876529e668
- 删除 ProjectSupervisorView、SupervisorChatOnlyView、ProjectWorkspaceChatPane、AgentConversationOverlay、DeveloperProjectPanels、DeveloperRuntimePanels 与 features/agent-runtime/panels.tsx - 删除 Supervisor 独立调试窗口:windows.rs 的 supervisor_chat_window_url / open_project_supervisor_chat_window、main.rs 的 invoke 注册、?supervisor-chat 与 ?agent-chat 前端入口、developer.json capability 和对应 Rust 用例 - 删除工作台壳的开发者 Agent 面板:DeveloperAgentPanel、useDeveloperAgentPanel、useDeveloperAgentState、developerAgentControls - App.tsx 删除只服务退役面板的 state/ref/effect/handler(agentConversation*、文件/记忆/资产/画板/预览面板处理、commandLog、llmConfigStatus、editorBaseUrl、回放历史与 trace 面板状态、selectedAgent 等)以及由此产生的空分支,并把 requestRuntimeConfigOpen 接回本地 RuntimeConfigDialog - 立项策划独立成模块:Design Agent 与 Planning V2 的容器和表现移到 view/project-development/planning/(PlanningChatView、PlanningUserInputCard、GddApprovalCard、DesignAgentSurface、PlanningLaneRuntimeStrip、planningLane、planningSessionV2、planningSessionContract) - 改名到中性概念:ProjectSupervisorComponentProps→ProjectChatComponentProps、WorkspaceLauncherShellProps.ProjectSupervisor→ProjectChat、ProjectDevelopmentView.supervisor→chat、orchestrationMode→agentDockVisible、initialSupervisorMessageClaims→initialTurnClaims、ProjectManifestSnapshotSource 'supervisor'→'chat'、CSS project-supervisor-*/project-planning-*→project-chat-* - 删除 PROJECT_SUPERVISOR_AGENT_ID 与 PROJECT_SUPERVISOR_PLAN_SOURCE 常量 - 工作台壳自己订阅 game-creator-manifest-invalidated,用 revision→清单→revision 配对读(source: asset-event)并入 currentProjectContext,且不重新检查项目目录;测试夹具改为按监听器集合广播该事件 - 删除只钉住退役界面的 appSurface 用例(旧调试窗口、开发者面板、Agent 对话浮层、运行历史面板) - 同步文档:ADR、DirectProject 聊天模块抽离实施计划与里程碑、Provider 推理里程碑、策划会话 RuntimeV2、AI 游戏创作实施计划,并在 decision-log 新增 2026-09-19 条 - 删除随退役面板失去调用方的模块与导出:projectSummaryCommands.ts(1054 行旧 Supervisor 斜杠命令处理器)、AGENT_RUN_HISTORY_* 常量、agent-runtime/model.ts 与 project-summary/agentPresentation.ts 里的死导出,以及 agentRunTrace / memoryCommands / projectCommandPolicy 中无调用方的校验与解析函数 - 更新 scripts/check-config.mjs 与 scripts/check-native-shells.mjs 的窗口与命令守卫
433 lines
15 KiB
TypeScript
433 lines
15 KiB
TypeScript
// @vitest-environment jsdom
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import { afterEach, describe, expect, test, vi } from 'vitest';
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import type { GameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
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import { GameRunVersionPicker } from '../src/features/resource-canvas/GameRunVersionPicker';
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import {
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cleanup,
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createGameCreationAppManifest,
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createGameCreationAppSeedTasks,
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fireEvent,
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ProjectDevelopmentView,
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React,
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render,
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screen,
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waitFor,
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within,
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} from './appSurface/harness';
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const PROJECT_PATH = '/tmp/workbench-version-switch';
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function installResourceCardIntersectionObserver() {
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class ResourceCardIntersectionObserver {
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readonly root = null;
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readonly rootMargin = '160px';
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readonly thresholds = [0];
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readonly observed = new Set<Element>();
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constructor(readonly callback: IntersectionObserverCallback) {}
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observe(element: Element) {
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this.observed.add(element);
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}
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unobserve(element: Element) {
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this.observed.delete(element);
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}
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disconnect() {
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this.observed.clear();
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}
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takeRecords() {
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return [];
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}
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}
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Object.defineProperty(window, 'IntersectionObserver', {
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configurable: true,
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value: ResourceCardIntersectionObserver,
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});
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}
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function createVersionedManifest(): GameCreationAppManifest {
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const manifest = createGameCreationAppManifest(
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'workbench-version-switch',
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'版本切换测试',
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);
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// 运行模块的可用性与版本入口无关,这里用一条已完成原型任务把它打开。
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manifest.tasks = createGameCreationAppSeedTasks().map((task) =>
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task.id === 'code-prototype'
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? { ...task, status: 'completed' as const }
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: task,
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);
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// 两件资产必须落在同一栏目才能同屏比较版本高亮,因此都用 `character` 分类。
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manifest.assets = [
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{
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id: 'asset-player',
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kind: 'character',
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mediaType: 'image/png',
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localPath: 'assets/player.png',
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source: { kind: 'generated' },
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},
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{
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id: 'asset-town',
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kind: 'character',
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mediaType: 'image/png',
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localPath: 'assets/town.png',
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source: { kind: 'generated' },
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},
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];
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// createdAt 是 Unix 秒(写入侧 manifest.rs 用 unix_timestamp())。
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manifest.versions = [
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{
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versionId: 'version-root',
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parentVersionId: null,
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projectRevision: 3,
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resourceBindings: [
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{ slotId: 'asset:asset-player', resourceId: 'asset-player' },
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],
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createdReason: 'initial',
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createdAt: 1_788_075_047,
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},
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{
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versionId: 'version-child',
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parentVersionId: 'version-root',
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projectRevision: 4,
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resourceBindings: [
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{ slotId: 'asset:asset-town', resourceId: 'asset-town' },
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],
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createdReason: 'agent-revision',
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createdAt: 1_788_075_104,
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},
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];
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return manifest;
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}
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function renderWorkbench(
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manifest: GameCreationAppManifest,
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props: {
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activeVersionId?: string | null;
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onActiveVersionChange?: (versionId: string) => void;
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} = {},
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) {
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const { rerender } = render(
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React.createElement(ProjectDevelopmentView, {
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projectName: manifest.name,
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projectPath: PROJECT_PATH,
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manifest,
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attachments: [],
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recentRunStatus: null,
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recentRunStopReason: null,
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chat: React.createElement('div', null, '项目总控'),
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onHomeOpen: vi.fn(),
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onProjectsOpen: vi.fn(),
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onPlay: vi.fn(),
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...props,
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}),
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);
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return {
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rerenderWith(next: Partial<Record<string, unknown>>) {
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rerender(
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React.createElement(ProjectDevelopmentView, {
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projectName: manifest.name,
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projectPath: PROJECT_PATH,
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manifest,
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attachments: [],
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recentRunStatus: null,
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recentRunStopReason: null,
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chat: React.createElement('div', null, '项目总控'),
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onHomeOpen: vi.fn(),
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onProjectsOpen: vi.fn(),
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onPlay: vi.fn(),
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...props,
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...next,
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}),
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);
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},
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};
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}
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async function openArtCategory() {
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fireEvent.click(screen.getByRole('button', { name: '按类型' }));
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// 左侧栏目大纲导航已按用户要求删除:切栏目走「资源总览」的栏目缩略卡片。
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if (document.querySelector('[data-resource-book-view="child"]')) {
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fireEvent.click(await screen.findByRole('button', { name: '收起资源' }));
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await waitFor(() =>
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expect(
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document.querySelector('[data-resource-book-view="main"]'),
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).not.toBeNull(),
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);
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}
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fireEvent.click(
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await screen.findByRole('button', { name: '打开角色与对象' }),
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);
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await waitFor(() => {
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expect(
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document.querySelector('[data-resource-book-view="child"]'),
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).not.toBeNull();
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});
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}
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function cardFor(label: string) {
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return screen
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.getByRole('button', { name: `选中资源:角色与对象 ${label}` })
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.closest('.game-resource-card');
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}
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afterEach(() => {
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cleanup();
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});
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describe('C7 运行模块版本切换', () => {
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test('keeps the version entry hidden without versions and shows the latest one by default', async () => {
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installResourceCardIntersectionObserver();
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const manifest = createVersionedManifest();
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manifest.versions = [];
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const withoutVersions = renderWorkbench(manifest);
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fireEvent.click(screen.getByRole('tab', { name: '运行' }));
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expect(screen.queryByLabelText(/^当前版本:/)).toBeNull();
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withoutVersions.rerenderWith({ manifest: createVersionedManifest() });
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const trigger = await screen.findByLabelText(/^当前版本:/);
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expect(trigger.getAttribute('aria-label')).toContain('智能体修订');
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});
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test('switches the current version through the entry and reports it to the host', async () => {
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installResourceCardIntersectionObserver();
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const manifest = createVersionedManifest();
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const onActiveVersionChange = vi.fn();
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renderWorkbench(manifest, { onActiveVersionChange });
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fireEvent.click(screen.getByRole('tab', { name: '运行' }));
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fireEvent.click(await screen.findByLabelText(/^当前版本:/));
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const menu = await screen.findByRole('listbox', {
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name: '切换游戏版本',
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});
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expect(within(menu).getAllByRole('option')).toHaveLength(2);
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// 当前版本(最新的那个)已在菜单里标记为选中。
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expect(
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within(menu)
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.getByRole('option', { name: /智能体修订/ })
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.getAttribute('aria-selected'),
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).toBe('true');
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fireEvent.click(within(menu).getByRole('option', { name: /初始版本/ }));
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expect(onActiveVersionChange).toHaveBeenCalledWith('version-root');
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});
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test('reloads the current preview when the version changes in the run module', async () => {
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installResourceCardIntersectionObserver();
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const manifest = createVersionedManifest();
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const onPlay = vi.fn();
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const onActiveVersionChange = vi.fn();
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renderWorkbench(manifest, { onPlay, onActiveVersionChange });
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fireEvent.click(screen.getByRole('tab', { name: '运行' }));
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fireEvent.click(await screen.findByLabelText(/^当前版本:/));
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const menu = await screen.findByRole('listbox', {
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name: '切换游戏版本',
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});
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fireEvent.click(within(menu).getByRole('option', { name: /初始版本/ }));
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expect(onActiveVersionChange).toHaveBeenCalledWith('version-root');
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// 验收用例 S16 的「并重载当前预览」:只改记录层而不重载,用户看到的仍是上一个版本的
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// 画面(素材不可变,画面靠重载预览回到该版本对应的资源),切换就成了"点了没反应"。
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expect(onPlay).toHaveBeenCalled();
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});
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test('drives the "current use" card highlight from the active version', async () => {
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installResourceCardIntersectionObserver();
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const manifest = createVersionedManifest();
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const rendered = renderWorkbench(manifest);
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await openArtCategory();
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// 默认当前版本是 manifest 里最新的那个:只有它绑定的资源算「当前使用」。
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expect(cardFor('town.png')?.classList.contains('is-current-version')).toBe(
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true,
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);
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expect(
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cardFor('player.png')?.classList.contains('is-current-version'),
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).toBe(false);
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// 同一件事的 DOM 合同:命中的卡片带 `data-used-by-current-version="true"`,
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// 未命中的卡片**根本没有这个属性**(不是 `"false"`),排障与验收都读它。
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expect(
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cardFor('town.png')?.getAttribute('data-used-by-current-version'),
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).toBe('true');
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expect(
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cardFor('player.png')?.hasAttribute('data-used-by-current-version'),
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).toBe(false);
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rendered.rerenderWith({ activeVersionId: 'version-root' });
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await waitFor(() => {
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expect(
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cardFor('player.png')?.classList.contains('is-current-version'),
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).toBe(true);
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});
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expect(cardFor('town.png')?.classList.contains('is-current-version')).toBe(
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false,
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);
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// 切版本后属性跟着换手,而不是两件资产都亮着。
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expect(
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cardFor('player.png')?.getAttribute('data-used-by-current-version'),
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).toBe('true');
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expect(
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cardFor('town.png')?.hasAttribute('data-used-by-current-version'),
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).toBe(false);
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// 选中的版本已经不存在时按空态处理(与 `@` 面板同一口径),不残留旧高亮;
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// 工作台壳会在版本消失时把选择清回「最新版本」。
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rendered.rerenderWith({ activeVersionId: 'version-removed' });
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await waitFor(() => {
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expect(
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cardFor('town.png')?.classList.contains('is-current-version'),
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).toBe(false);
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});
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expect(
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cardFor('player.png')?.classList.contains('is-current-version'),
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).toBe(false);
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expect(
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cardFor('town.png')?.hasAttribute('data-used-by-current-version'),
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).toBe(false);
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expect(
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cardFor('player.png')?.hasAttribute('data-used-by-current-version'),
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).toBe(false);
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});
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/**
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* 菜单位置按触发按钮的实时 rect 算:运行画面会缩放 / 滚动,`fixed` 定位的菜单
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* 不跟着重算就会漂在旧位置上(离触发按钮越来越远,甚至跑出视口)。
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*
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* 变异验证:把 `scroll` / `resize` 的重算订阅删掉,本用例必须失败。
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*/
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test('recomputes the portal menu position after the window scrolls', async () => {
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const rect = (bottom: number) =>
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({
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bottom,
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right: 200,
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top: bottom - 24,
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left: 120,
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width: 80,
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height: 24,
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x: 120,
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y: bottom - 24,
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toJSON: () => ({}),
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}) as DOMRect;
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const rectSpy = vi
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.spyOn(HTMLElement.prototype, 'getBoundingClientRect')
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.mockReturnValue(rect(100));
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try {
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render(
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React.createElement(GameRunVersionPicker, {
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versions: createVersionedManifest().versions,
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activeVersionId: null,
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onSelectVersion: vi.fn(),
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}),
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);
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fireEvent.click(await screen.findByLabelText(/^当前版本:/));
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const menu = await screen.findByRole('listbox', {
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name: '切换游戏版本',
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});
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expect(menu.style.top).toBe('106px');
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// 窗口滚动 / 画布缩放后触发按钮位移,菜单必须跟着走。
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rectSpy.mockReturnValue(rect(240));
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fireEvent.scroll(window);
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await waitFor(() => {
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expect(menu.style.top).toBe('246px');
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});
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} finally {
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rectSpy.mockRestore();
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}
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});
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/**
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* 用户实测「切换版本点了选项没反应」的直接原因(与事件订阅报错互相独立)。
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*
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* 菜单 portal 到 `document.body`,DOM 上不在触发按钮的子树里。只认 `rootRef` 的
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* 「点外部」判定会把落在选项上的 mousedown 当成点外部、当场卸载菜单,随后的 click
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* 就落不到选项上,`onSelectVersion` 永远不会被调用。
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*
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* 这两条用例必须走**真实指针序列**(mousedown → mouseup → click):只派发 click
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* 会绕过「点外部」判定,正是旧用例没抓住这个 bug 的原因。
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*/
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test('does not dismiss the portal version menu when an option is pressed down', async () => {
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const onSelectVersion = vi.fn();
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render(
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React.createElement(GameRunVersionPicker, {
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versions: createVersionedManifest().versions,
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activeVersionId: null,
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onSelectVersion,
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}),
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);
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fireEvent.click(await screen.findByLabelText(/^当前版本:/));
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const menu = await screen.findByRole('listbox', {
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name: '切换游戏版本',
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});
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const option = within(menu).getByRole('option', { name: /初始版本/ });
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fireEvent.mouseDown(option);
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// 按下选项时菜单必须还在:被卸载掉就说明这次 mousedown 被判成了「点外部」。
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expect(
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screen.queryByRole('listbox', { name: '切换游戏版本' }),
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).not.toBeNull();
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fireEvent.mouseUp(option);
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fireEvent.click(option);
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expect(onSelectVersion).toHaveBeenCalledWith('version-root');
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});
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/**
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* portal 菜单本身必须登记成「点这里不算外部」:菜单挂在 `document.body` 上,
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* 不在触发按钮的子树里,只按 `rootRef` 判定就会把落在菜单自己身上的点击
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* 当成点外部把它收掉(选项与菜单之间的空隙、菜单容器的内边距都算)。
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*/
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test('keeps the portal menu mounted when the click lands on the menu itself', async () => {
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render(
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React.createElement(GameRunVersionPicker, {
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versions: createVersionedManifest().versions,
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activeVersionId: null,
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onSelectVersion: vi.fn(),
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}),
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);
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fireEvent.click(await screen.findByLabelText(/^当前版本:/));
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const menu = await screen.findByRole('listbox', {
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name: '切换游戏版本',
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});
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fireEvent.mouseDown(menu);
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fireEvent.click(menu);
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expect(
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screen.queryByRole('listbox', { name: '切换游戏版本' }),
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).not.toBeNull();
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});
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test('selects the version from the run module when the option is clicked after a real press', async () => {
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installResourceCardIntersectionObserver();
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const manifest = createVersionedManifest();
|
||
const onActiveVersionChange = vi.fn();
|
||
renderWorkbench(manifest, { onActiveVersionChange });
|
||
|
||
fireEvent.click(screen.getByRole('tab', { name: '运行' }));
|
||
fireEvent.click(await screen.findByLabelText(/^当前版本:/));
|
||
const menu = await screen.findByRole('listbox', {
|
||
name: '切换游戏版本',
|
||
});
|
||
const option = within(menu).getByRole('option', { name: /初始版本/ });
|
||
|
||
// 真实的一次「点选项」:按下 → 抬起 → click。菜单若在按下那一刻被卸载,
|
||
// 这次 click 就落不到选项上,宿主收不到任何版本变更(即「点了没反应」)。
|
||
fireEvent.mouseDown(option);
|
||
fireEvent.mouseUp(option);
|
||
fireEvent.click(option);
|
||
|
||
expect(onActiveVersionChange).toHaveBeenCalledWith('version-root');
|
||
});
|
||
});
|