶层 location.href 赋值(协议未注册时桌面浏览器只是「什么都不发生」,不会把页面导航走也不会被弹窗拦截,失败可观察),并导出降级等待窗口 FORK_LAUNCH_FALLBACK_DELAY_MS=1200
- 详情页点击「Fork 这个作品」直接唤起;失焦(window blur)或页面转入后台(visibilitychange=hidden)都视为客户端接手 → 只给状态反馈,不出降级面板
- 未失焦 → 经过降级窗口后展示手动面板(作品 ID / 完整作品链接 / 复制按钮 / 客户端指引 / 一句话告知)
- 移动端与未知平台不尝试唤起(协议未注册时移动浏览器行为不可控),直接给手动路径
- 每条路径都有可观察反馈:正在唤起 / 已唤起 / 没有检测到客户端 / 当前设备无法直接唤起;定时器与失焦监听的清理覆盖卸载、重复点击、超时三条路径
- 顺手修掉同文件一个既有竞态:作者昵称补查的断言紧跟 findByRole(effect 尚未发出请求)导致偶发 0 次调用、让整份文件的门禁随机变红,改为 waitFor 等待
2026-10-06 00:50:28 +08:00

1528 lines
52 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/* @vitest-environment jsdom */
import { PLATFORM_GAME_LOADING_TIMEOUT_MS } from '@genarrative/shared/components';
import {
act,
cleanup,
fireEvent,
render,
screen,
waitFor,
within,
} from '@testing-library/react';
import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
import type { GameDistributionVersionStatus } from '../../../packages/shared/src/contracts/gameDistribution';
import type {
GameDistributionGame,
GameDistributionLineageNode,
GameDistributionMyGame,
GameDistributionVersionStatusEntry,
} from '../../services/gameDistributionClient';
import { setCreatorViewer } from '../creator/creatorRelationshipState';
import { GameDetailPage } from './GameDetailPage';
import { GameGalleryPage } from './GameGalleryPage';
import { FORK_LAUNCH_FALLBACK_DELAY_MS } from './gameForkProtocol';
import { GameLineagePage } from './GameLineagePage';
import { GamePlayPage } from './GamePlayPage';
import { resolveNonPublicCoverLabel } from './gameVersionHistoryModel';
const listGamesMock = vi.hoisted(() => vi.fn());
const getGameMock = vi.hoisted(() => vi.fn());
const getGameLineageMock = vi.hoisted(() => vi.fn());
const getMyGameMock = vi.hoisted(() => vi.fn());
const loadVersionRecoveryActionsMock = vi.hoisted(() => vi.fn());
const recordGamePlayMock = vi.hoisted(() => vi.fn());
const resolvedAssetUrlMock = vi.hoisted(() => vi.fn());
const listGameReviewsMock = vi.hoisted(() => vi.fn());
const getMyGameReviewMock = vi.hoisted(() => vi.fn());
const getPublicAuthUserByIdMock = vi.hoisted(() => vi.fn());
const getCreatorRelationshipMock = vi.hoisted(() => vi.fn());
const changeCreatorRelationshipMock = vi.hoisted(() => vi.fn());
vi.mock('../../services/authService', async (original) => ({
...(await original<typeof import('../../services/authService')>()),
getPublicAuthUserById: getPublicAuthUserByIdMock,
}));
vi.mock('../../services/creatorProfileClient', async (original) => ({
...(await original<typeof import('../../services/creatorProfileClient')>()),
getCreatorRelationship: getCreatorRelationshipMock,
changeCreatorRelationship: changeCreatorRelationshipMock,
}));
vi.mock('../../services/gameDistributionClient', () => ({
listGames: listGamesMock,
getGame: getGameMock,
getGameLineage: getGameLineageMock,
getMyGame: getMyGameMock,
loadVersionRecoveryActions: loadVersionRecoveryActionsMock,
recordGamePlay: recordGamePlayMock,
listGameReviews: listGameReviewsMock,
getMyGameReview: getMyGameReviewMock,
}));
/**
* 详情页的登录态:默认一个可访问受保护数据的用户(作者视角评价区要用)。
* 「未登录」用例会把它改成 null 再断言登录门禁行为;openLoginModal 用同一实例便于断言。
*/
const authUiMock = vi.hoisted(() => ({
value: {
user: { id: 'author-1' } as { id: string } | null,
canAccessProtectedData: true,
openLoginModal: vi.fn(),
},
}));
vi.mock('../auth/AuthUiContext', () => ({
useAuthUi: () => authUiMock.value,
}));
/** 改造入口的复制走统一的剪贴板服务;这里只断言「复制了什么」。 */
const copyTextToClipboardMock = vi.hoisted(() => vi.fn());
vi.mock('../../services/clipboard', () => ({
copyTextToClipboard: copyTextToClipboardMock,
}));
/** Fork 唤起:只打桩「发出唤起」这一动作,协议常量仍用真实值(测试按同一阈值推进定时器)。 */
const openForkProtocolMock = vi.hoisted(() => vi.fn());
vi.mock('./gameForkProtocol', async (original) => ({
...(await original<typeof import('./gameForkProtocol')>()),
openForkProtocol: openForkProtocolMock,
}));
// 只替换换签结果,测试不发起任何真实请求;返回空串即代表签名失败或字段为空。
vi.mock('../../hooks/useResolvedAssetReadUrl', () => ({
useResolvedAssetReadUrl: (
source: string | null | undefined,
options: { objectKey?: string | null } = {},
) => {
const objectKey = (options.objectKey ?? '').trim();
return {
resolvedUrl: resolvedAssetUrlMock(objectKey || (source ?? '').trim()),
isResolving: false,
shouldResolve: Boolean(objectKey || (source ?? '').trim()),
};
},
}));
function deferred<T>() {
let resolve!: (value: T) => void;
let reject!: (reason?: unknown) => void;
const promise = new Promise<T>((resolvePromise, rejectPromise) => {
resolve = resolvePromise;
reject = rejectPromise;
});
return { promise, reject, resolve };
}
function createGame(
overrides: Partial<GameDistributionGame> = {},
): GameDistributionGame {
return {
id: 'game-1',
title: '星轨防线',
summary: '守住最后一条航线。',
description: '一款测试游戏。',
category: '动作',
tags: ['测试'],
coverColor: '#d77a51',
icon: '✦',
author: { id: 'author-1', name: '测试作者' },
deviceSupport: { desktop: true, mobile: true, touch: true },
status: 'published',
publicationRevision: 1,
currentVersion: {
id: 'version-1',
version: '1.0.0',
entryUrl: 'https://play.example.test/releases/version-1/index.html',
sha256: 'sha256',
publishedAt: '2026-09-18T00:00:00.000Z',
controls: ['键盘'],
},
playCount: 12,
createdAt: '2026-09-18T00:00:00.000Z',
...overrides,
};
}
function setViewportWidth(width: number) {
Object.defineProperty(window, 'innerWidth', {
configurable: true,
value: width,
writable: true,
});
Object.defineProperty(window, 'matchMedia', {
configurable: true,
value: () => ({
addEventListener: vi.fn(),
matches: width <= 820,
removeEventListener: vi.fn(),
}),
writable: true,
});
}
afterEach(() => {
vi.useRealTimers();
cleanup();
});
beforeEach(() => {
vi.clearAllMocks();
authUiMock.value.user = { id: 'author-1' };
authUiMock.value.canAccessProtectedData = true;
authUiMock.value.openLoginModal.mockReset();
copyTextToClipboardMock.mockReset();
copyTextToClipboardMock.mockResolvedValue(true);
openForkProtocolMock.mockReset();
setCreatorViewer(null);
getCreatorRelationshipMock.mockResolvedValue({
relationship: { isSelf: false, isFollowing: false, isFollowedBy: false },
});
changeCreatorRelationshipMock.mockResolvedValue({
relationship: { isSelf: false, isFollowing: true, isFollowedBy: false },
});
setViewportWidth(1024);
listGamesMock.mockResolvedValue([]);
getGameMock.mockResolvedValue(createGame());
getGameLineageMock.mockResolvedValue(null);
getMyGameMock.mockResolvedValue(null);
loadVersionRecoveryActionsMock.mockResolvedValue({});
listGameReviewsMock.mockResolvedValue({
reviews: [],
page: 1,
pageSize: 20,
total: 0,
totalPages: 0,
ratingSummary: { averageScore: null, ratingCount: 0 },
});
getMyGameReviewMock.mockResolvedValue({ review: null });
recordGamePlayMock.mockResolvedValue(undefined);
resolvedAssetUrlMock.mockImplementation((objectKey: string) =>
objectKey ? `https://assets.example.test/${objectKey}` : '',
);
});
describe('GameGalleryPage', () => {
it.each([
[{ averageScore: 8.2, ratingCount: 26 }, '8.2/10 · 26 人评分'],
[{ averageScore: 9, ratingCount: 1 }, '9.0/10 · 1 人评分'],
[{ averageScore: null, ratingCount: 0 }, '暂无评分'],
[undefined, '评分暂不可用'],
])('显示列表返回的评分摘要 %#', async (ratingSummary, expected) => {
listGamesMock.mockResolvedValueOnce([createGame({ ratingSummary })]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
expect(await screen.findByText(expected)).toBeTruthy();
});
it('ignores a stale response after search keyword changes', async () => {
const first = deferred<GameDistributionGame[]>();
const second = deferred<GameDistributionGame[]>();
listGamesMock
.mockImplementationOnce(() => first.promise)
.mockImplementationOnce(() => second.promise);
const onOpenDetail = vi.fn();
const { rerender } = render(
<GameGalleryPage searchKeyword="" onOpenDetail={onOpenDetail} />,
);
await waitFor(() => expect(listGamesMock).toHaveBeenCalledTimes(1));
rerender(
<GameGalleryPage searchKeyword="新搜索" onOpenDetail={onOpenDetail} />,
);
await waitFor(() => expect(listGamesMock).toHaveBeenCalledTimes(2));
const newerGame = createGame({ id: 'game-new', title: '新搜索结果' });
second.resolve([newerGame]);
await screen.findByText('新搜索结果');
first.resolve([createGame({ id: 'game-old', title: '旧搜索结果' })]);
await waitFor(() => expect(screen.queryByText('旧搜索结果')).toBeNull());
});
});
describe('GameDetailPage', () => {
it.each([
['创作者', '成功'],
['未知作者', '空名'],
['创作者', '失败'],
])(
'作者为占位词 %s 时,补查%s均不闪现伪昵称且保留作者操作',
async (name, outcome) => {
const lookup = deferred<{ displayName: string }>();
getPublicAuthUserByIdMock.mockReturnValueOnce(lookup.promise);
getGameMock.mockResolvedValueOnce(
createGame({ author: { id: 'author-2', name } }),
);
const onOpenCreator = vi.fn();
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
onOpenCreator={onOpenCreator}
/>,
);
const link = await screen.findByRole('link', { name: '查看创作者主页' });
expect(link.getAttribute('href')).toBe('/creators?id=author-2');
expect(link.querySelector('strong')?.textContent).toBe('');
// 补查由 effect 发起、提交后一拍才发出:这里等它发生,避免断言与 React 提交竞态
// (此前偶发 0 次调用,会让整份文件的门禁随机变红)。
await waitFor(() =>
expect(getPublicAuthUserByIdMock).toHaveBeenCalledWith('author-2'),
);
await waitFor(() => {
expect(
(screen.getByRole('button', { name: '关注' }) as HTMLButtonElement)
.disabled,
).toBe(false);
});
await act(async () => {
if (outcome === '失败') lookup.reject(new Error('查询失败'));
else
lookup.resolve({ displayName: outcome === '成功' ? '真实昵称' : '' });
});
expect(link.querySelector('strong')?.textContent).toBe(
outcome === '成功' ? '真实昵称' : '',
);
expect(screen.queryByText(name, { exact: true })).toBeNull();
fireEvent.click(link);
expect(onOpenCreator).toHaveBeenCalledWith('author-2');
fireEvent.click(screen.getByRole('button', { name: '关注' }));
await screen.findByRole('button', { name: '取消关注' });
expect(changeCreatorRelationshipMock).toHaveBeenCalledWith(
'author-2',
'follow',
);
},
);
it('blocks desktop-only games on a mobile viewport', async () => {
setViewportWidth(375);
getGameMock.mockResolvedValueOnce(
createGame({
deviceSupport: { desktop: true, mobile: false, touch: false },
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
const playButton = await screen.findByRole('button', { name: /立即玩/u });
expect((playButton as HTMLButtonElement).disabled).toBe(true);
expect(screen.getByText('请在电脑上游玩')).toBeTruthy();
});
it('rejects an invalid query id without requesting the API', async () => {
render(<GameDetailPage gameId="" onBack={vi.fn()} onPlay={vi.fn()} />);
expect(await screen.findByText('游戏编号无效')).toBeTruthy();
expect(getGameMock).not.toHaveBeenCalled();
});
it('已发布但未标注操作方式时不谎称没有可玩版本', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
currentVersion: { ...createGame().currentVersion!, controls: [] },
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('未标注操作方式')).toBeTruthy();
expect(screen.queryByText('暂未发布可玩版本')).toBeNull();
});
it('优先展示版本声明的输入方式', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
inputModes: ['keyboard', 'touch'],
currentVersion: { ...createGame().currentVersion!, controls: [] },
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('键盘 · 触屏')).toBeTruthy();
expect(screen.queryByText('未标注操作方式')).toBeNull();
});
it('没有当前版本时才显示暂未发布可玩版本', async () => {
getGameMock.mockResolvedValueOnce(createGame({ currentVersion: null }));
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('暂未发布可玩版本')).toBeTruthy();
});
it('展示共创授权、代际与溯源信息,并给出 Fork 入口', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
forkAuthorization: 'nonCommercial',
forkCount: 3,
lineage: {
generation: 2,
rootGameId: 'game-root',
rootTitle: '根作品',
parentGameId: 'game-parent',
parentTitle: '原初之光',
parentAuthorName: '原作者',
},
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('允许非商用共创')).toBeTruthy();
expect(screen.getByText('第 2 代作品 · 改编自《原初之光》')).toBeTruthy();
expect(screen.getByText('由 原作者 制作')).toBeTruthy();
expect(screen.getByText('已被改编 3 次')).toBeTruthy();
// 已公开 + 授权开放 → 「Fork 这个作品」入口出现(M1 时它还不存在,这里钉住新契约)。
expect(
screen.getByRole('button', { name: 'Fork 这个作品' }),
).toBeTruthy();
});
it('旧数据缺少授权与血缘字段时只按禁止共创渲染', async () => {
getGameMock.mockResolvedValueOnce(createGame());
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('禁止共创')).toBeTruthy();
expect(screen.queryByText(/代作品/u)).toBeNull();
expect(screen.queryByText(/已被改编/u)).toBeNull();
expect(screen.queryByText(/允许/u)).toBeNull();
});
it('父作品已被软删除时不展示被删作品标题与作者名', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
forkAuthorization: 'full',
forkCount: 0,
lineage: {
generation: 2,
rootGameId: 'game-root',
rootTitle: null,
parentGameId: 'game-parent',
parentTitle: null,
parentAuthorName: null,
},
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
expect(await screen.findByText('允许全开放共创')).toBeTruthy();
expect(
screen.getByText('第 2 代作品 · 原作品已不可用'),
).toBeTruthy();
expect(screen.queryByText(/改编自/u)).toBeNull();
// 血缘作者行(卡内 `.game-fork-lineage__author`)不该出现;hero 里的
// 「由 测试作者 制作」是作品自身署名,不在断言范围内。
expect(document.querySelector('.game-fork-lineage__author')).toBeNull();
});
});
describe('GameDetailPage 作者视角', () => {
const reviewVersion: GameDistributionVersionStatusEntry = {
versionId: 'version-2',
gameId: 'game-1',
versionNumber: 2,
packageSha256: 'b'.repeat(64),
packageBytes: 2048,
status: 'pending_review',
publicationRevision: 6,
reviewReason: '封面需要替换',
createdAt: '2026-09-20T08:00:00Z',
updatedAt: '2026-09-20T09:00:00Z',
};
const publishedVersion: GameDistributionVersionStatusEntry = {
versionId: 'version-1',
gameId: 'game-1',
versionNumber: 1,
packageSha256: 'c'.repeat(64),
packageBytes: 1024,
status: 'published',
publicationRevision: 5,
reviewReason: null,
createdAt: '2026-09-19T08:00:00Z',
updatedAt: '2026-09-19T09:00:00Z',
};
function createOwnerGame(
overrides: Partial<GameDistributionMyGame> = {},
): GameDistributionMyGame {
return {
...createGame({ currentVersion: null, status: 'unpublished' }),
latestVersion: reviewVersion,
versions: [reviewVersion],
...overrides,
} as GameDistributionMyGame;
}
it('走 owner 路由并展示未公开作品的私有状态,不再请求公开详情', async () => {
getMyGameMock.mockResolvedValue(createOwnerGame());
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
expect(await screen.findByText('作品状态')).toBeTruthy();
expect(screen.getByText('未公开')).toBeTruthy();
expect(
screen.getByText('驳回理由:封面需要替换', {
selector: '.game-owner-panel__reason',
}),
).toBeTruthy();
expect(getMyGameMock).toHaveBeenCalledWith('game-1');
expect(getGameMock).not.toHaveBeenCalled();
const playButton = screen.getByRole('button', { name: /立即玩/u });
expect((playButton as HTMLButtonElement).disabled).toBe(true);
expect(screen.getByText('作品尚未公开,暂时没有在线可玩版本')).toBeTruthy();
});
it('未公开作品的封面显示审核中,且不请求评价与评分接口', async () => {
getMyGameMock.mockResolvedValue(createOwnerGame());
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
await screen.findByText('作品状态');
// 封面位按最新版本状态给出「审核中」,不再只剩手柄占位图。
const cover = document.querySelector('.game-detail-cover') as HTMLElement;
expect(within(cover).getByText('审核中')).toBeTruthy();
// 两栏评价都是空态:没有错误块、没有重试、没有评分加载失败。
expect(screen.getAllByText('暂无评价')).toHaveLength(2);
expect(screen.queryByText('评分加载失败')).toBeNull();
expect(screen.queryByText('评分加载中…')).toBeNull();
expect(screen.queryByRole('button', { name: '重试' })).toBeNull();
expect(screen.queryByRole('textbox')).toBeNull();
// 代码级门禁:非公开作品一个评价/评分请求都不发。
expect(listGameReviewsMock).not.toHaveBeenCalled();
expect(getMyGameReviewMock).not.toHaveBeenCalled();
});
it('还没有提交过版本的非公开作品封面显示未公开', async () => {
getMyGameMock.mockResolvedValue(
createOwnerGame({ latestVersion: null, versions: [] }),
);
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
await screen.findByText('还没有提交过版本');
expect(
within(
document.querySelector('.game-detail-cover') as HTMLElement,
).getByText('未公开'),
).toBeTruthy();
expect(screen.queryByText('评分加载失败')).toBeNull();
expect(listGameReviewsMock).not.toHaveBeenCalled();
expect(getMyGameReviewMock).not.toHaveBeenCalled();
});
it.each<[string, GameDistributionVersionStatus | null, string]>([
['unpublished', null, '未公开'],
['unpublished', 'awaiting_upload', '未公开'],
['unpublished', 'pending_review', '审核中'],
['unpublished', 'rejected', '审核未通过'],
['suspended', 'pending_review', '审核中'],
['suspended', null, '已被封禁'],
])('封面文案 %s + %s -> %s', (gameStatus, versionStatus, expected) => {
expect(resolveNonPublicCoverLabel(gameStatus, versionStatus)).toBe(
expected,
);
});
it('审核未通过的作品封面用更准确的驳回文案', async () => {
const rejected: GameDistributionVersionStatusEntry = {
...reviewVersion,
status: 'rejected',
};
getMyGameMock.mockResolvedValue(
createOwnerGame({ latestVersion: rejected, versions: [rejected] }),
);
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
await screen.findByText('作品状态');
expect(
within(
document.querySelector('.game-detail-cover') as HTMLElement,
).getByText('审核未通过'),
).toBeTruthy();
expect(screen.queryByText('评分加载失败')).toBeNull();
});
it('以已发布版本作为在线版本,并为未完成版本回读下一步动作', async () => {
getMyGameMock.mockResolvedValue(
createOwnerGame({
status: 'published',
versions: [reviewVersion, publishedVersion],
}),
);
loadVersionRecoveryActionsMock.mockResolvedValue({ 'version-2': 'wait' });
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
expect(await screen.findByText('下一步:等待审核结果')).toBeTruthy();
expect(loadVersionRecoveryActionsMock).toHaveBeenCalledWith(['version-2']);
expect(within(screen.getByRole('list')).getByText('v1')).toBeTruthy();
// 已公开作品照旧请求评价与评分,门禁只作用于非公开作品。
await waitFor(() =>
expect(listGameReviewsMock).toHaveBeenCalledWith('game-1', 1),
);
expect(getMyGameReviewMock).toHaveBeenCalledWith('game-1');
const playButton = screen.getByRole('button', { name: /立即玩/u });
expect((playButton as HTMLButtonElement).disabled).toBe(false);
});
it('作者读不到自己名下作品时按找不到处理', async () => {
getMyGameMock.mockResolvedValue(null);
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
ownerView
/>,
);
expect(await screen.findByText('找不到这款游戏')).toBeTruthy();
});
});
describe('GamePlayPage', () => {
it('waits for an explicit start before mounting the sandbox iframe', async () => {
render(<GamePlayPage gameId="game-1" onBack={vi.fn()} />);
await screen.findByRole('button', { name: /开始游戏/u });
expect(screen.queryByTitle('星轨防线 在线游玩')).toBeNull();
fireEvent.click(screen.getByRole('button', { name: /开始游戏/u }));
const iframe = await screen.findByTitle('星轨防线 在线游玩');
expect(iframe.getAttribute('sandbox')).toBe('allow-scripts');
expect(recordGamePlayMock).toHaveBeenCalledWith('game-1');
});
it('shows the shared loading surface until the release frame is ready', async () => {
render(<GamePlayPage gameId="game-1" onBack={vi.fn()} />);
await screen.findByRole('button', { name: /开始游戏/u });
fireEvent.click(screen.getByRole('button', { name: /开始游戏/u }));
const iframe = await screen.findByTitle('星轨防线 在线游玩');
// 发行包首屏要下完整个引擎:加载期必须有看得见的加载面,而不是一行小字或黑屏。
const loadingSurface = screen.getByRole('status');
expect(loadingSurface.textContent).toContain('星轨防线');
expect(
loadingSurface.classList.contains('platform-game-loading--player'),
).toBe(true);
expect(
loadingSurface.querySelector('.platform-game-loading__track'),
).not.toBeNull();
fireEvent.load(iframe);
expect(screen.queryByRole('status')).toBeNull();
expect(iframe.className.includes('game-player-frame--ready')).toBe(true);
});
it('rejects an unsafe release entry URL before rendering an iframe', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
currentVersion: {
...createGame().currentVersion!,
entryUrl: 'javascript:alert(1)',
},
}),
);
render(<GamePlayPage gameId="game-1" onBack={vi.fn()} />);
expect(await screen.findByText('游戏入口地址无效')).toBeTruthy();
expect(screen.queryByTitle('星轨防线 在线游玩')).toBeNull();
});
});
describe('GameGalleryPage 筛选与返回上下文', () => {
function resetGalleryContext() {
window.sessionStorage.clear();
window.history.replaceState({}, '', '/games');
}
function openGame(title: string) {
fireEvent.click(screen.getByText(title).closest('button')!);
}
it('设备筛选按真实 deviceSupport 过滤,并写回地址栏', async () => {
resetGalleryContext();
listGamesMock.mockResolvedValue([
createGame({
id: 'game-desktop',
title: '桌面专属',
deviceSupport: { desktop: true, mobile: false, touch: false },
}),
createGame({
id: 'game-mobile',
title: '移动可玩',
deviceSupport: { desktop: false, mobile: true, touch: true },
}),
]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
expect(await screen.findByText('桌面专属')).toBeTruthy();
const deviceTabs = within(
screen.getByRole('tablist', { name: '设备筛选' }),
);
fireEvent.click(deviceTabs.getByRole('tab', { name: /移动/u }));
await waitFor(() => expect(screen.queryByText('桌面专属')).toBeNull());
expect(screen.getByText('移动可玩')).toBeTruthy();
expect(window.location.search).toContain('device=');
expect(decodeURIComponent(window.location.search)).toContain('device=移动');
});
it('筛选结果为空时提供重置筛选,并清理地址栏条件', async () => {
resetGalleryContext();
listGamesMock.mockResolvedValue([
createGame({
id: 'game-desktop',
title: '桌面专属',
deviceSupport: { desktop: true, mobile: false, touch: false },
}),
]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
expect(await screen.findByText('桌面专属')).toBeTruthy();
fireEvent.click(
within(screen.getByRole('tablist', { name: '设备筛选' })).getByRole(
'tab',
{ name: /移动/u },
),
);
expect(await screen.findByText('还没有找到对应游戏')).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: '重置筛选' }));
expect(await screen.findByText('桌面专属')).toBeTruthy();
expect(window.location.search).not.toContain('device=');
});
it('从地址栏恢复筛选条件', async () => {
resetGalleryContext();
window.history.replaceState(
{},
'',
'/games?keyword=%E6%98%9F%E8%BD%A8&category=%E5%8A%A8%E4%BD%9C&device=%E7%A7%BB%E5%8A%A8',
);
listGamesMock.mockResolvedValue([createGame({ title: '星轨防线' })]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
await waitFor(() =>
expect(listGamesMock).toHaveBeenCalledWith({
keyword: '星轨',
category: '动作',
}),
);
const search = screen.getByLabelText('搜索游戏') as HTMLInputElement;
expect(search.value).toBe('星轨');
const deviceTabs = within(
screen.getByRole('tablist', { name: '设备筛选' }),
);
expect(
deviceTabs
.getByRole('tab', { name: /移动/u })
.getAttribute('aria-selected'),
).toBe('true');
});
it('返回游戏广场时按上次筛选恢复列表与滚动位置', async () => {
resetGalleryContext();
window.sessionStorage.setItem(
'game-gallery-filters',
JSON.stringify({ keyword: '', category: '全部', device: '移动' }),
);
window.sessionStorage.setItem('game-gallery-scroll:|全部|移动', '320');
listGamesMock.mockResolvedValue([
createGame({
id: 'game-desktop',
title: '桌面专属',
deviceSupport: { desktop: true, mobile: false, touch: false },
}),
createGame({
id: 'game-mobile',
title: '移动可玩',
deviceSupport: { desktop: false, mobile: true, touch: true },
}),
]);
const { container } = render(
<div className="platform-tab-panel">
<GameGalleryPage onOpenDetail={vi.fn()} />
</div>,
);
const scroller = container.querySelector(
'.platform-tab-panel',
) as HTMLElement;
expect(await screen.findByText('移动可玩')).toBeTruthy();
await waitFor(() => expect(scroller.scrollTop).toBe(320));
expect(screen.queryByText('桌面专属')).toBeNull();
});
it('打开详情时保存目录滚动位置,返回后按同一容器复位', async () => {
resetGalleryContext();
const onOpenDetail = vi.fn();
listGamesMock.mockResolvedValue([createGame({ title: '星轨防线' })]);
const { container } = render(
<div className="platform-tab-panel">
<GameGalleryPage onOpenDetail={onOpenDetail} />
</div>,
);
const scroller = container.querySelector(
'.platform-tab-panel',
) as HTMLElement;
expect(await screen.findByText('星轨防线')).toBeTruthy();
scroller.scrollTop = 180;
openGame('星轨防线');
expect(onOpenDetail).toHaveBeenCalledWith('game-1');
await waitFor(() =>
expect(
window.sessionStorage.getItem('game-gallery-scroll:|全部|全部'),
).toBe('180'),
);
});
it('首屏「立即试玩」滚动到列表,而不是打开第一款游戏详情', async () => {
resetGalleryContext();
const onOpenDetail = vi.fn();
listGamesMock.mockResolvedValue([
createGame({ id: 'game-1', title: '星轨防线' }),
createGame({ id: 'game-2', title: '第二款' }),
]);
const scrollTo = vi.fn();
const originalScrollTo = Object.getOwnPropertyDescriptor(
Element.prototype,
'scrollTo',
);
Object.defineProperty(Element.prototype, 'scrollTo', {
configurable: true,
writable: true,
value: scrollTo,
});
try {
const { container } = render(
<div className="platform-tab-panel">
<GameGalleryPage onOpenDetail={onOpenDetail} />
</div>,
);
expect(await screen.findByText('星轨防线')).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: /立即试玩/u }));
expect(onOpenDetail).not.toHaveBeenCalled();
expect(scrollTo).toHaveBeenCalledTimes(1);
expect(scrollTo.mock.instances[0]).toBe(
container.querySelector('.platform-tab-panel'),
);
expect(scrollTo.mock.calls[0]?.[0]).toMatchObject({
behavior: 'smooth',
});
} finally {
if (originalScrollTo) {
Object.defineProperty(Element.prototype, 'scrollTo', originalScrollTo);
} else {
delete (Element.prototype as { scrollTo?: unknown }).scrollTo;
}
}
});
});
describe('GamePlayPage 启动超时与旋转提示', () => {
it('启动超时后给出重试与返回,重试可恢复可玩', async () => {
vi.useFakeTimers();
try {
const onBack = vi.fn();
getGameMock.mockResolvedValue(createGame());
render(<GamePlayPage gameId="game-1" onBack={onBack} />);
await act(async () => {
await Promise.resolve();
});
fireEvent.click(screen.getByRole('button', { name: /开始游戏/u }));
const firstFrame = screen.getByTitle('星轨防线 在线游玩');
act(() => {
vi.advanceTimersByTime(PLATFORM_GAME_LOADING_TIMEOUT_MS);
});
expect(screen.getByText(/启动超时/u)).toBeTruthy();
expect(screen.getByRole('button', { name: /^返回$/u })).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: /^重试$/u }));
const retriedFrame = screen.getByTitle('星轨防线 在线游玩');
expect(retriedFrame).not.toBe(firstFrame);
expect(screen.queryByText(/启动超时/u)).toBeNull();
fireEvent.load(retriedFrame);
expect(retriedFrame.className.includes('game-player-frame--ready')).toBe(
true,
);
act(() => {
vi.advanceTimersByTime(PLATFORM_GAME_LOADING_TIMEOUT_MS);
});
expect(screen.queryByText(/启动超时/u)).toBeNull();
fireEvent.click(screen.getByRole('button', { name: /星轨防线/u }));
expect(onBack).toHaveBeenCalledTimes(1);
} finally {
vi.useRealTimers();
}
});
it('横屏游戏只在竖屏视口提示旋转', async () => {
setViewportWidth(390);
getGameMock.mockResolvedValue(createGame({ orientation: 'landscape' }));
const { unmount } = render(
<GamePlayPage gameId="game-1" onBack={vi.fn()} />,
);
expect(await screen.findByText(/旋转设备/u)).toBeTruthy();
unmount();
setViewportWidth(1280);
getGameMock.mockResolvedValue(createGame({ orientation: 'landscape' }));
render(<GamePlayPage gameId="game-1" onBack={vi.fn()} />);
await screen.findByRole('button', { name: /开始游戏/u });
expect(screen.queryByText(/旋转设备/u)).toBeNull();
});
});
describe('游戏封面与截图展示', () => {
function resetGalleryContext() {
window.sessionStorage.clear();
window.history.replaceState({}, '', '/games');
}
it('广场卡片用签名地址展示真实封面', async () => {
resetGalleryContext();
listGamesMock.mockResolvedValue([
createGame({ coverObjectKey: 'game-distribution/cover/alpha.png' }),
]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
const card = (await screen.findByText('星轨防线')).closest('button');
const cover = card?.querySelector('img.game-cover__image');
expect(cover?.getAttribute('src')).toBe(
'https://assets.example.test/game-distribution/cover/alpha.png',
);
expect(cover?.getAttribute('loading')).toBe('lazy');
});
it('没有封面或换签失败时保留占位而不渲染图片', async () => {
resetGalleryContext();
resolvedAssetUrlMock.mockImplementation((objectKey: string) =>
objectKey && objectKey !== 'game-distribution/cover/broken.png'
? `https://assets.example.test/${objectKey}`
: '',
);
listGamesMock.mockResolvedValue([
createGame({ id: 'game-none', title: '没有封面', coverObjectKey: null }),
createGame({
id: 'game-broken',
title: '换签失败',
coverObjectKey: 'game-distribution/cover/broken.png',
}),
]);
render(<GameGalleryPage onOpenDetail={vi.fn()} />);
expect(await screen.findByText('没有封面')).toBeTruthy();
expect(screen.getByText('换签失败')).toBeTruthy();
expect(document.querySelectorAll('img.game-cover__image')).toHaveLength(0);
expect(document.querySelectorAll('.game-cover__icon')).toHaveLength(2);
});
it('详情页展示封面与截图缩略图,并可切换 hero', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
coverObjectKey: 'game-distribution/cover/alpha.png',
screenshots: [
'game-distribution/screenshot/one.png',
'game-distribution/screenshot/two.png',
],
}),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
await screen.findByRole('heading', { name: '星轨防线' });
const heroImage = () =>
document.querySelector('.game-detail-cover img')?.getAttribute('src');
expect(heroImage()).toBe(
'https://assets.example.test/game-distribution/cover/alpha.png',
);
const thumbs = screen.getAllByRole('button', { name: /(查看大图)/u });
expect(thumbs).toHaveLength(3);
expect(thumbs[0]?.getAttribute('aria-pressed')).toBe('true');
expect(thumbs[2]?.getAttribute('aria-pressed')).toBe('false');
fireEvent.click(thumbs[2]!);
await waitFor(() =>
expect(heroImage()).toBe(
'https://assets.example.test/game-distribution/screenshot/two.png',
),
);
expect(thumbs[2]?.getAttribute('aria-pressed')).toBe('true');
expect(thumbs[0]?.getAttribute('aria-pressed')).toBe('false');
});
it('只有封面时不渲染缩略图条', async () => {
getGameMock.mockResolvedValueOnce(
createGame({ coverObjectKey: 'game-distribution/cover/only.png' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
await screen.findByRole('heading', { name: '星轨防线' });
expect(
screen.queryAllByRole('button', { name: /(查看大图)/u }),
).toHaveLength(0);
expect(screen.queryByRole('group', { name: '游戏截图' })).toBeNull();
});
it('既没有封面也没有截图时退回原占位视觉', async () => {
getGameMock.mockResolvedValueOnce(
createGame({ coverObjectKey: null, screenshots: [] }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
await screen.findByRole('heading', { name: '星轨防线' });
expect(document.querySelectorAll('.game-detail-cover img')).toHaveLength(0);
expect(document.querySelectorAll('.game-detail-cover__icon')).toHaveLength(
1,
);
});
});
function createLineageNode(
overrides: Partial<GameDistributionLineageNode> = {},
): GameDistributionLineageNode {
return {
gameId: 'game-1',
title: '作品',
authorName: '作者',
generation: 1,
parentGameId: null,
playCount: 0,
status: 'published',
...overrides,
};
}
describe('GameLineagePage', () => {
it('渲染整棵树、高亮来源作品,并把父作品不可用的节点降级展示', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
}),
nodes: [
createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
playCount: 30,
}),
createLineageNode({
gameId: 'game-mid',
title: '中间代',
generation: 1,
parentGameId: 'game-root',
}),
createLineageNode({
gameId: 'game-leaf',
title: '叶节点',
generation: 2,
parentGameId: 'game-removed',
}),
],
truncated: false,
});
const onOpenDetail = vi.fn();
render(
<GameLineagePage
rootGameId="game-root"
highlightGameId="game-leaf"
onBack={vi.fn()}
onOpenDetail={onOpenDetail}
/>,
);
expect(await screen.findByText('叶节点')).toBeTruthy();
expect(screen.getByText('中间代')).toBeTruthy();
// 当前作品高亮在它自己的节点卡片上。
expect(
screen.getByText('叶节点').closest('.game-lineage-node')?.className,
).toContain('game-lineage-node--anchor');
// 父作品不在可见集合里:只标注「原作品已不可用」,不回显父作品内容。
expect(screen.getByText('原作品已不可用')).toBeTruthy();
// 任一公开节点都能进入对应详情页。
fireEvent.click(screen.getByRole('button', { name: '母版' }));
expect(onOpenDetail).toHaveBeenCalledWith('game-root');
});
it('没有衍生作品时给出明确空态', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
}),
nodes: [
createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
}),
],
truncated: false,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(
await screen.findByText('这部作品还没有衍生作品,欢迎从它开始共创。'),
).toBeTruthy();
});
it('没有任何可见节点时只渲染一条整体空态,不叠加衍生空态', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: null,
nodes: [],
truncated: false,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(
await screen.findByText('这部作品还没有可展示的族谱节点。'),
).toBeTruthy();
// 双重空态回归:整体空态已覆盖「没有节点」,不能再叠一条衍生空态。
expect(
screen.queryByText('这部作品还没有衍生作品,欢迎从它开始共创。'),
).toBeNull();
expect(document.querySelectorAll('.game-lineage-tree')).toHaveLength(0);
});
it('只有母版时渲染母版节点并只给衍生空态,不给整体空态', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
}),
nodes: [
createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
parentGameId: null,
}),
],
truncated: false,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(await screen.findByRole('button', { name: '母版' })).toBeTruthy();
expect(
screen.getByText('这部作品还没有衍生作品,欢迎从它开始共创。'),
).toBeTruthy();
expect(
screen.queryByText('这部作品还没有可展示的族谱节点。'),
).toBeNull();
});
it('超出节点上限时如实标注截断,不静默丢弃', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: createLineageNode({
gameId: 'game-root',
title: '母版',
generation: 0,
}),
nodes: [
createLineageNode({ gameId: 'game-root', title: '母版', generation: 0 }),
createLineageNode({ gameId: 'game-2', title: '第二部', generation: 1 }),
],
truncated: true,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(
await screen.findByText('这部作品衍生较多,这里只展示前 2 个节点。'),
).toBeTruthy();
});
it('根作品不可用时按代际回退展示,不空白也不报错', async () => {
getGameLineageMock.mockResolvedValueOnce({
rootGameId: 'game-root',
root: null,
nodes: [
createLineageNode({
gameId: 'game-leaf',
title: '叶节点',
generation: 1,
parentGameId: 'game-root',
}),
],
truncated: false,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(
await screen.findByText(
'母版已不可用,下面按代际关系展示仍可阅读的衍生作品。',
),
).toBeTruthy();
expect(screen.getByText('叶节点')).toBeTruthy();
expect(screen.getByText('原作品已不可用')).toBeTruthy();
});
it('未公开作品的详情页不渲染族谱入口', async () => {
getMyGameMock.mockResolvedValueOnce({
...createGame({ status: 'unpublished' }),
latestVersion: null,
versions: [],
} as GameDistributionMyGame);
render(
<GameDetailPage
gameId="game-1"
ownerView
onBack={vi.fn()}
onPlay={vi.fn()}
onOpenLineage={vi.fn()}
/>,
);
await screen.findByText('作品状态');
expect(screen.queryByRole('button', { name: '查看创作族谱' })).toBeNull();
});
it('加载失败走平台错误态并可重试', async () => {
getGameLineageMock
.mockRejectedValueOnce(new Error('网络错误'))
.mockResolvedValueOnce({
rootGameId: 'game-root',
root: createLineageNode({ gameId: 'game-root', title: '母版' }),
nodes: [
createLineageNode({ gameId: 'game-root', title: '母版' }),
createLineageNode({ gameId: 'game-2', title: '第二部' }),
],
truncated: false,
});
render(
<GameLineagePage
rootGameId="game-root"
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(await screen.findByText('网络错误')).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: '重试' }));
expect(await screen.findByText('第二部')).toBeTruthy();
});
it('缺少根作品编号时不发请求并提示编号无效', async () => {
render(
<GameLineagePage
rootGameId=""
onBack={vi.fn()}
onOpenDetail={vi.fn()}
/>,
);
expect(await screen.findByText('游戏编号无效')).toBeTruthy();
expect(getGameLineageMock).not.toHaveBeenCalled();
});
it('详情页共创卡里的族谱入口带上根作品与当前作品', async () => {
getGameMock.mockResolvedValueOnce(
createGame({
lineage: {
generation: 1,
rootGameId: 'game-root',
rootTitle: '母版',
parentGameId: 'game-root',
parentTitle: '母版',
parentAuthorName: '原作者',
},
}),
);
const onOpenLineage = vi.fn();
render(
<GameDetailPage
gameId="game-1"
onBack={vi.fn()}
onPlay={vi.fn()}
onOpenLineage={onOpenLineage}
/>,
);
fireEvent.click(
await screen.findByRole('button', { name: '查看创作族谱' }),
);
expect(onOpenLineage).toHaveBeenCalledWith('game-root', 'game-1');
});
it('没有族谱导航回调时不渲染族谱入口', async () => {
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
await screen.findByRole('heading', { name: '星轨防线' });
expect(screen.queryByRole('button', { name: '查看创作族谱' })).toBeNull();
});
});
describe('GameDetailPage Fork 入口', () => {
it('已公开且授权开放时出现入口;唤起没被接手时降级给出可复制的作品 ID 与指引', async () => {
getGameMock.mockResolvedValueOnce(
createGame({ forkAuthorization: 'nonCommercial' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
const entry = await screen.findByRole('button', { name: 'Fork 这个作品' });
// 未展开前不露出获取方式。
expect(screen.queryByText(/从平台作品开始创作/u)).toBeNull();
// 进入唤起流程后再切假定时器:先让详情页的异步加载在真实定时器下完成。
vi.useFakeTimers();
fireEvent.click(entry);
// 主路径是唤起客户端,而不是先给手动方式。
expect(openForkProtocolMock).toHaveBeenCalledWith('game-1');
expect(screen.getByText('正在唤起陶泥儿客户端…')).toBeTruthy();
expect(screen.queryByText(/从平台作品开始创作/u)).toBeNull();
// 页面没有失焦 → 没有客户端接手 → 经过降级窗口后给手动路径。
await act(async () => {
vi.advanceTimersByTime(FORK_LAUNCH_FALLBACK_DELAY_MS + 10);
});
expect(screen.getByText(/没有检测到陶泥儿客户端/u)).toBeTruthy();
expect(
screen.getByText(
'在陶泥儿客户端里打开「从平台作品开始创作」,粘贴下面的作品 ID 或作品链接。',
),
).toBeTruthy();
expect(screen.getByText('game-1')).toBeTruthy();
expect(screen.getByText(/\/games\/detail\?id=game-1$/u)).toBeTruthy();
// 冻结口径:Fork = 复制整个工程继续改造;只保留一句话告知(对他人可见 + 不可撤销)。
expect(
screen.getByText(/整个工程(含素材与文档)复制到你的项目里继续改造/u),
).toBeTruthy();
expect(screen.getByText(/复制后对他人可见,且不可撤销/u)).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: '复制作品 ID' }));
await act(async () => {});
expect(copyTextToClipboardMock).toHaveBeenCalledWith('game-1');
expect(screen.getByRole('button', { name: '作品 ID 已复制' })).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: '复制作品链接' }));
await act(async () => {});
expect(copyTextToClipboardMock).toHaveBeenCalledWith(
expect.stringContaining('/games/detail?id=game-1'),
);
expect(
screen.getByRole('button', { name: '作品链接已复制' }),
).toBeTruthy();
vi.useRealTimers();
});
it('桌面端唤起后页面失焦即认为客户端接手:只给状态反馈,不出降级面板', async () => {
getGameMock.mockResolvedValueOnce(
createGame({ forkAuthorization: 'full' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
const entry = await screen.findByRole('button', { name: 'Fork 这个作品' });
vi.useFakeTimers();
fireEvent.click(entry);
expect(openForkProtocolMock).toHaveBeenCalledWith('game-1');
// 失焦 = 浏览器把焦点交给了外部协议处理器。
act(() => {
window.dispatchEvent(new Event('blur'));
});
await act(async () => {
vi.advanceTimersByTime(FORK_LAUNCH_FALLBACK_DELAY_MS + 10);
});
expect(screen.getByText(/已唤起陶泥儿客户端/u)).toBeTruthy();
// 已接手就不算降级:不出现手动获取的作品 ID 与复制按钮。
expect(screen.queryByText(/作品 ID:/u)).toBeNull();
expect(screen.queryByRole('button', { name: '复制作品 ID' })).toBeNull();
vi.useRealTimers();
});
it('移动端不尝试唤起,直接给手动路径', async () => {
setViewportWidth(375);
getGameMock.mockResolvedValueOnce(
createGame({ forkAuthorization: 'nonCommercial' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
fireEvent.click(
await screen.findByRole('button', { name: 'Fork 这个作品' }),
);
expect(openForkProtocolMock).not.toHaveBeenCalled();
expect(screen.getByText(/当前设备无法直接唤起客户端/u)).toBeTruthy();
expect(screen.getByText('game-1')).toBeTruthy();
expect(screen.getByRole('button', { name: '复制作品 ID' })).toBeTruthy();
});
it('授权为禁止共创时不出现 Fork 入口', async () => {
getGameMock.mockResolvedValueOnce(
createGame({ forkAuthorization: 'forbidden' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
await screen.findByRole('heading', { name: '星轨防线' });
expect(screen.queryByRole('button', { name: 'Fork 这个作品' })).toBeNull();
expect(screen.queryByRole('button', { name: '登录后可 Fork' })).toBeNull();
});
it('未公开作品不出现 Fork 入口', async () => {
getMyGameMock.mockResolvedValueOnce({
...createGame({ status: 'unpublished', forkAuthorization: 'full' }),
latestVersion: null,
versions: [],
} as GameDistributionMyGame);
render(
<GameDetailPage
gameId="game-1"
ownerView
onBack={vi.fn()}
onPlay={vi.fn()}
/>,
);
await screen.findByText('作品状态');
expect(screen.queryByRole('button', { name: 'Fork 这个作品' })).toBeNull();
expect(screen.queryByRole('button', { name: '登录后可 Fork' })).toBeNull();
});
it('未登录时入口显示「登录后可 Fork」,点击走仓库既有登录门禁而不是静默隐藏', async () => {
authUiMock.value.user = null;
authUiMock.value.canAccessProtectedData = false;
getGameMock.mockResolvedValueOnce(
createGame({ forkAuthorization: 'full' }),
);
render(
<GameDetailPage gameId="game-1" onBack={vi.fn()} onPlay={vi.fn()} />,
);
const gate = await screen.findByRole('button', { name: '登录后可 Fork' });
expect(screen.queryByText(/从平台作品开始创作/u)).toBeNull();
fireEvent.click(gate);
expect(authUiMock.value.openLoginModal).toHaveBeenCalledTimes(1);
// 未登录既不唤起客户端,也不展开获取方式。
expect(openForkProtocolMock).not.toHaveBeenCalled();
expect(screen.queryByText(/从平台作品开始创作/u)).toBeNull();
});
});