29b99f213d
- index.tsx:整条删除 `ResourceBookOutlineNav` 组件(`.game-resource-outline` / `aria-label="资源栏目大纲"` / 栏目图标 + 栏目文字 + 未读红点)以及栏目页与「所有资源」页两处挂载点;`ResourceBookAllResourcesPage` 不再接收只服务导航的 `unreadCategories` / `onOpen`。 - index.tsx:一并清掉只服务这条导航的「未读红点」状态链(`unreadResourceCategoryState`、`resourceCategorySnapshotRef`、`resourceIdsByCategory`、`viewedResourceCategory` 与对应 effect),不留死代码、不留墓碑注释。 - styles.css:删除全部 `.game-resource-outline*` 规则(悬浮 Dock、常态/悬停态、图标列宽、`.game-resource-outline-label`、`.game-resource-outline-unread`,共 106 行)。 - 保留未动:分区栏目本身、栏目标题栏、资源卡、总览缩略卡片、第 0 张「所有资源」入口、「所有资源」汇总页、搜索、总览、快速编辑与选中工具条。 - 测试:切栏目 helper(appSurface/project-development、appSurface/home、resourceRename、resourceVersionSwitch)改为走「资源总览」缩略卡片(需要时先点「收起资源」回总览),不再点导航;栏目顺序断言改钉在总览缩略卡片的 `aria-label` 序列上(第 0 张「所有资源」+ 固定七栏目),断言内容未放宽。 - 测试:按「四不写」删除只守这条导航的断言——大纲常态可读性的 CSS 声明用例、大纲条目图标/文字的 DOM 用例(该用例保留其中与搜索浮层相关的断言并改名)、未读红点用例(该用例保留"只登记游戏代码的项目照常分页并落在待归类"的部分并改名)、空项目与「所有资源」页里的导航存在性断言。 - 测试:新增反向守卫 + 切栏目链路用例(`has no outline nav and keeps every section reachable through the remaining entries`):断言 `资源栏目大纲` 标签、`.game-resource-outline` 类名与对应 `<nav>` 都不再渲染,并逐条走通总览缩略卡片(含空栏目)→ 下一页 → 标题栏「资源总览」→ 「所有资源」入口往返。 - 测试:`preserves independent art viewports across sort and workbench mode switches` 保留全部原断言,只去掉排序模式切换后那些"点当前栏目"的空操作往返(旧导航点在同栏目上是提前返回,改 helper 后变成真实往返,会在 jsdom 里触发重新 fit)。
256 lines
7.8 KiB
TypeScript
256 lines
7.8 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 {
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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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supervisor: 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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supervisor: 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('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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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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// 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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});
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});
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