cline_task_dec 9 2024_7 41 17 pm - bizkite-co/handterm GitHub Wiki
User:
I need your assistance implementing front-end testing for my React web TUI that includes an HTML canvas game.I want to be able to write simple feature files like src/e2e/scenarios/tutorialProgression.feature
and then implement them as unit tests or even UI tests that test game state values.
I want to progress with baby-steps and make sure each test works before moving to the next one. I don't think the test for tutorialProgression.feature
works yet.
src/e2e/scenarios/tutorialProgression.feature
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx
.babelrc .eslintrc.cjs .gitignore .yarnrc.yml @monaco-editor-react.js copy-back-to-hugo.ps1 generate-docs.cjs index.html moduleResolver.cjs moduleResolver.js package-lock.json package.json README.md response.json setupTests.ts techstack.yml temp.md TODO.md tsconfig.json tsconfig.node.json vite.config.ts vitest-setup.ts vitest.config.ts webpack.lambda.config.js ~/ docs/ docs/coding_standards.md docs/product-specification.md docs/prompt-instructions.md docs/usestate-vs-signals.md docs/adr/ docs/adr/_index.md docs/adr/arrange-component-state-hierarchy.md docs/adr/choose-commandline-state-locus.md docs/lib/ docs/lib/_index.md docs/worklog/ docs/worklog/2024-01-09-sprite-animation-atomic-processing.md docs/worklog/2024-01-25-github-tree-editor-implementation.md docs/worklog/2024-01-25-linting-fixes.md docs/worklog/2024-07-13-cognito-jwt-verifier-type-resolution.md docs/worklog/2024-07-13-e2e-testing-approach.md docs/worklog/2024-10-12-jest-configuration-challenges.md docs/worklog/2024-10-12-jest-configuration-troubleshooting.md docs/worklog/2024-10-12-jest-configuration-update.md docs/worklog/2024-10-12-jest-configuration.md docs/worklog/2024-10-12-jest-matcher-type-resolution.md docs/worklog/2024-10-12-module-resolution-challenges.md docs/worklog/2024-11-30-github-auth-module-resolution.md docs/worklog/2024-11-30-github-device-poll-token-storage.md docs/worklog/2024-11-30-github-file-save-line-break-preservation.md docs/worklog/2024-12-05-bypass-command-activity-reset.md docs/worklog/2024-12-06-e2e-activity-switching-testing.md docs/worklog/2024-12-06-e2e-testing-approach.md docs/worklog/2024-12-06-github-pages-routing-strategy.md docs/worklog/2024-12-06-vitest-migration-complete.md docs/worklog/2024-12-06-vitest-migration-plan.md docs/worklog/2024-12-07-canvas-mock-type-resolution.md docs/worklog/2024-12-07-handterm-linting.md docs/worklog/2024-12-07-linting-cleanup.md docs/worklog/2024-12-07-linting-fixes.md docs/worklog/2024-12-07-login-e2e-testing.md docs/worklog/2024-12-08-cline-conversation-history-investigation.md docs/worklog/2024-12-08-reactive-location-navigation-optimization.md docs/worklog/2024-12-08-reactive-location-navigation-throttling.md docs/worklog/2024-12-08-test-description-parsing-investigation.md public/ public/404.html public/vite.svg public/images/ public/images/PricingQR_w200.png public/images/PricingQR.png public/images/PricingUTM_w200.png public/images/pricingUTM.png public/images/Adventurer/ public/images/city-ruins/ public/images/cyberpunk-street-files/ public/images/grunge-tileset-files/ public/images/haunted-forest-parallaxing-background/ public/images/magic-cliffs-environment/ public/images/parallax-city-background-pack/ public/images/parallax-industrial-pack/ public/images/parallax-industrial-web/ public/images/post_soviet_city_parallax/ public/images/svgs/ public/images/Zombie4Package/ scripts/ scripts/clearLocalStorage.js src/ src/allChords.ts src/App.tsx src/main.tsx src/Persistence.ts src/terminal-data.ts src/mocks/ src/mocks/canvasMock.js src/mocks/@octokit/ src/mocks/@preact/ src/mocks/signals/ src/tests/ src/tests/activitySwitching.test.tsx src/tests/basic.test.ts src/tests/useActivityMediator.test.ts.back src/tests/useActivityMediator.test.tsx src/tests/hooks/ src/assets/ src/assets/App.css src/assets/index.css src/assets/react.svg src/assets/terminal.css src/assets/web-cam.css src/assets/xterm.css src/commands/ src/commands/_context.md src/commands/_index.md src/commands/_todo.md src/commands/archiveCommand.ts src/commands/BypassCommand.ts src/commands/cleanCommand.ts src/commands/clearCommand.tsx src/commands/commandRegistry.ts src/commands/editCommand.tsx src/commands/GitHubCommand.ts src/commands/HelpCommand.tsx src/commands/index.ts src/commands/ListPhrasesCommand.tsx src/commands/LoginCommand.ts src/commands/SignUpCommand.ts src/commands/SpecialCommand.tsx src/commands/toggleVideoCommand.ts src/commands/wrtCommand.tsx src/commands/tests/ src/components/ src/components/Chord.tsx src/components/CommandOutput.tsx src/components/ErrorDisplay.tsx src/components/HandTermWrapper.tsx src/components/MonacoEditor.css src/components/MonacoEditor.tsx src/components/Nav.tsx src/components/NextCharsDisplay.tsx src/components/Output.tsx src/components/Prompt.tsx src/components/SlowestCharactersDisplay.tsx src/components/TimeDisplay.tsx src/components/Timer.tsx src/components/TutorialManager.tsx src/components/WpmTable.tsx src/components/XtermAdapterConfig.ts src/contexts/ src/contexts/ActivityMediatorContext.tsx src/contexts/AppContext.tsx src/contexts/CommandContext.tsx src/contexts/CommandProvider.tsx src/e2e/ src/e2e/README.md src/e2e/testDescriptionParser.ts src/e2e/scenarios/ src/game/ src/game/_index.md src/game/Game.tsx src/game/GameClock.ts src/game/Hero.tsx src/game/ICharacterProps.ts src/game/Level.tsx src/game/ParallaxLayer.tsx src/game/ScrollingTextLayer.tsx src/game/SpriteManagerContext.tsx src/game/TypeScriptStateMachine.tsx src/game/useBaseCharacter.tsx src/game/Zombie4.tsx src/game/tests/ src/game/characters/ src/game/sprites/ src/game/types/ src/hooks/ src/hooks/activityMachine.ts src/hooks/useActivityMediator.d.ts src/hooks/useActivityMediator.ts src/hooks/useAPI.ts src/hooks/useAuth.http src/hooks/useAuth.ts src/hooks/useCharacterHandler.ts src/hooks/useCommand.ts src/hooks/useReactiveLocation.ts src/hooks/useResizeCanvasAndFont.ts src/hooks/useStateLogger.ts src/hooks/useTerminal.ts src/hooks/useTutorials.ts src/hooks/useWPMCaculator.ts src/providers/ src/providers/QueryProvider.tsx src/shared/ src/shared/endpoints.json src/signals/ src/signals/appSignals.ts src/signals/commandLineSignals.ts src/test-utils/ src/types/ src/utils/
(File list truncated. Use list_files on specific subdirectories if you need to explore further.) </environment_details>
Assistant:
Let's run the test with our updated terminal input simulation and proper tutorial progression checks.<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode [2024-12-09T23:57:50.857Z] [HandTermWrapper] [INFO] Resetting terminal in NORMAL mode
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1443ms ❯ Tutorial Progression (1) 1440ms × should progress through tutorial steps and change to game mode 1437ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1443ms ❯ Tutorial Progression (1) 1440ms × should progress through tutorial steps and change to game mode 1437ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '\r' to be 'fdsa' // Object.is equality
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
15:57:49 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:36:44 34| await typeInTerminal('\r'); 35| await waitFor(() => { 36| expect(tutorialSignal.value?.phrase).toBe('fdsa'); | ^ 37| } { timeout: 1000 }); 38| ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/1]⎯
Test Files 1 failed (1) Tests 1 failed (1) Start at 15:57:47 Duration 4.72s (transform 854ms setup 260ms collect 1.46s tests 1.44s environment 883ms prepare 151ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 9 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the terminal input isn't being properly handled. Let me check how the terminal input is processed in the useTerminal hook.<read_file> src/hooks/useTerminal.ts </read_file>
User:
[read_file for 'src/hooks/useTerminal.ts'] Result: // hooks/useTerminal.ts import React, { useCallback, useEffect, useRef } from 'react'; import { useXTerm } from 'react-xtermjs'; import { FitAddon } from '@xterm/addon-fit'; import { XtermAdapterConfig } from '../components/XtermAdapterConfig'; import { useCommand } from './useCommand'; import { useWPMCalculator } from './useWPMCaculator'; import { addKeystroke, commandLineSignal } from 'src/signals/commandLineSignals'; import { useComputed } from '@preact/signals-react'; import { setCommandLine } from 'src/signals/commandLineSignals'; import { isInLoginProcessSignal, isInSignUpProcessSignal, setActivity, setIsInLoginProcess, setIsInSignUpProcess, setTempEmail, setTempPassword, setTempUserName, tempEmailSignal, tempPasswordSignal, tempUserNameSignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { useCharacterHandler } from './useCharacterHandler'; import { parseCommand } from 'src/utils/commandUtils';
export const useTerminal = () => { const { instance, ref: xtermRef } = useXTerm({ options: XtermAdapterConfig }); const { handleCommand, commandHistory, commandHistoryIndex, setCommandHistoryIndex } = useCommand(); const wpmCalculator = useWPMCalculator(); const commandLine = useComputed(() => commandLineSignal.value);
const [_commandLineState, _setCommandLineState] = React.useState('');
const fitAddon = useRef(new FitAddon()); const PROMPT = '> '; const promptLength = PROMPT.length;
const writeToTerminal = useCallback((data: string) => { instance?.write(data); }, [instance]);
const resetPrompt = useCallback(() => { if (!instance) return; instance.reset(); setCommandLine(''); _setCommandLineState(''); instance.write(PROMPT); instance.scrollToBottom(); }, [instance]);
const lastTypedCharacterRef = useRef<string | null>(null); const setLastTypedCharacter = (value: string | null) => { lastTypedCharacterRef.current = value; };
const { handleCharacter, } = useCharacterHandler({ _setCommandLine: _setCommandLineState, setLastTypedCharacter, isInSvgMode: false, // Set appropriately isInLoginProcess: isInLoginProcessSignal.value, writeOutputInternal: writeToTerminal, });
const getCurrentCommand = useCallback(() => { if (!instance) return ''; const buffer = instance.buffer.active; let command = ''; for (let i = 0; i <= buffer.cursorY; i++) { const line = buffer.getLine(i); if (line) { command += line.translateToString(true); } } const promptEndIndex = command.indexOf(PROMPT) + promptLength; return command.substring(promptEndIndex).trimStart(); }, [instance, promptLength]);
const clearCurrentLine = useCallback(() => { if (!instance) return; // Move cursor to end of line instance.write('\x1b[2K\r'); // Clear the current line instance.write(PROMPT); // Rewrite prompt }, [instance]);
const navigateHistory = useCallback((direction: 'up' | 'down') => { if (!instance || !commandHistory.length) return;
let newIndex = commandHistoryIndex;
if (direction === 'up') {
// If we're not already navigating history, save current command
if (newIndex === -1) {
const currentCommand = getCurrentCommand();
if (currentCommand) {
setCommandLine(currentCommand);
_setCommandLineState(currentCommand);
}
}
newIndex = newIndex === -1 ? commandHistory.length - 1 : Math.max(0, newIndex - 1);
} else {
newIndex = newIndex === -1 ? -1 : Math.min(commandHistory.length - 1, newIndex + 1);
if (newIndex === -1) {
// Restore the saved command when reaching the bottom
clearCurrentLine();
const savedCommand = commandLine.value;
if (savedCommand) {
instance.write(savedCommand);
setCommandLine(savedCommand);
_setCommandLineState(savedCommand);
}
setCommandHistoryIndex(newIndex);
return;
}
}
clearCurrentLine();
const historicalCommand = commandHistory[newIndex] || '';
instance.write(historicalCommand);
setCommandLine(historicalCommand);
_setCommandLineState(historicalCommand);
setCommandHistoryIndex(newIndex);
}, [ instance, commandHistory, commandHistoryIndex, getCurrentCommand, clearCurrentLine, setCommandHistoryIndex, commandLine, _setCommandLineState ]);
useEffect(() => { if (!instance) return; instance.loadAddon(fitAddon.current); fitAddon.current.fit(); resetPrompt(); }, [instance, resetPrompt]);
useEffect(() => { if (!instance) return;
const handleControlCharacters = (data: string, cursorX: number) => {
switch (data) {
case '\x03': // Ctrl+C
setCommandLine('');
_setCommandLineState('');
setActivity(ActivityType.NORMAL);
instance?.write('^C');
resetPrompt();
return true;
case '\r': // Enter key
handleEnterKey();
return true;
case '\x7F': // Backspace
handleBackspace(cursorX);
return true;
case '\x1b[D': // Left arrow
if (cursorX > promptLength) {
instance?.write(data);
}
return true;
case '\x1b[A': // Up arrow
navigateHistory('up');
return true;
case '\x1b[B': // Down arrow
navigateHistory('down');
return true;
default:
return false;
}
};
const handleEnterKey = () => {
if (isInLoginProcessSignal.value) {
const loginCommand = parseCommand([
'login',
tempUserNameSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(loginCommand);
setIsInLoginProcess(false);
setTempPassword('');
setTempUserName('');
} else if (isInSignUpProcessSignal.value) {
const signupCommand = parseCommand([
'signup',
tempUserNameSignal.value,
tempEmailSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(signupCommand);
setIsInSignUpProcess(false);
setTempPassword('');
setTempUserName('');
setTempEmail('');
} else {
const currentCommand = getCurrentCommand();
const parsedCommand = parseCommand(currentCommand === '' ? '\r' : currentCommand);
instance?.write('\r\n');
setCommandLine('');
_setCommandLineState('');
handleCommand(parsedCommand);
wpmCalculator.clearKeystrokes();
}
setCommandHistoryIndex(-1); // Reset history index after command execution
resetPrompt();
};
const handleBackspace = (cursorX: number) => {
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
if (tempPasswordSignal.value.length > 0) {
tempPasswordSignal.value = tempPasswordSignal.value.slice(0, -1);
instance?.write('\b \b');
}
} else if (cursorX > promptLength) {
instance?.write('\b \b');
const newCommandLine = _commandLineState.slice(0, -1);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
}
};
const handleData = (data: string) => {
if (!instance) return;
const cursorX = instance.buffer.active.cursorX;
if (handleControlCharacters(data, cursorX)) {
return;
}
// Handle regular character input
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
tempPasswordSignal.value += data;
handleCharacter(data); // This will handle masking
} else {
const newCommandLine = _commandLineState + data;
instance.write(data);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
addKeystroke(data);
}
};
const resizeHandler = () => {
fitAddon.current.fit();
instance.scrollToBottom();
};
window.addEventListener('resize', resizeHandler);
const dataHandler = instance.onData(handleData);
return () => {
window.removeEventListener('resize', resizeHandler);
dataHandler.dispose();
};
}, [ instance, getCurrentCommand, resetPrompt, wpmCalculator, commandLine, navigateHistory, promptLength, handleCharacter, _commandLineState, handleCommand, setCommandHistoryIndex ]);
return { xtermRef, writeToTerminal, resetPrompt, }; };
<environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Mock the terminal's onData handler properly 2. Simulate both the data event and the command handling 3. Update our test to handle the terminal's command processingLet me update the test setup and test file.
<write_to_file> src/test-utils/setup.ts import { vi } from 'vitest';
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn(), onData: vi.fn((callback) => { (window as any).__xtermDataCallback = callback; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => '> ' }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { if ((window as any).__xtermDataCallback) { (window as any).__xtermDataCallback(data); } }; </write_to_file>
Now let me update the test to handle the terminal's command processing properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Reset the tutorial state before each test resetCompletedTutorials(); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const typeInTerminal = async (text: string) => { // Type each character through the terminal for (const char of text.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
});
// First tutorial: Press Enter
await typeInTerminal('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await typeInTerminal('
[Response interrupted by a tool use result. Only one tool may be used at a time and should be placed at the end of the message.]
User:
[write_to_file for 'src/test-utils/setup.ts'] Result: The content was successfully saved to src/test-utils/setup.ts. Tool [write_to_file] was not executed because a tool has already been used in this message. Only one tool may be used per message. You must assess the first tool's result before proceeding to use the next tool. <environment_details>
src/test-utils/setup.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we've updated the setup with proper terminal mocking, let me update the test file to handle the terminal's command processing properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Reset the tutorial state before each test resetCompletedTutorials(); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const typeInTerminal = async (text: string) => { // Type each character through the terminal for (const char of text.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
});
// First tutorial: Press Enter
await typeInTerminal('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await typeInTerminal('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated terminal mocking and proper tutorial progression checks. We've added: 1. Initial tutorial state check 2. Proper terminal input simulation 3. Step-by-step progression checks<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode [2024-12-10T00:00:19.144Z] [HandTermWrapper] [INFO] Resetting terminal in NORMAL mode
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1571ms ❯ Tutorial Progression (1) 1569ms × should progress through tutorial steps and change to game mode 1567ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1571ms ❯ Tutorial Progression (1) 1569ms × should progress through tutorial steps and change to game mode 1567ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '\r' to be 'fdsa' // Object.is equality
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
16:00:17 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:41:44 39| await typeInTerminal('\r'); 40| await waitFor(() => { 41| expect(tutorialSignal.value?.phrase).toBe('fdsa'); | ^ 42| } { timeout: 1000 }); 43| ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
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Test Files 1 failed (1) Tests 1 failed (1) Start at 16:00:16 Duration 4.34s (transform 896ms setup 137ms collect 1.60s tests 1.57s environment 435ms prepare 110ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 10 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the tutorial signal isn't being updated as expected. Let me check how the tutorial state is initialized and updated.<read_file> src/signals/tutorialSignals.ts </read_file>
User:
[read_file for 'src/signals/tutorialSignals.ts'] Result: // src/signals/tutorialSignals.ts import { computed, signal } from "@preact/signals-react"; import { createPersistentSignal } from "../utils/signalPersistence"; import { Tutorial, Tutorials } from "src/types/Types";
const completedTutorialsKey = "completed-tutorials";
const { signal: completedTutorialsSignal, update: updateCompletedTutorials } = createPersistentSignal({ key: completedTutorialsKey, signal: signal<Set>(new Set()), serialize: (value) => JSON.stringify([...value]), deserialize: (value) => new Set(JSON.parse(value)), });
export { completedTutorialsSignal };
export const tutorialSignal = signal<Tutorial | null>(null);
export const getNextTutorial = (): Tutorial | null => { const nextTutorial = Tutorials .find(t => !completedTutorialsSignal.value.has(t.phrase)); return nextTutorial ?? null; };
export const setNextTutorial = (nextTutorial: Tutorial | null) => { // get next tutoral that is not in completed tutorials. // use getTutorialSignal to return the result. tutorialSignal.value = nextTutorial; };
// Load initial state const loadInitialState = () => { const storedTutorials = localStorage.getItem(completedTutorialsKey); if (storedTutorials) { completedTutorialsSignal.value = new Set(JSON.parse(storedTutorials)); } setNextTutorial(getNextTutorial()); };
loadInitialState();
// Computed signals export const completedTutorialsArray = computed(() => [...completedTutorialsSignal.value]);
// Exported functions export const setCompletedTutorial = (tutorialId: string) => { updateCompletedTutorials(prev => new Set(prev).add(tutorialId)); };
export const resetCompletedTutorials = () => { updateCompletedTutorials(new Set()); setNextTutorial(getNextTutorial()); };
<environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Mock localStorage for the tutorial state 2. Initialize the tutorial state properly in our test setup 3. Update our test to handle the tutorial state initializationLet me update the test setup and test file.
<write_to_file> src/test-utils/setup.ts import { vi } from 'vitest';
// Mock localStorage const localStorageMock = { getItem: vi.fn(), setItem: vi.fn(), clear: vi.fn(), removeItem: vi.fn(), length: 0, key: vi.fn(), }; global.localStorage = localStorageMock as any;
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn(), onData: vi.fn((callback) => { (window as any).__xtermDataCallback = callback; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => '> ' }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { if ((window as any).__xtermDataCallback) { (window as any).__xtermDataCallback(data); } }; </write_to_file>
Now let me update the test file to handle the tutorial state initialization properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const typeInTerminal = async (text: string) => { // Type each character through the terminal for (const char of text.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
});
// First tutorial: Press Enter
await typeInTerminal('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await typeInTerminal('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/test-utils/setup.ts'] Result: The content was successfully saved to src/test-utils/setup.ts. Tool [write_to_file] was not executed because a tool has already been used in this message. Only one tool may be used per message. You must assess the first tool's result before proceeding to use the next tool. <environment_details>
src/test-utils/setup.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we've updated the setup with localStorage mocking, let me update the test file to handle the tutorial state initialization properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const typeInTerminal = async (text: string) => { // Type each character through the terminal for (const char of text.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
});
// First tutorial: Press Enter
await typeInTerminal('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await typeInTerminal('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await typeInTerminal('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated setup that includes: 1. Proper localStorage mocking 2. Tutorial state initialization 3. Explicit waiting for state changes<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode [2024-12-10T02:21:52.793Z] [HandTermWrapper] [INFO] Resetting terminal in NORMAL mode
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1437ms ❯ Tutorial Progression (1) 1435ms × should progress through tutorial steps and change to game mode 1434ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1437ms ❯ Tutorial Progression (1) 1435ms × should progress through tutorial steps and change to game mode 1434ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '\r' to be 'fdsa' // Object.is equality
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
18:21:52 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:46:44 44| await typeInTerminal('\r'); 45| await waitFor(() => { 46| expect(tutorialSignal.value?.phrase).toBe('fdsa'); | ^ 47| } { timeout: 1000 }); 48| ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/1]⎯
Test Files 1 failed (1) Tests 1 failed (1) Start at 18:21:50 Duration 3.97s (transform 588ms setup 190ms collect 1.00s tests 1.44s environment 549ms prepare 146ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 11 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the tutorial state isn't being updated properly. Let me check how the command handling works in the terminal.<read_file> src/hooks/useCommand.ts </read_file>
User:
[read_file for 'src/hooks/useCommand.ts'] Result: // src/hooks/useCommand.ts import React, { useContext, useState, useCallback, useEffect } from 'react'; import { CommandContext, ICommandResponse } from '../contexts/CommandContext'; import { parsedCommandToString, loadCommandHistory, saveCommandHistory } from '../utils/commandUtils'; import { LogKeys } from '../types/TerminalTypes'; import { commandRegistry } from '../commands/commandRegistry'; import { ActivityType, OutputElement, ParsedCommand } from '../types/Types'; import { useActivityMediator } from './useActivityMediator'; import { activitySignal, appendToOutput } from 'src/signals/appSignals'; import { useComputed } from '@preact/signals-react'; import { useWPMCalculator } from './useWPMCaculator'; import { setCommandTime } from 'src/signals/commandLineSignals';
export const useCommand = () => { const [output, setOutput] = useState<React.ReactNode[]>([]); const [commandHistory, setCommandHistory] = useState<string[]>([]); const [commandHistoryIndex, setCommandHistoryIndex] = useState(-1); const [_commandHistoryFilter, _setCommandHistoryFilter] = useState<string | null>(null); const currentActivity = useComputed(() => activitySignal.value); const { handleCommandExecuted, checkTutorialProgress } = useActivityMediator(); const wpmCalculator = useWPMCalculator(); const context = useContext(CommandContext);
if (context === undefined) {
throw new Error('useCommand must be used within a CommandProvider');
}
// Load command history from localStorage on mount
useEffect(() => {
const savedHistory = loadCommandHistory();
if (savedHistory && savedHistory.length > 0) {
setCommandHistory(savedHistory);
}
}, []);
const resetOutput = useCallback(() => {
setOutput([]);
}, []);
const addToCommandHistory = useCallback((command: ParsedCommand | string) => {
const commandString = typeof command === 'string'
? command
: parsedCommandToString(command);
setCommandHistory(prev => {
// Don't add if it's identical to the previous command
if (prev.length > 0 && prev[prev.length - 1] === commandString) {
return prev;
}
const newHistory = [...prev, commandString].slice(-120); // Keep last 120 commands
saveCommandHistory(newHistory); // Save to localStorage whenever history changes
return newHistory;
});
}, []);
const getCommandResponseHistory = useCallback((): string[] => {
const keys: string[] = [];
const history: string[] = [];
for (let i = 0; i < localStorage.length; i++) {
const key = localStorage.key(i);
if (key?.startsWith(LogKeys.Command + '_')) {
keys.push(key);
}
}
keys.sort();
for (const key of keys) {
const historyJSON = localStorage.getItem(key);
if (historyJSON) {
history.push(historyJSON);
}
}
return history;
}, []);
const createCommandRecord = useCallback((
command: ParsedCommand,
response: React.ReactNode,
status: number,
commandTime: Date,
sensitive?: boolean
): OutputElement => {
const wpms = wpmCalculator.getWPMs();
return {
command,
response,
status,
wpmAverage: wpms.wpmAverage,
characterAverages: wpms.charWpms,
commandTime,
sensitive
};
}, [wpmCalculator]);
const processCommandOutput = useCallback((
command: ParsedCommand,
response: ICommandResponse,
): void => {
const commandTime = new Date();
const outputElement = createCommandRecord(
command,
response.message,
response.status,
commandTime,
response.sensitive
);
appendToOutput(outputElement);
addToCommandHistory(command);
}, [createCommandRecord, addToCommandHistory]);
const executeCommand = useCallback(async (parsedCommand: ParsedCommand) => {
const command = commandRegistry.getCommand(parsedCommand.command);
if (command && context) {
try {
const response = await command.execute(context, parsedCommand);
processCommandOutput(parsedCommand, response);
handleCommandExecuted(parsedCommand);
} catch (error) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error occurred';
processCommandOutput(parsedCommand, {
status: 500,
message: errorMessage
});
handleCommandExecuted(parsedCommand);
}
} else {
const response = currentActivity.value === ActivityType.TUTORIAL ? `Tutorial attempt: ${parsedCommand.command}` : `Command not found: ${parsedCommand.command}`;
processCommandOutput(parsedCommand, {
status: 404,
message: response
});
handleCommandExecuted(parsedCommand);
}
}, [context, processCommandOutput, handleCommandExecuted, currentActivity]);
const handleCommand = useCallback(async (parsedCommand: ParsedCommand) => {
setCommandTime(new Date());
if (currentActivity.value === ActivityType.TUTORIAL) {
checkTutorialProgress(parsedCommand.command);
// TODO: Write result to output
}
await executeCommand(parsedCommand);
}, [currentActivity.value, executeCommand, checkTutorialProgress]);
return {
output,
resetOutput,
commandHistory,
addToCommandHistory,
getCommandResponseHistory,
handleCommand,
commandHistoryIndex,
setCommandHistoryIndex,
commandHistoryFilter: _commandHistoryFilter,
setCommandHistoryFilter: _setCommandHistoryFilter,
appendToOutput,
};
};
<environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md src/test-utils/test-utils.tsx vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Mock the CommandContext since useCommand requires it 2. Properly simulate the command execution flow 3. Update our test setup to include the command contextLet me update the test setup.
<write_to_file> src/test-utils/test-utils.tsx import { ReactElement } from 'react'; import { render, RenderOptions } from '@testing-library/react'; import { QueryProvider } from '../providers/QueryProvider'; import { BrowserRouter } from 'react-router-dom'; import { CommandProvider } from '../contexts/CommandProvider';
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { return ( {children} ); };
const customRender = ( ui: ReactElement, options?: Omit<RenderOptions, 'wrapper'>, ) => render(ui, { wrapper: AllTheProviders, ...options });
// re-export everything export * from '@testing-library/react';
// override render method export { customRender as render }; </write_to_file>
Now let me update the test to handle the command execution properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const simulateCommand = async (command: string) => { // Type each character through the terminal for (const char of command.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
});
// First tutorial: Press Enter
await simulateCommand('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await simulateCommand('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await simulateCommand('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/test-utils/test-utils.tsx'] Result: The content was successfully saved to src/test-utils/test-utils.tsx.
New problems detected after saving the file: src/test-utils/test-utils.tsx
- [ts Error] Line 11: Type '{ children: ReactNode; }' is missing the following properties from type 'CommandProviderProps': handTermRef, auth Tool [write_to_file] was not executed because a tool has already been used in this message. Only one tool may be used per message. You must assess the first tool's result before proceeding to use the next tool. <environment_details>
src/test-utils/test-utils.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/test-utils.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see we need to provide the required props for CommandProvider. Let me check its requirements.<read_file> src/contexts/CommandProvider.tsx </read_file>
User:
[read_file for 'src/contexts/CommandProvider.tsx'] Result: // src/contexts/CommandProvider.tsx import React from 'react'; import { CommandContext } from './CommandContext'; import { useCommand } from '../hooks/useCommand'; import { IAuthProps } from '../hooks/useAuth'; import { IHandTermWrapperMethods } from '../components/HandTermWrapper'; import { useReactiveLocation } from 'src/hooks/useReactiveLocation';
interface CommandProviderProps { children: React.ReactNode; handTermRef: React.RefObject; auth: IAuthProps; }
export const CommandProvider: React.FC = ({ children, handTermRef, auth }) => { const { commandHistory, addToCommandHistory, output, appendToOutput, } = useCommand();
const { updateLocation } = useReactiveLocation();
const contextValue = { commandHistory, addToCommandHistory, output, appendToOutput, handTermRef, auth, updateLocation };
return ( <CommandContext.Provider value={contextValue}> {children} </CommandContext.Provider> ); }; <environment_details>
src/test-utils/test-utils.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/test-utils.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see we need to provide handTermRef and auth props. Let me update the test utils with mocked versions of these.<write_to_file> src/test-utils/test-utils.tsx import { ReactElement, useRef } from 'react'; import { render, RenderOptions } from '@testing-library/react'; import { QueryProvider } from '../providers/QueryProvider'; import { BrowserRouter } from 'react-router-dom'; import { CommandProvider } from '../contexts/CommandProvider'; import { IHandTermWrapperMethods } from '../components/HandTermWrapper';
const mockAuth = { isAuthenticated: false, isLoading: false, user: null, error: null, login: vi.fn(), logout: vi.fn(), signup: vi.fn(), refreshToken: vi.fn(), getAccessToken: vi.fn(), };
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { const handTermRef = useRef({ writeOutput: vi.fn(), prompt: vi.fn(), saveCommandResponseHistory: vi.fn().mockReturnValue(''), focusTerminal: vi.fn(), handleCharacter: vi.fn(), refreshComponent: vi.fn(), setHeroSummersaultAction: vi.fn(), setEditMode: vi.fn(), handleEditSave: vi.fn(), });
return ( {children} ); };
const customRender = ( ui: ReactElement, options?: Omit<RenderOptions, 'wrapper'>, ) => render(ui, { wrapper: AllTheProviders, ...options });
// re-export everything export * from '@testing-library/react';
// override render method export { customRender as render }; </write_to_file>
User:
[write_to_file for 'src/test-utils/test-utils.tsx'] Result: The content was successfully saved to src/test-utils/test-utils.tsx.
New problems detected after saving the file: src/test-utils/test-utils.tsx
- [ts Error] Line 13: Cannot find name 'vi'.
- [ts Error] Line 14: Cannot find name 'vi'.
- [ts Error] Line 15: Cannot find name 'vi'.
- [ts Error] Line 16: Cannot find name 'vi'.
- [ts Error] Line 17: Cannot find name 'vi'.
- [ts Error] Line 22: Cannot find name 'vi'.
- [ts Error] Line 23: Cannot find name 'vi'.
- [ts Error] Line 24: Cannot find name 'vi'.
- [ts Error] Line 25: Cannot find name 'vi'.
- [ts Error] Line 26: Cannot find name 'vi'.
- [ts Error] Line 27: Cannot find name 'vi'.
- [ts Error] Line 28: Cannot find name 'vi'.
- [ts Error] Line 29: Cannot find name 'vi'.
- [ts Error] Line 30: Cannot find name 'vi'.
- [ts Error] Line 36: Type '{ isAuthenticated: boolean; isLoading: boolean; user: null; error: null; login: any; logout: any; signup: any; refreshToken: any; getAccessToken: any; }' is missing the following properties from type 'IAuthProps': verify, validateAndRefreshToken, isLoggedIn, isError, isPending <environment_details>
src/test-utils/test-utils.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/test-utils.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I need to: 1. Import vi from vitest 2. Add the missing auth props Let me update the test utils file.<write_to_file> src/test-utils/test-utils.tsx import { ReactElement, useRef } from 'react'; import { render, RenderOptions } from '@testing-library/react'; import { QueryProvider } from '../providers/QueryProvider'; import { BrowserRouter } from 'react-router-dom'; import { CommandProvider } from '../contexts/CommandProvider'; import { IHandTermWrapperMethods } from '../components/HandTermWrapper'; import { vi } from 'vitest';
const mockAuth = { isAuthenticated: false, isLoading: false, user: null, error: null, login: vi.fn(), logout: vi.fn(), signup: vi.fn(), refreshToken: vi.fn(), getAccessToken: vi.fn(), verify: vi.fn(), validateAndRefreshToken: vi.fn(), isLoggedIn: false, isError: false, isPending: false };
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { const handTermRef = useRef({ writeOutput: vi.fn(), prompt: vi.fn(), saveCommandResponseHistory: vi.fn().mockReturnValue(''), focusTerminal: vi.fn(), handleCharacter: vi.fn(), refreshComponent: vi.fn(), setHeroSummersaultAction: vi.fn(), setEditMode: vi.fn(), handleEditSave: vi.fn(), });
return ( {children} ); };
const customRender = ( ui: ReactElement, options?: Omit<RenderOptions, 'wrapper'>, ) => render(ui, { wrapper: AllTheProviders, ...options });
// re-export everything export * from '@testing-library/react';
// override render method export { customRender as render }; </write_to_file>
User:
[write_to_file for 'src/test-utils/test-utils.tsx'] Result: The content was successfully saved to src/test-utils/test-utils.tsx. <environment_details>
src/test-utils/test-utils.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/test-utils.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we have the providers set up properly, let me update the test file to handle the command execution flow better.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode activitySignal.value = ActivityType.TUTORIAL; // Reset location window.history.pushState({}, '', '/'); });
const simulateCommand = async (command: string) => { // Type each character through the terminal for (const char of command.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter with proper terminal sequence (window as any).triggerTerminalInput('\r\n'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
}, { timeout: 1000 });
// First tutorial: Press Enter
await simulateCommand('\r');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await simulateCommand('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await simulateCommand('fdsa');
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated setup that includes: 1. Proper command simulation with terminal sequences 2. All required providers 3. Mocked auth and terminal methods<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode [2024-12-10T02:25:09.156Z] [HandTermWrapper] [INFO] Resetting terminal in NORMAL mode
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1412ms ❯ Tutorial Progression (1) 1411ms × should progress through tutorial steps and change to game mode 1410ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1412ms ❯ Tutorial Progression (1) 1411ms × should progress through tutorial steps and change to game mode 1410ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '\r' to be 'fdsa' // Object.is equality
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
18:25:08 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:46:44 44| await simulateCommand('\r'); 45| await waitFor(() => { 46| expect(tutorialSignal.value?.phrase).toBe('fdsa'); | ^ 47| } { timeout: 1000 }); 48| ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/1]⎯
Test Files 1 failed (1) Tests 1 failed (1) Start at 18:25:06 Duration 3.81s (transform 589ms setup 343ms collect 926ms tests 1.41s environment 539ms prepare 120ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 12 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the tutorial state isn't being updated. Let me check how the tutorial state is managed in the TutorialManager component.<read_file> src/components/TutorialManager.tsx </read_file>
User:
[read_file for 'src/components/TutorialManager.tsx'] Result: // TutorialManager.tsx import React, { memo } from 'react'; import { Tutorials } from '../types/Types'; import { Chord } from './Chord'; import { useReactiveLocation } from 'src/hooks/useReactiveLocation';
export const TutorialManager: React.FC = memo(() => { const {parseLocation} = useReactiveLocation(); const phraseKey = parseLocation().contentKey const tutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r')); return (tutorial &&
{tutorial.prompt}
<environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the tutorial state is managed through the location. Let me update our test to handle the location state properly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => {
beforeEach(() => {
// Clear localStorage
localStorage.clear();
// Reset the tutorial state before each test
resetCompletedTutorials();
// Initialize tutorial state
const firstTutorial = getNextTutorial();
setNextTutorial(firstTutorial);
// Ensure we start in tutorial mode with initial tutorial
activitySignal.value = ActivityType.TUTORIAL;
window.history.pushState({}, '', /?activity=TUTORIAL&content=${encodeURIComponent('\r')}
);
});
const simulateCommand = async (command: string) => { // Type each character through the terminal for (const char of command.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter with proper terminal sequence (window as any).triggerTerminalInput('\r\n'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
}, { timeout: 1000 });
// First tutorial: Press Enter
await simulateCommand('\r');
await waitFor(() => {
expect(window.location.search).toContain('fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await simulateCommand('fdsa');
await waitFor(() => {
expect(window.location.search).toContain('fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await simulateCommand('fdsa');
await waitFor(() => {
expect(window.location.search).toContain('jkl;');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated handling of location state. We're now: 1. Setting initial location state with the tutorial content 2. Checking location changes instead of signal directly 3. Using proper URL encoding for special characters<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode [2024-12-10T02:33:14.239Z] [HandTermWrapper] [INFO] Resetting terminal in NORMAL mode
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1331ms ❯ Tutorial Progression (1) 1329ms × should progress through tutorial steps and change to game mode 1329ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1331ms ❯ Tutorial Progression (1) 1329ms × should progress through tutorial steps and change to game mode 1329ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '' to contain 'fdsa'
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
18:33:13 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:45:38 43| await simulateCommand('\r'); 44| await waitFor(() => { 45| expect(window.location.search).toContain('fdsa'); | ^ 46| } { timeout: 1000 }); 47| ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/1]⎯
Test Files 1 failed (1) Tests 1 failed (1) Start at 18:33:11 Duration 4.20s (transform 652ms setup 236ms collect 1.03s tests 1.33s environment 685ms prepare 158ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 13 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that the location isn't being updated. Let me check how the useReactiveLocation hook works.<read_file> src/hooks/useReactiveLocation.ts </read_file>
User:
[read_file for 'src/hooks/useReactiveLocation.ts'] Result: import { useSignal, useComputed } from '@preact/signals-react'; import { useNavigate, useLocation, useSearchParams } from 'react-router-dom'; import { useEffect, useCallback, useMemo } from 'react'; import { ParsedLocation, ActivityType } from 'src/types/Types'; import { parseLocation } from 'src/utils/navigationUtils';
export function useReactiveLocation() { const navigate = useNavigate(); const location = useLocation(); const [_searchParams] = useSearchParams();
const pathSignal = useSignal(location.pathname); const searchSignal = useSignal(location.search); const isInitialized = useSignal(false);
// Debounce mechanism to prevent rapid navigation const lastNavigationTime = useSignal(0); const NAVIGATION_THROTTLE_DELAY = 100; // ms
useEffect(() => { if (!isInitialized.value) { pathSignal.value = location.pathname; searchSignal.value = location.search; isInitialized.value = true; } else { // Only update if the location has actually changed if (pathSignal.value !== location.pathname || searchSignal.value !== location.search) { pathSignal.value = location.pathname; searchSignal.value = location.search; } } }, [location, pathSignal, searchSignal, isInitialized]);
const updateLocation = useCallback((options: ParsedLocation) => { const currentTime = Date.now();
// Throttle navigation to prevent rapid calls
if (currentTime - lastNavigationTime.value < NAVIGATION_THROTTLE_DELAY) {
return;
}
const currentLocation = parseLocation();
const newActivity = options.activityKey === undefined ? currentLocation.activityKey :
(options.activityKey === null ? ActivityType.NORMAL : options.activityKey);
const newPhraseKey = options.contentKey === undefined ? currentLocation.contentKey :
(options.contentKey === null ? '' : options.contentKey.replace('\r', '_r'));
const newGroupKey = options.groupKey === undefined ? currentLocation.groupKey :
(options.groupKey === null ? '' : options.groupKey);
const encodedPhraseKey = newPhraseKey ? encodeURIComponent(newPhraseKey) : '';
const queryString = newGroupKey ? `?group=${encodeURIComponent(newGroupKey)}` : '';
const activityPath = newActivity === ActivityType.NORMAL ? '' : ActivityType[newActivity].toLowerCase();
const newPath = `/${activityPath}${encodedPhraseKey ? `/${encodedPhraseKey}` : ''}${queryString}`;
// Only navigate if the new path is different from the current path
if (newPath !== pathSignal.value) {
pathSignal.value = newPath;
// Update last navigation time
lastNavigationTime.value = currentTime;
navigate(newPath, {
// Add replace option to reduce navigation stack entries
replace: true
});
}
}, [navigate, pathSignal, lastNavigationTime]);
return { parseLocation: () => parseLocation(), updateLocation, pathname: pathSignal, search: searchSignal, isInitialized: useComputed(() => isInitialized.value) }; }
<environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Mock the location properly for react-router 2. Update our test to check the pathname instead of search params 3. Update our test setup to handle the location state properlyLet me update the test file.
<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); });
const simulateCommand = async (command: string) => { // Type each character through the terminal for (const char of command.split('')) { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter with proper terminal sequence (window as any).triggerTerminalInput('\r\n'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { render();
// Wait for initial tutorial to load
await waitFor(() => {
expect(tutorialSignal.value?.phrase).toBe('\r');
}, { timeout: 1000 });
// First tutorial: Press Enter
await simulateCommand('\r');
await waitFor(() => {
expect(window.location.pathname).toContain('/tutorial/fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
await simulateCommand('fdsa');
await waitFor(() => {
expect(window.location.pathname).toContain('/tutorial/fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
await simulateCommand('fdsa');
await waitFor(() => {
expect(window.location.pathname).toContain('/tutorial/jkl%3B');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
expect(activitySignal.value).toBe(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx .vscode/launch.json src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated location handling. We're now: 1. Setting initial location with the correct path format 2. Checking pathname instead of search params 3. Using proper URL encoding for special characters<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: The user denied this operation and provided the following feedback: I want to run it in debug mode so I can step into the code and get a better idea of what we are doing and what is going wrong. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx .vscode/launch.json src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me check the launch.json file to see how to set up debugging for our test.<read_file> .vscode/launch.json </read_file>
User:
[read_file for '.vscode/launch.json'] Result: { "version": "0.2.0", "configurations": [
{
"type": "chrome",
"request": "launch",
"name": "Launch Chrome in Incognito Mode",
"url": "http://localhost:5173",
"webRoot": "${workspaceFolder}",
"runtimeArgs": [
"--incognito",
"--new-window"
],
"sourceMaps": true,
"sourceMapPathOverrides": {
"webpack:///./src/*": "${webRoot}/src/*"
}
}
] } <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx .vscode/launch.json src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me add a debug configuration for Vitest tests to the launch.json file.<write_to_file> .vscode/launch.json { "version": "0.2.0", "configurations": [ { "type": "node", "request": "launch", "name": "Debug Vitest Tests", "autoAttachChildProcesses": true, "skipFiles": ["<node_internals>/", "/node_modules/**"], "program": "${workspaceRoot}/node_modules/vitest/vitest.mjs", "args": ["run", "${relativeFile}"], "smartStep": true, "console": "integratedTerminal" }, { "type": "chrome", "request": "launch", "name": "Launch Chrome in Incognito Mode", "url": "http://localhost:5173", "webRoot": "${workspaceFolder}", "runtimeArgs": [ "--incognito", "--new-window" ], "sourceMaps": true, "sourceMapPathOverrides": { "webpack:///./src/": "${webRoot}/src/" } } ] } </write_to_file>
Now you can: 1. Set breakpoints in the test file or any related code 2. Select the "Debug Vitest Tests" configuration in VSCode's debug panel 3. Start debugging with F5 while having the test file openThis will let us step through the code and see exactly what's happening with the tutorial state and location updates.
User:
[write_to_file for '.vscode/launch.json'] Result: The content was successfully saved to .vscode/launch.json. <environment_details>
.vscode/launch.json
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx .vscode/launch.json src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's add some debug logging to help us track what's happening during the test. I'll update the test file to include console logs at key points.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const simulateCommand = async (command: string) => { console.log('Simulating command:', command); // Type each character through the terminal for (const char of command.split('')) { console.log('Typing character:', char); (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); } // Send Enter with proper terminal sequence console.log('Sending Enter'); (window as any).triggerTerminalInput('\r\n'); await new Promise(resolve => setTimeout(resolve, 100)); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load
await waitFor(() => {
console.log('Current tutorial:', tutorialSignal.value);
expect(tutorialSignal.value?.phrase).toBe('\r');
}, { timeout: 1000 });
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitFor(() => {
console.log('Location after Enter:', window.location.pathname);
console.log('Tutorial after Enter:', tutorialSignal.value);
expect(window.location.pathname).toContain('/tutorial/fdsa');
}, { timeout: 1000 });
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitFor(() => {
console.log('Location after fdsa:', window.location.pathname);
console.log('Tutorial after fdsa:', tutorialSignal.value);
expect(window.location.pathname).toContain('/tutorial/fdsa');
}, { timeout: 1000 });
// Third tutorial: Type fdsa again
console.log('Testing third tutorial (fdsa again)');
await simulateCommand('fdsa');
await waitFor(() => {
console.log('Location after second fdsa:', window.location.pathname);
console.log('Tutorial after second fdsa:', tutorialSignal.value);
expect(window.location.pathname).toContain('/tutorial/jkl%3B');
}, { timeout: 1000 });
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitFor(() => {
console.log('Activity:', activitySignal.value);
console.log('Final location:', window.location.pathname);
expect(activitySignal.value).toBe(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}, { timeout: 2000 });
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now let's add some debug logging to the terminal mock to see how it's handling input.<write_to_file> src/test-utils/setup.ts import { vi } from 'vitest';
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn((data: string) => { console.log('Terminal write:', data); }), onData: vi.fn((callback) => { console.log('Terminal onData registered'); (window as any).__xtermDataCallback = (data: string) => { console.log('Terminal received data:', data); callback(data); }; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => { console.log('Terminal getLine called'); return '> '; } }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { console.log('Triggering terminal input:', data); if ((window as any).__xtermDataCallback) { (window as any).__xtermDataCallback(data); } }; </write_to_file>
Now you can: 1. Set breakpoints in the test file and setup file 2. Run the test in debug mode 3. See detailed logs about terminal input handling and state changesThis should help us understand why the tutorial state isn't updating as expected.
User:
[write_to_file for 'src/test-utils/setup.ts'] Result: The content was successfully saved to src/test-utils/setup.ts. <environment_details>
src/test-utils/setup.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's also add logging to the useActivityMediator hook since it's responsible for handling tutorial progression.<write_to_file> src/hooks/useActivityMediator.ts import { useState, useCallback, useEffect } from 'react'; import { ActivityType, ParsedCommand, GamePhrase } from '../types/Types'; import { ActionType } from '../game/types/ActionTypes'; import GamePhrases from '../utils/GamePhrases'; import { useTutorial } from './useTutorials'; import { setNextTutorial, resetCompletedTutorials, tutorialSignal, getNextTutorial, setCompletedTutorial } from 'src/signals/tutorialSignals'; import { getIncompletePhrasesByTutorialGroup, initializeGame, isInGameModeSignal, setCompletedGamePhrase, getNextGamePhrase, setGamePhrase, } from 'src/signals/gameSignals'; import { activitySignal, setNotification, bypassTutorialSignal } from 'src/signals/appSignals' import { useComputed } from '@preact/signals-react'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger, LogLevel } from 'src/utils/Logger';
const _logger = createLogger({ prefix: 'ActivityMediator', level: LogLevel.DEBUG });
export type IActivityMediatorReturn = { isInGameMode: boolean; isInTutorial: boolean; isInEdit: boolean; isInNormal: boolean; heroAction: ActionType; zombie4Action: ActionType; handleCommandExecuted: (parsedCommand: ParsedCommand) => boolean; setHeroAction: React.Dispatch<React.SetStateAction>, setZombie4Action: React.Dispatch<React.SetStateAction>; checkTutorialProgress: (command: string | null) => void; checkGameProgress: (successPhrase: GamePhrase) => void; }
export function useActivityMediator(): IActivityMediatorReturn { const [heroAction, setHeroAction] = useState('Idle'); const [zombie4Action, setZombie4Action] = useState('Walk'); const { getIncompleteTutorialsInGroup, canUnlockTutorial } = useTutorial(); const activity = useComputed(() => activitySignal.value).value; const { updateLocation, parseLocation } = useReactiveLocation(); const [, setActivityGroupKey] = useState(''); const bypassTutorial = useComputed(() => bypassTutorialSignal.value);
const decideActivityChange = useCallback((commandActivity: ActivityType | null = null): ActivityType => { console.log('Deciding activity change:', { commandActivity, currentActivity: activity, bypassTutorial: bypassTutorial.value }); const bypassTutorialValue = bypassTutorial.value; if (bypassTutorialValue) { return ActivityType.NORMAL; } if (tutorialSignal.value && !tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) { return ActivityType.TUTORIAL; }
if (tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.GAME;
}
if (getNextTutorial()) commandActivity = ActivityType.TUTORIAL;
return commandActivity ?? ActivityType.NORMAL;
}, [activity, bypassTutorial]);
const checkGameProgress = useCallback((successPhrase: GamePhrase) => { console.log('Checking game progress:', successPhrase); const groupKey = parseLocation().groupKey ?? ''; setCompletedGamePhrase(successPhrase.key); if (groupKey) { const nextPhraseInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0]; if (nextPhraseInGroup) { setGamePhrase(getNextGamePhrase()); activitySignal.value = ActivityType.GAME; updateLocation({ activityKey: ActivityType.GAME, contentKey: nextPhraseInGroup.key, groupKey: nextPhraseInGroup.tutorialGroup }) return; } const incompleteTutorialInGroup = getIncompleteTutorialsInGroup(groupKey); incompleteTutorialInGroup.forEach(itig => { setCompletedTutorial(itig.phrase); }); const nextTutorial = getNextTutorial(); if (nextTutorial) { const resultActivity = decideActivityChange(ActivityType.TUTORIAL); updateLocation({ activityKey: resultActivity, contentKey: nextTutorial.phrase ?? '', groupKey: nextTutorial.tutorialGroup ?? '' }) return; } }
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) {
setGamePhrase(nextGamePhrase);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase.key,
groupKey: nextGamePhrase.tutorialGroup
})
activitySignal.value = ActivityType.GAME;
isInGameModeSignal.value = true;
return;
}
activitySignal.value = ActivityType.NORMAL;
updateLocation({ activityKey: ActivityType.NORMAL })
}, [ parseLocation, decideActivityChange, updateLocation, getIncompleteTutorialsInGroup ]);
const checkTutorialProgress = useCallback((command: string | null) => { console.log('Checking tutorial progress:', { command, currentTutorial: tutorialSignal.value }); const currentTutorial = getNextTutorial(); if (!currentTutorial) return;
const groupKey = parseLocation().groupKey ?? '';
command = command === '' ? '\r' : command;
if (command) {
if (canUnlockTutorial(command)) {
console.log('Tutorial unlocked:', command);
if (groupKey) {
const incompletePhrasesInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (incompletePhrasesInGroup) {
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: incompletePhrasesInGroup.key,
groupKey: incompletePhrasesInGroup.tutorialGroup
})
initializeGame(groupKey);
}
return;
}
setCompletedTutorial(currentTutorial.phrase)
}
else {
setNotification(
`Tutorial ${tutorialSignal.value} not unlocked with ${command}`
)
return;
}
}
const nextTutorial = getNextTutorial();
console.log('Next tutorial:', nextTutorial);
if (nextTutorial?.phrase) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
setNextTutorial(nextTutorial);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase,
groupKey: nextTutorial.tutorialGroup
})
return;
}
activitySignal.value = ActivityType.GAME;
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase?.key,
groupKey: groupKey
})
return;
}, [ parseLocation, decideActivityChange, updateLocation, canUnlockTutorial ]);
const handleCommandExecuted = useCallback((parsedCommand: ParsedCommand): boolean => { console.log('Handling command:', parsedCommand); let result = false; if (parseLocation().activityKey === ActivityType.TUTORIAL) { checkTutorialProgress(parsedCommand.command); } else if (parseLocation().activityKey === ActivityType.GAME && parseLocation().contentKey) { const gamePhrase = GamePhrases.getGamePhraseByKey(parseLocation().contentKey || '') if (gamePhrase) checkGameProgress(gamePhrase); } switch (parsedCommand.command) { case 'play': decideActivityChange(ActivityType.GAME); updateLocation({ activityKey: ActivityType.GAME, contentKey: getNextGamePhrase()?.key }) result = true; break; case 'tut': if ('r' in parsedCommand.switches) { resetCompletedTutorials(); } decideActivityChange(ActivityType.TUTORIAL); const nextTutorial = getNextTutorial();
updateLocation({
activityKey: ActivityType.TUTORIAL,
contentKey: nextTutorial?.phrase,
groupKey: nextTutorial?.tutorialGroup
})
result = true;
break;
default:
result = false;
}
return result;
}, [decideActivityChange, window.location.pathname]);
useEffect(() => { const resultActivity = decideActivityChange(null); if (resultActivity === ActivityType.TUTORIAL) { checkTutorialProgress(null); } }, []);
return { isInGameMode: activity === ActivityType.GAME, isInTutorial: activity === ActivityType.TUTORIAL, isInEdit: activity === ActivityType.EDIT, isInNormal: activity === ActivityType.NORMAL, checkTutorialProgress, heroAction, zombie4Action, handleCommandExecuted, setHeroAction, setZombie4Action, checkGameProgress, }; }; </write_to_file>
User:
[write_to_file for 'src/hooks/useActivityMediator.ts'] Result: The content was successfully saved to src/hooks/useActivityMediator.ts. <environment_details>
src/hooks/useActivityMediator.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's also check how the tutorial unlocking works in the useTutorial hook.<write_to_file> src/hooks/useTutorials.ts // src/hooks/useTutorial.ts import { useState, useCallback, useEffect } from 'react'; import { Tutorial, Tutorials } from "../types/Types"; import { useComputed } from '@preact/signals-react'; import { completedTutorialsSignal, getNextTutorial, } from 'src/signals/tutorialSignals'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useTutorials' });
export const useTutorial = () => { const [, setCurrentTutorial] = useState<Tutorial | null>(null); const completedTutorials = useComputed(() => completedTutorialsSignal.value);
const { parseLocation } = useReactiveLocation();
// Get all completed tutorials as an array if needed
const completedTutorialsArray = () => {
return [...completedTutorialsSignal.value];
}
const getIncompleteTutorials = useCallback((): Tutorial[] => {
const incomplete = Tutorials.filter(tut => !completedTutorialsArray().includes(tut.phrase));
logger.debug('Incomplete tutorials:', incomplete);
return incomplete;
}, [])
const getTutorialsInGroup = (groupName: string) => {
const result = Tutorials.filter(t => t.tutorialGroup === groupName);
logger.debug('Tutorials in group:', { groupName, result });
return result;
}
const getTutorialByPhrasekey = (phraseKey: string) => {
const currentTutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r'));
logger.debug('Getting tutorial by phrase key:', { phraseKey, currentTutorial });
return currentTutorial;
}
const canUnlockTutorial = (command: string): boolean => {
const phraseKey = parseLocation().contentKey ?? '';
const currentTutorial = getTutorialByPhrasekey(phraseKey);
logger.debug('Checking if can unlock tutorial:', { command, phraseKey, currentTutorial });
if (!currentTutorial?.phrase) {
logger.debug('No current tutorial found');
return false;
}
// TODO: This is probably the single biggest problem blocking unification of GamePhrases and Tutorials.
if (currentTutorial.phrase === command) {
logger.debug('Tutorial unlocked:', command);
return true;
}
logger.debug('Tutorial not unlocked:', { expected: currentTutorial.phrase, received: command });
return false;
};
const getIncompleteTutorialsInGroup = (groupName: string) => {
const incompleteTutorials = getIncompleteTutorials();
const tutorialsInGroup = getTutorialsInGroup(groupName);
const result = tutorialsInGroup
.filter(tig => incompleteTutorials.includes(tig));
logger.debug('Incomplete tutorials in group:', { groupName, result });
return result;
}
useEffect(() => {
const nextTutorial = getNextTutorial();
logger.debug('Setting current tutorial:', nextTutorial);
setCurrentTutorial(nextTutorial);
}, [completedTutorials]);
return {
getTutorialByPhrasekey,
canUnlockTutorial,
getTutorialsInGroup,
getIncompleteTutorialsInGroup
};
}; </write_to_file>
Now we have detailed logging in: 1. The test file 2. The terminal mock 3. The activity mediator 4. The tutorial hookYou can run the test in debug mode and see exactly:
- What commands are being sent to the terminal
- How those commands are being processed
- How the tutorial state is being updated
- How the location is being updated
This should help us understand why the tutorial progression isn't working as expected.
User:
[write_to_file for 'src/hooks/useTutorials.ts'] Result: The user made the following updates to your content:
@@ -43,9 +43,9 @@ const canUnlockTutorial = (command: string): boolean => { const phraseKey = parseLocation().contentKey ?? ''; const currentTutorial = getTutorialByPhrasekey(phraseKey); logger.debug('Checking if can unlock tutorial:', { command, phraseKey, currentTutorial });
-
if (!currentTutorial?.phrase) { logger.debug('No current tutorial found'); return false; }
The updated content, which includes both your original modifications and the user's edits, has been successfully saved to src/hooks/useTutorials.ts. Here is the full, updated content of the file:
<final_file_content path="src/hooks/useTutorials.ts"> // src/hooks/useTutorial.ts import { useState, useCallback, useEffect } from 'react'; import { Tutorial, Tutorials } from "../types/Types"; import { useComputed } from '@preact/signals-react'; import { completedTutorialsSignal, getNextTutorial, } from 'src/signals/tutorialSignals'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useTutorials' });
export const useTutorial = () => { const [, setCurrentTutorial] = useState<Tutorial | null>(null); const completedTutorials = useComputed(() => completedTutorialsSignal.value);
const { parseLocation } = useReactiveLocation();
// Get all completed tutorials as an array if needed
const completedTutorialsArray = () => {
return [...completedTutorialsSignal.value];
}
const getIncompleteTutorials = useCallback((): Tutorial[] => {
const incomplete = Tutorials.filter(tut => !completedTutorialsArray().includes(tut.phrase));
logger.debug('Incomplete tutorials:', incomplete);
return incomplete;
}, [])
const getTutorialsInGroup = (groupName: string) => {
const result = Tutorials.filter(t => t.tutorialGroup === groupName);
logger.debug('Tutorials in group:', { groupName, result });
return result;
}
const getTutorialByPhrasekey = (phraseKey: string) => {
const currentTutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r'));
logger.debug('Getting tutorial by phrase key:', { phraseKey, currentTutorial });
return currentTutorial;
}
const canUnlockTutorial = (command: string): boolean => {
const phraseKey = parseLocation().contentKey ?? '';
const currentTutorial = getTutorialByPhrasekey(phraseKey);
logger.debug('Checking if can unlock tutorial:', { command, phraseKey, currentTutorial });
if (!currentTutorial?.phrase) {
logger.debug('No current tutorial found');
return false;
}
// TODO: This is probably the single biggest problem blocking unification of GamePhrases and Tutorials.
if (currentTutorial.phrase === command) {
logger.debug('Tutorial unlocked:', command);
return true;
}
logger.debug('Tutorial not unlocked:', { expected: currentTutorial.phrase, received: command });
return false;
};
const getIncompleteTutorialsInGroup = (groupName: string) => {
const incompleteTutorials = getIncompleteTutorials();
const tutorialsInGroup = getTutorialsInGroup(groupName);
const result = tutorialsInGroup
.filter(tig => incompleteTutorials.includes(tig));
logger.debug('Incomplete tutorials in group:', { groupName, result });
return result;
}
useEffect(() => {
const nextTutorial = getNextTutorial();
logger.debug('Setting current tutorial:', nextTutorial);
setCurrentTutorial(nextTutorial);
}, [completedTutorials]);
return {
getTutorialByPhrasekey,
canUnlockTutorial,
getTutorialsInGroup,
getIncompleteTutorialsInGroup
};
};
</final_file_content>
Please note:
- You do not need to re-write the file with these changes, as they have already been applied.
- Proceed with the task using this updated file content as the new baseline.
- If the user's edits have addressed part of the task or changed the requirements, adjust your approach accordingly. <environment_details>
src/hooks/useTutorials.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's also check how the command handling works in the terminal. We need to see how the commands are being processed and passed to the activity mediator.<read_file> src/hooks/useTerminal.ts </read_file>
User:
[read_file for 'src/hooks/useTerminal.ts'] Result: // hooks/useTerminal.ts import React, { useCallback, useEffect, useRef } from 'react'; import { useXTerm } from 'react-xtermjs'; import { FitAddon } from '@xterm/addon-fit'; import { XtermAdapterConfig } from '../components/XtermAdapterConfig'; import { useCommand } from './useCommand'; import { useWPMCalculator } from './useWPMCaculator'; import { addKeystroke, commandLineSignal } from 'src/signals/commandLineSignals'; import { useComputed } from '@preact/signals-react'; import { setCommandLine } from 'src/signals/commandLineSignals'; import { isInLoginProcessSignal, isInSignUpProcessSignal, setActivity, setIsInLoginProcess, setIsInSignUpProcess, setTempEmail, setTempPassword, setTempUserName, tempEmailSignal, tempPasswordSignal, tempUserNameSignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { useCharacterHandler } from './useCharacterHandler'; import { parseCommand } from 'src/utils/commandUtils';
export const useTerminal = () => { const { instance, ref: xtermRef } = useXTerm({ options: XtermAdapterConfig }); const { handleCommand, commandHistory, commandHistoryIndex, setCommandHistoryIndex } = useCommand(); const wpmCalculator = useWPMCalculator(); const commandLine = useComputed(() => commandLineSignal.value);
const [_commandLineState, _setCommandLineState] = React.useState('');
const fitAddon = useRef(new FitAddon()); const PROMPT = '> '; const promptLength = PROMPT.length;
const writeToTerminal = useCallback((data: string) => { instance?.write(data); }, [instance]);
const resetPrompt = useCallback(() => { if (!instance) return; instance.reset(); setCommandLine(''); _setCommandLineState(''); instance.write(PROMPT); instance.scrollToBottom(); }, [instance]);
const lastTypedCharacterRef = useRef<string | null>(null); const setLastTypedCharacter = (value: string | null) => { lastTypedCharacterRef.current = value; };
const { handleCharacter, } = useCharacterHandler({ _setCommandLine: _setCommandLineState, setLastTypedCharacter, isInSvgMode: false, // Set appropriately isInLoginProcess: isInLoginProcessSignal.value, writeOutputInternal: writeToTerminal, });
const getCurrentCommand = useCallback(() => { if (!instance) return ''; const buffer = instance.buffer.active; let command = ''; for (let i = 0; i <= buffer.cursorY; i++) { const line = buffer.getLine(i); if (line) { command += line.translateToString(true); } } const promptEndIndex = command.indexOf(PROMPT) + promptLength; return command.substring(promptEndIndex).trimStart(); }, [instance, promptLength]);
const clearCurrentLine = useCallback(() => { if (!instance) return; // Move cursor to end of line instance.write('\x1b[2K\r'); // Clear the current line instance.write(PROMPT); // Rewrite prompt }, [instance]);
const navigateHistory = useCallback((direction: 'up' | 'down') => { if (!instance || !commandHistory.length) return;
let newIndex = commandHistoryIndex;
if (direction === 'up') {
// If we're not already navigating history, save current command
if (newIndex === -1) {
const currentCommand = getCurrentCommand();
if (currentCommand) {
setCommandLine(currentCommand);
_setCommandLineState(currentCommand);
}
}
newIndex = newIndex === -1 ? commandHistory.length - 1 : Math.max(0, newIndex - 1);
} else {
newIndex = newIndex === -1 ? -1 : Math.min(commandHistory.length - 1, newIndex + 1);
if (newIndex === -1) {
// Restore the saved command when reaching the bottom
clearCurrentLine();
const savedCommand = commandLine.value;
if (savedCommand) {
instance.write(savedCommand);
setCommandLine(savedCommand);
_setCommandLineState(savedCommand);
}
setCommandHistoryIndex(newIndex);
return;
}
}
clearCurrentLine();
const historicalCommand = commandHistory[newIndex] || '';
instance.write(historicalCommand);
setCommandLine(historicalCommand);
_setCommandLineState(historicalCommand);
setCommandHistoryIndex(newIndex);
}, [ instance, commandHistory, commandHistoryIndex, getCurrentCommand, clearCurrentLine, setCommandHistoryIndex, commandLine, _setCommandLineState ]);
useEffect(() => { if (!instance) return; instance.loadAddon(fitAddon.current); fitAddon.current.fit(); resetPrompt(); }, [instance, resetPrompt]);
useEffect(() => { if (!instance) return;
const handleControlCharacters = (data: string, cursorX: number) => {
switch (data) {
case '\x03': // Ctrl+C
setCommandLine('');
_setCommandLineState('');
setActivity(ActivityType.NORMAL);
instance?.write('^C');
resetPrompt();
return true;
case '\r': // Enter key
handleEnterKey();
return true;
case '\x7F': // Backspace
handleBackspace(cursorX);
return true;
case '\x1b[D': // Left arrow
if (cursorX > promptLength) {
instance?.write(data);
}
return true;
case '\x1b[A': // Up arrow
navigateHistory('up');
return true;
case '\x1b[B': // Down arrow
navigateHistory('down');
return true;
default:
return false;
}
};
const handleEnterKey = () => {
if (isInLoginProcessSignal.value) {
const loginCommand = parseCommand([
'login',
tempUserNameSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(loginCommand);
setIsInLoginProcess(false);
setTempPassword('');
setTempUserName('');
} else if (isInSignUpProcessSignal.value) {
const signupCommand = parseCommand([
'signup',
tempUserNameSignal.value,
tempEmailSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(signupCommand);
setIsInSignUpProcess(false);
setTempPassword('');
setTempUserName('');
setTempEmail('');
} else {
const currentCommand = getCurrentCommand();
const parsedCommand = parseCommand(currentCommand === '' ? '\r' : currentCommand);
instance?.write('\r\n');
setCommandLine('');
_setCommandLineState('');
handleCommand(parsedCommand);
wpmCalculator.clearKeystrokes();
}
setCommandHistoryIndex(-1); // Reset history index after command execution
resetPrompt();
};
const handleBackspace = (cursorX: number) => {
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
if (tempPasswordSignal.value.length > 0) {
tempPasswordSignal.value = tempPasswordSignal.value.slice(0, -1);
instance?.write('\b \b');
}
} else if (cursorX > promptLength) {
instance?.write('\b \b');
const newCommandLine = _commandLineState.slice(0, -1);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
}
};
const handleData = (data: string) => {
if (!instance) return;
const cursorX = instance.buffer.active.cursorX;
if (handleControlCharacters(data, cursorX)) {
return;
}
// Handle regular character input
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
tempPasswordSignal.value += data;
handleCharacter(data); // This will handle masking
} else {
const newCommandLine = _commandLineState + data;
instance.write(data);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
addKeystroke(data);
}
};
const resizeHandler = () => {
fitAddon.current.fit();
instance.scrollToBottom();
};
window.addEventListener('resize', resizeHandler);
const dataHandler = instance.onData(handleData);
return () => {
window.removeEventListener('resize', resizeHandler);
dataHandler.dispose();
};
}, [ instance, getCurrentCommand, resetPrompt, wpmCalculator, commandLine, navigateHistory, promptLength, handleCharacter, _commandLineState, handleCommand, setCommandHistoryIndex ]);
return { xtermRef, writeToTerminal, resetPrompt, }; };
<environment_details>
src/hooks/useTutorials.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to add logging to the terminal hook to track command handling. Let me update the useTerminal hook.<write_to_file> src/hooks/useTerminal.ts // hooks/useTerminal.ts import React, { useCallback, useEffect, useRef } from 'react'; import { useXTerm } from 'react-xtermjs'; import { FitAddon } from '@xterm/addon-fit'; import { XtermAdapterConfig } from '../components/XtermAdapterConfig'; import { useCommand } from './useCommand'; import { useWPMCalculator } from './useWPMCaculator'; import { addKeystroke, commandLineSignal } from 'src/signals/commandLineSignals'; import { useComputed } from '@preact/signals-react'; import { setCommandLine } from 'src/signals/commandLineSignals'; import { isInLoginProcessSignal, isInSignUpProcessSignal, setActivity, setIsInLoginProcess, setIsInSignUpProcess, setTempEmail, setTempPassword, setTempUserName, tempEmailSignal, tempPasswordSignal, tempUserNameSignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { useCharacterHandler } from './useCharacterHandler'; import { parseCommand } from 'src/utils/commandUtils'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useTerminal' });
export const useTerminal = () => { const { instance, ref: xtermRef } = useXTerm({ options: XtermAdapterConfig }); const { handleCommand, commandHistory, commandHistoryIndex, setCommandHistoryIndex } = useCommand(); const wpmCalculator = useWPMCalculator(); const commandLine = useComputed(() => commandLineSignal.value);
const [_commandLineState, _setCommandLineState] = React.useState('');
const fitAddon = useRef(new FitAddon()); const PROMPT = '> '; const promptLength = PROMPT.length;
const writeToTerminal = useCallback((data: string) => { logger.debug('Writing to terminal:', data); instance?.write(data); }, [instance]);
const resetPrompt = useCallback(() => { if (!instance) return; logger.debug('Resetting prompt'); instance.reset(); setCommandLine(''); _setCommandLineState(''); instance.write(PROMPT); instance.scrollToBottom(); }, [instance]);
const lastTypedCharacterRef = useRef<string | null>(null); const setLastTypedCharacter = (value: string | null) => { lastTypedCharacterRef.current = value; };
const { handleCharacter, } = useCharacterHandler({ _setCommandLine: _setCommandLineState, setLastTypedCharacter, isInSvgMode: false, isInLoginProcess: isInLoginProcessSignal.value, writeOutputInternal: writeToTerminal, });
const getCurrentCommand = useCallback(() => { if (!instance) return ''; const buffer = instance.buffer.active; let command = ''; for (let i = 0; i <= buffer.cursorY; i++) { const line = buffer.getLine(i); if (line) { command += line.translateToString(true); } } const promptEndIndex = command.indexOf(PROMPT) + promptLength; const currentCommand = command.substring(promptEndIndex).trimStart(); logger.debug('Getting current command:', currentCommand); return currentCommand; }, [instance, promptLength]);
const clearCurrentLine = useCallback(() => { if (!instance) return; logger.debug('Clearing current line'); instance.write('\x1b[2K\r'); // Clear the current line instance.write(PROMPT); // Rewrite prompt }, [instance]);
const navigateHistory = useCallback((direction: 'up' | 'down') => { if (!instance || !commandHistory.length) return;
let newIndex = commandHistoryIndex;
if (direction === 'up') {
if (newIndex === -1) {
const currentCommand = getCurrentCommand();
if (currentCommand) {
setCommandLine(currentCommand);
_setCommandLineState(currentCommand);
}
}
newIndex = newIndex === -1 ? commandHistory.length - 1 : Math.max(0, newIndex - 1);
} else {
newIndex = newIndex === -1 ? -1 : Math.min(commandHistory.length - 1, newIndex + 1);
if (newIndex === -1) {
clearCurrentLine();
const savedCommand = commandLine.value;
if (savedCommand) {
instance.write(savedCommand);
setCommandLine(savedCommand);
_setCommandLineState(savedCommand);
}
setCommandHistoryIndex(newIndex);
return;
}
}
clearCurrentLine();
const historicalCommand = commandHistory[newIndex] || '';
instance.write(historicalCommand);
setCommandLine(historicalCommand);
_setCommandLineState(historicalCommand);
setCommandHistoryIndex(newIndex);
}, [ instance, commandHistory, commandHistoryIndex, getCurrentCommand, clearCurrentLine, setCommandHistoryIndex, commandLine, _setCommandLineState ]);
useEffect(() => { if (!instance) return; instance.loadAddon(fitAddon.current); fitAddon.current.fit(); resetPrompt(); }, [instance, resetPrompt]);
useEffect(() => { if (!instance) return;
const handleControlCharacters = (data: string, cursorX: number) => {
logger.debug('Handling control character:', { data, cursorX });
switch (data) {
case '\x03': // Ctrl+C
setCommandLine('');
_setCommandLineState('');
setActivity(ActivityType.NORMAL);
instance?.write('^C');
resetPrompt();
return true;
case '\r': // Enter key
handleEnterKey();
return true;
case '\x7F': // Backspace
handleBackspace(cursorX);
return true;
case '\x1b[D': // Left arrow
if (cursorX > promptLength) {
instance?.write(data);
}
return true;
case '\x1b[A': // Up arrow
navigateHistory('up');
return true;
case '\x1b[B': // Down arrow
navigateHistory('down');
return true;
default:
return false;
}
};
const handleEnterKey = () => {
logger.debug('Handling Enter key');
if (isInLoginProcessSignal.value) {
const loginCommand = parseCommand([
'login',
tempUserNameSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(loginCommand);
setIsInLoginProcess(false);
setTempPassword('');
setTempUserName('');
} else if (isInSignUpProcessSignal.value) {
const signupCommand = parseCommand([
'signup',
tempUserNameSignal.value,
tempEmailSignal.value,
tempPasswordSignal.value
].join(' '));
handleCommand(signupCommand);
setIsInSignUpProcess(false);
setTempPassword('');
setTempUserName('');
setTempEmail('');
} else {
const currentCommand = getCurrentCommand();
logger.debug('Processing command:', currentCommand);
const parsedCommand = parseCommand(currentCommand === '' ? '\r' : currentCommand);
logger.debug('Parsed command:', parsedCommand);
instance?.write('\r\n');
setCommandLine('');
_setCommandLineState('');
handleCommand(parsedCommand);
wpmCalculator.clearKeystrokes();
}
setCommandHistoryIndex(-1); // Reset history index after command execution
resetPrompt();
};
const handleBackspace = (cursorX: number) => {
logger.debug('Handling backspace:', { cursorX });
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
if (tempPasswordSignal.value.length > 0) {
tempPasswordSignal.value = tempPasswordSignal.value.slice(0, -1);
instance?.write('\b \b');
}
} else if (cursorX > promptLength) {
instance?.write('\b \b');
const newCommandLine = _commandLineState.slice(0, -1);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
}
};
const handleData = (data: string) => {
if (!instance) return;
logger.debug('Handling terminal data:', data);
const cursorX = instance.buffer.active.cursorX;
if (handleControlCharacters(data, cursorX)) {
return;
}
// Handle regular character input
if (isInLoginProcessSignal.value || isInSignUpProcessSignal.value) {
tempPasswordSignal.value += data;
handleCharacter(data); // This will handle masking
} else {
const newCommandLine = _commandLineState + data;
instance.write(data);
setCommandLine(newCommandLine);
_setCommandLineState(newCommandLine);
addKeystroke(data);
}
};
const resizeHandler = () => {
fitAddon.current.fit();
instance.scrollToBottom();
};
window.addEventListener('resize', resizeHandler);
const dataHandler = instance.onData(handleData);
return () => {
window.removeEventListener('resize', resizeHandler);
dataHandler.dispose();
};
}, [ instance, getCurrentCommand, resetPrompt, wpmCalculator, commandLine, navigateHistory, promptLength, handleCharacter, _commandLineState, handleCommand, setCommandHistoryIndex ]);
return { xtermRef, writeToTerminal, resetPrompt, }; }; </write_to_file>
User:
[write_to_file for 'src/hooks/useTerminal.ts'] Result: The content was successfully saved to src/hooks/useTerminal.ts. <environment_details>
src/hooks/useTerminal.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's also check how the command handling works in useCommand hook since it's responsible for processing the commands.<read_file> src/hooks/useCommand.ts </read_file>
User:
[read_file for 'src/hooks/useCommand.ts'] Result: // src/hooks/useCommand.ts import React, { useContext, useState, useCallback, useEffect } from 'react'; import { CommandContext, ICommandResponse } from '../contexts/CommandContext'; import { parsedCommandToString, loadCommandHistory, saveCommandHistory } from '../utils/commandUtils'; import { LogKeys } from '../types/TerminalTypes'; import { commandRegistry } from '../commands/commandRegistry'; import { ActivityType, OutputElement, ParsedCommand } from '../types/Types'; import { useActivityMediator } from './useActivityMediator'; import { activitySignal, appendToOutput } from 'src/signals/appSignals'; import { useComputed } from '@preact/signals-react'; import { useWPMCalculator } from './useWPMCaculator'; import { setCommandTime } from 'src/signals/commandLineSignals';
export const useCommand = () => { const [output, setOutput] = useState<React.ReactNode[]>([]); const [commandHistory, setCommandHistory] = useState<string[]>([]); const [commandHistoryIndex, setCommandHistoryIndex] = useState(-1); const [_commandHistoryFilter, _setCommandHistoryFilter] = useState<string | null>(null); const currentActivity = useComputed(() => activitySignal.value); const { handleCommandExecuted, checkTutorialProgress } = useActivityMediator(); const wpmCalculator = useWPMCalculator(); const context = useContext(CommandContext);
if (context === undefined) {
throw new Error('useCommand must be used within a CommandProvider');
}
// Load command history from localStorage on mount
useEffect(() => {
const savedHistory = loadCommandHistory();
if (savedHistory && savedHistory.length > 0) {
setCommandHistory(savedHistory);
}
}, []);
const resetOutput = useCallback(() => {
setOutput([]);
}, []);
const addToCommandHistory = useCallback((command: ParsedCommand | string) => {
const commandString = typeof command === 'string'
? command
: parsedCommandToString(command);
setCommandHistory(prev => {
// Don't add if it's identical to the previous command
if (prev.length > 0 && prev[prev.length - 1] === commandString) {
return prev;
}
const newHistory = [...prev, commandString].slice(-120); // Keep last 120 commands
saveCommandHistory(newHistory); // Save to localStorage whenever history changes
return newHistory;
});
}, []);
const getCommandResponseHistory = useCallback((): string[] => {
const keys: string[] = [];
const history: string[] = [];
for (let i = 0; i < localStorage.length; i++) {
const key = localStorage.key(i);
if (key?.startsWith(LogKeys.Command + '_')) {
keys.push(key);
}
}
keys.sort();
for (const key of keys) {
const historyJSON = localStorage.getItem(key);
if (historyJSON) {
history.push(historyJSON);
}
}
return history;
}, []);
const createCommandRecord = useCallback((
command: ParsedCommand,
response: React.ReactNode,
status: number,
commandTime: Date,
sensitive?: boolean
): OutputElement => {
const wpms = wpmCalculator.getWPMs();
return {
command,
response,
status,
wpmAverage: wpms.wpmAverage,
characterAverages: wpms.charWpms,
commandTime,
sensitive
};
}, [wpmCalculator]);
const processCommandOutput = useCallback((
command: ParsedCommand,
response: ICommandResponse,
): void => {
const commandTime = new Date();
const outputElement = createCommandRecord(
command,
response.message,
response.status,
commandTime,
response.sensitive
);
appendToOutput(outputElement);
addToCommandHistory(command);
}, [createCommandRecord, addToCommandHistory]);
const executeCommand = useCallback(async (parsedCommand: ParsedCommand) => {
const command = commandRegistry.getCommand(parsedCommand.command);
if (command && context) {
try {
const response = await command.execute(context, parsedCommand);
processCommandOutput(parsedCommand, response);
handleCommandExecuted(parsedCommand);
} catch (error) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error occurred';
processCommandOutput(parsedCommand, {
status: 500,
message: errorMessage
});
handleCommandExecuted(parsedCommand);
}
} else {
const response = currentActivity.value === ActivityType.TUTORIAL ? `Tutorial attempt: ${parsedCommand.command}` : `Command not found: ${parsedCommand.command}`;
processCommandOutput(parsedCommand, {
status: 404,
message: response
});
handleCommandExecuted(parsedCommand);
}
}, [context, processCommandOutput, handleCommandExecuted, currentActivity]);
const handleCommand = useCallback(async (parsedCommand: ParsedCommand) => {
setCommandTime(new Date());
if (currentActivity.value === ActivityType.TUTORIAL) {
checkTutorialProgress(parsedCommand.command);
// TODO: Write result to output
}
await executeCommand(parsedCommand);
}, [currentActivity.value, executeCommand, checkTutorialProgress]);
return {
output,
resetOutput,
commandHistory,
addToCommandHistory,
getCommandResponseHistory,
handleCommand,
commandHistoryIndex,
setCommandHistoryIndex,
commandHistoryFilter: _commandHistoryFilter,
setCommandHistoryFilter: _setCommandHistoryFilter,
appendToOutput,
};
};
<environment_details>
src/hooks/useTerminal.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me add logging to the useCommand hook to track command processing and tutorial progression.<write_to_file> src/hooks/useCommand.ts // src/hooks/useCommand.ts import React, { useContext, useState, useCallback, useEffect } from 'react'; import { CommandContext, ICommandResponse } from '../contexts/CommandContext'; import { parsedCommandToString, loadCommandHistory, saveCommandHistory } from '../utils/commandUtils'; import { LogKeys } from '../types/TerminalTypes'; import { commandRegistry } from '../commands/commandRegistry'; import { ActivityType, OutputElement, ParsedCommand } from '../types/Types'; import { useActivityMediator } from './useActivityMediator'; import { activitySignal, appendToOutput } from 'src/signals/appSignals'; import { useComputed } from '@preact/signals-react'; import { useWPMCalculator } from './useWPMCaculator'; import { setCommandTime } from 'src/signals/commandLineSignals'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useCommand' });
export const useCommand = () => { const [output, setOutput] = useState<React.ReactNode[]>([]); const [commandHistory, setCommandHistory] = useState<string[]>([]); const [commandHistoryIndex, setCommandHistoryIndex] = useState(-1); const [_commandHistoryFilter, _setCommandHistoryFilter] = useState<string | null>(null); const currentActivity = useComputed(() => activitySignal.value); const { handleCommandExecuted, checkTutorialProgress } = useActivityMediator(); const wpmCalculator = useWPMCalculator(); const context = useContext(CommandContext);
if (context === undefined) {
throw new Error('useCommand must be used within a CommandProvider');
}
// Load command history from localStorage on mount
useEffect(() => {
const savedHistory = loadCommandHistory();
if (savedHistory && savedHistory.length > 0) {
logger.debug('Loaded command history:', savedHistory);
setCommandHistory(savedHistory);
}
}, []);
const resetOutput = useCallback(() => {
logger.debug('Resetting output');
setOutput([]);
}, []);
const addToCommandHistory = useCallback((command: ParsedCommand | string) => {
const commandString = typeof command === 'string'
? command
: parsedCommandToString(command);
logger.debug('Adding to command history:', commandString);
setCommandHistory(prev => {
// Don't add if it's identical to the previous command
if (prev.length > 0 && prev[prev.length - 1] === commandString) {
return prev;
}
const newHistory = [...prev, commandString].slice(-120); // Keep last 120 commands
saveCommandHistory(newHistory); // Save to localStorage whenever history changes
return newHistory;
});
}, []);
const getCommandResponseHistory = useCallback((): string[] => {
const keys: string[] = [];
const history: string[] = [];
for (let i = 0; i < localStorage.length; i++) {
const key = localStorage.key(i);
if (key?.startsWith(LogKeys.Command + '_')) {
keys.push(key);
}
}
keys.sort();
for (const key of keys) {
const historyJSON = localStorage.getItem(key);
if (historyJSON) {
history.push(historyJSON);
}
}
logger.debug('Retrieved command response history:', history);
return history;
}, []);
const createCommandRecord = useCallback((
command: ParsedCommand,
response: React.ReactNode,
status: number,
commandTime: Date,
sensitive?: boolean
): OutputElement => {
const wpms = wpmCalculator.getWPMs();
logger.debug('Creating command record:', { command, response, status });
return {
command,
response,
status,
wpmAverage: wpms.wpmAverage,
characterAverages: wpms.charWpms,
commandTime,
sensitive
};
}, [wpmCalculator]);
const processCommandOutput = useCallback((
command: ParsedCommand,
response: ICommandResponse,
): void => {
logger.debug('Processing command output:', { command, response });
const commandTime = new Date();
const outputElement = createCommandRecord(
command,
response.message,
response.status,
commandTime,
response.sensitive
);
appendToOutput(outputElement);
addToCommandHistory(command);
}, [createCommandRecord, addToCommandHistory]);
const executeCommand = useCallback(async (parsedCommand: ParsedCommand) => {
logger.debug('Executing command:', parsedCommand);
const command = commandRegistry.getCommand(parsedCommand.command);
if (command && context) {
try {
const response = await command.execute(context, parsedCommand);
logger.debug('Command executed successfully:', response);
processCommandOutput(parsedCommand, response);
handleCommandExecuted(parsedCommand);
} catch (error) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error occurred';
logger.error('Command execution failed:', error);
processCommandOutput(parsedCommand, {
status: 500,
message: errorMessage
});
handleCommandExecuted(parsedCommand);
}
} else {
const response = currentActivity.value === ActivityType.TUTORIAL ? `Tutorial attempt: ${parsedCommand.command}` : `Command not found: ${parsedCommand.command}`;
logger.debug('Command not found:', { command: parsedCommand.command, activity: currentActivity.value });
processCommandOutput(parsedCommand, {
status: 404,
message: response
});
handleCommandExecuted(parsedCommand);
}
}, [context, processCommandOutput, handleCommandExecuted, currentActivity]);
const handleCommand = useCallback(async (parsedCommand: ParsedCommand) => {
logger.debug('Handling command:', { parsedCommand, activity: currentActivity.value });
setCommandTime(new Date());
if (currentActivity.value === ActivityType.TUTORIAL) {
logger.debug('Processing tutorial command:', parsedCommand.command);
checkTutorialProgress(parsedCommand.command);
}
await executeCommand(parsedCommand);
}, [currentActivity.value, executeCommand, checkTutorialProgress]);
return {
output,
resetOutput,
commandHistory,
addToCommandHistory,
getCommandResponseHistory,
handleCommand,
commandHistoryIndex,
setCommandHistoryIndex,
commandHistoryFilter: _commandHistoryFilter,
setCommandHistoryFilter: _setCommandHistoryFilter,
appendToOutput,
};
}; </write_to_file>
User:
[write_to_file for 'src/hooks/useCommand.ts'] Result: The content was successfully saved to src/hooks/useCommand.ts. <environment_details>
src/hooks/useCommand.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we have comprehensive logging across: 1. Terminal input handling (useTerminal) 2. Command processing (useCommand) 3. Tutorial state management (useTutorials) 4. Activity state changes (useActivityMediator)Let's update our test to use async/await properly and ensure we're waiting for state changes.
<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const typeInTerminal = async (text: string) => { console.log('Typing in terminal:', text); // Type each character through the terminal for (const char of text.split('')) { console.log('Typing character:', char); await act(async () => { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence console.log('Sending Enter'); await act(async () => { (window as any).triggerTerminalInput('\r\n'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { console.log('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { console.log('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load
await waitForTutorialState('\r');
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await typeInTerminal('\r');
await waitForTutorialState('fdsa');
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await typeInTerminal('fdsa');
await waitForTutorialState('fdsa');
// Third tutorial: Type fdsa again
console.log('Testing third tutorial (fdsa again)');
await typeInTerminal('fdsa');
await waitForTutorialState('jkl;');
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await typeInTerminal('jkl;');
// Wait for activity to change to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we have: 1. Proper async/await handling with act() 2. Separate wait functions for tutorial and activity state 3. Comprehensive logging across all hooks 4. Better state change trackingLet's run the test in debug mode to see exactly what's happening.
You can:
- Set breakpoints in:
- tutorialProgression.test.tsx: at each state transition
- useTerminal.ts: in handleData and handleEnterKey
- useCommand.ts: in handleCommand and checkTutorialProgress
- useActivityMediator.ts: in checkTutorialProgress
- Use the "Debug Vitest Tests" configuration we set up
- Watch the logs and step through the code to see where the state isn't updating as expected
<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: Command executed. Output:
[email protected] test vitest src/e2e/tests/tutorialProgression.test.tsx
DEV v1.6.0 /home/mstouffer/repos/handterm-proj/handterm
· src/e2e/tests/tutorialProgression.test.tsx (1) · Tutorial Progression (1) · should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Initial tutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } Initial location: /tutorial/_r Starting test Deciding activity change: { commandActivity: null currentActivity: 'TUTORIAL' bypassTutorial: false } Checking tutorial progress: { command: null currentTutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } } Next tutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } Deciding activity change: { commandActivity: 'TUTORIAL' currentActivity: 'TUTORIAL' bypassTutorial: false } Deciding activity change: { commandActivity: null currentActivity: 'TUTORIAL' bypassTutorial: false } Checking tutorial progress: { command: null currentTutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } } Next tutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } Deciding activity change: { commandActivity: 'TUTORIAL' currentActivity: 'TUTORIAL' bypassTutorial: false } Deciding activity change: { commandActivity: null currentActivity: 'TUTORIAL' bypassTutorial: false } Checking tutorial progress: { command: null currentTutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } } Next tutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } Deciding activity change: { commandActivity: 'TUTORIAL' currentActivity: 'TUTORIAL' bypassTutorial: false } Deciding activity change: { commandActivity: null currentActivity: 'TUTORIAL' bypassTutorial: false } Checking tutorial progress: { command: null currentTutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } } Next tutorial: { prompt: "The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n" + '\n' + 'NOTE: Press enter to reset and redo any tutorial steps.' display: 'Return (ENTER)' phrase: '\r' } Deciding activity change: { commandActivity: 'TUTORIAL' currentActivity: 'TUTORIAL' bypassTutorial: false } Current tutorial state: { phrase: '\r' expected: '\r' location: '/tutorial/_r' }
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode
React.startTransition
in v7. You can use the v7_startTransition
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_starttransition.
v7_relativeSplatPath
future flag to opt-in early. For more information see https://reactrouter.com/v6/upgrading/future#v7_relativesplatpath.
stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Testing first tutorial (Enter) Typing in terminal: Typing character: Triggering terminal input:
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Sending Enter Triggering terminal input:
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠇ should progress through tutorial steps and change to game mode stderr | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode stdout | src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode Current tutorial state: { phrase: '\r' expected: 'fdsa' location: '/tutorial/_r' }
❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠏ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠋ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠙ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠹ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠸ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠼ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠴ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠦ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) ❯ Tutorial Progression (1) ⠧ should progress through tutorial steps and change to game mode ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1677ms ❯ Tutorial Progression (1) 1674ms × should progress through tutorial steps and change to game mode 1671ms ❯ src/e2e/tests/tutorialProgression.test.tsx (1) 1677ms ❯ Tutorial Progression (1) 1674ms × should progress through tutorial steps and change to game mode 1671ms
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ Failed Tests 1 ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
FAIL src/e2e/tests/tutorialProgression.test.tsx > Tutorial Progression > should progress through tutorial steps and change to game mode AssertionError: expected '\r' to be 'fdsa' // Object.is equality
Ignored nodes: comments script style
The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.NOTE: Press enter to reset and redo any tutorial steps.
18:51:56 guest @ handterm.com
</span>
<span
class="xterm-char-measure-element"
style="font-weight: bold;"
/>
<span
class="xterm-char-measure-element"
style="font-style: italic; font-weight: normal;"
/>
<span
class="xterm-char-measure-element"
style="font-weight: bold; font-style: italic;"
/>
</div>
</div>
<div
aria-hidden="true"
class="xterm-rows xterm-focus"
style="line-height: normal; letter-spacing: 0px;"
>
<div
...
- Expected
- Received
- fdsa
❯ waitFor.timeout src/e2e/tests/tutorialProgression.test.tsx:50:44 48| location: window.location.pathname 49| }); 50| expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); | ^ 51| } { timeout: 1000 }); 52| }; ❯ runWithExpensiveErrorDiagnosticsDisabled node_modules/@testing-library/dom/dist/config.js:47:12 ❯ checkCallback node_modules/@testing-library/dom/dist/wait-for.js:124:77 ❯ Timeout.checkRealTimersCallback node_modules/@testing-library/dom/dist/wait-for.js:118:16
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯[1/1]⎯
Test Files 1 failed (1) Tests 1 failed (1) Start at 18:51:54 Duration 4.13s (transform 613ms setup 223ms collect 936ms tests 1.68s environment 544ms prepare 192ms)
FAIL Tests failed. Watching for file changes... press h to show help press q to quit ⠙Error on line 19 <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
From the logs, I can see that: 1. The terminal input is being triggered but not processed correctly 2. The tutorial state isn't being updated after Enter is pressed 3. The command isn't being passed to checkTutorialProgressLet me check how the terminal data is being processed. I see we're sending '\r\n' but the tutorial expects '\r'.
<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const simulateCommand = async (text: string) => { console.log('Simulating command:', text); // Type each character through the terminal for (const char of text.split('')) { console.log('Typing character:', char); await act(async () => { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence console.log('Sending Enter'); await act(async () => { // Send just \r for Enter key to match tutorial expectation (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { console.log('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname, activity: activitySignal.value }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { console.log('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname, tutorial: tutorialSignal.value?.phrase }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load
await waitForTutorialState('\r');
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitForTutorialState('fdsa');
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitForTutorialState('fdsa');
// Third tutorial: Type fdsa again
console.log('Testing third tutorial (fdsa again)');
await simulateCommand('fdsa');
await waitForTutorialState('jkl;');
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json src/test-utils/setup.ts .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also update the terminal mock to better handle the Enter key sequence and add more detailed logging.<write_to_file> src/test-utils/setup.ts import { vi } from 'vitest';
// Mock localStorage const localStorageMock = { getItem: vi.fn(), setItem: vi.fn(), clear: vi.fn(), removeItem: vi.fn(), length: 0, key: vi.fn(), }; global.localStorage = localStorageMock as any;
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn((data: string) => { console.log('Terminal write:', { data, charCodes: [...data].map(c => c.charCodeAt(0)) }); }), onData: vi.fn((callback) => { console.log('Terminal onData registered'); (window as any).__xtermDataCallback = (data: string) => { console.log('Terminal received data:', { data, charCodes: [...data].map(c => c.charCodeAt(0)) }); callback(data); }; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(() => { console.log('Terminal reset'); }), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => { console.log('Terminal getLine called'); return '> '; } }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { console.log('Triggering terminal input:', { data, charCodes: [...data].map(c => c.charCodeAt(0)) }); if ((window as any).__xtermDataCallback) { // For Enter key, ensure we send just \r if (data === '\r\n') { console.log('Converting \r\n to \r for Enter key'); (window as any).__xtermDataCallback('\r'); } else { (window as any).__xtermDataCallback(data); } } }; </write_to_file>
User:
[write_to_file for 'src/test-utils/setup.ts'] Result: The content was successfully saved to src/test-utils/setup.ts. <environment_details>
src/test-utils/setup.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useActivityMediator.ts src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also check how the tutorial state is being updated in the activity mediator. I see we need to ensure the command is being properly handled.<write_to_file> src/hooks/useActivityMediator.ts import { useState, useCallback, useEffect } from 'react'; import { ActivityType, ParsedCommand, GamePhrase } from '../types/Types'; import { ActionType } from '../game/types/ActionTypes'; import GamePhrases from '../utils/GamePhrases'; import { useTutorial } from './useTutorials'; import { setNextTutorial, resetCompletedTutorials, tutorialSignal, getNextTutorial, setCompletedTutorial } from 'src/signals/tutorialSignals'; import { getIncompletePhrasesByTutorialGroup, initializeGame, isInGameModeSignal, setCompletedGamePhrase, getNextGamePhrase, setGamePhrase, } from 'src/signals/gameSignals'; import { activitySignal, setNotification, bypassTutorialSignal } from 'src/signals/appSignals' import { useComputed } from '@preact/signals-react'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'ActivityMediator' });
export function useActivityMediator() { const [heroAction, setHeroAction] = useState('Idle'); const [zombie4Action, setZombie4Action] = useState('Walk'); const { getIncompleteTutorialsInGroup, canUnlockTutorial } = useTutorial(); const activity = useComputed(() => activitySignal.value).value; const { updateLocation, parseLocation } = useReactiveLocation(); const [, setActivityGroupKey] = useState(''); const bypassTutorial = useComputed(() => bypassTutorialSignal.value);
const decideActivityChange = useCallback((commandActivity: ActivityType | null = null): ActivityType => {
logger.debug('Deciding activity change:', { commandActivity, currentActivity: activity, bypassTutorial: bypassTutorial.value });
const bypassTutorialValue = bypassTutorial.value;
if (bypassTutorialValue) {
return ActivityType.NORMAL;
}
if (tutorialSignal.value && !tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.TUTORIAL;
}
if (tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.GAME;
}
if (getNextTutorial()) commandActivity = ActivityType.TUTORIAL;
return commandActivity ?? ActivityType.NORMAL;
}, [activity, bypassTutorial]);
const checkGameProgress = useCallback((successPhrase: GamePhrase) => {
logger.debug('Checking game progress:', successPhrase);
const groupKey = parseLocation().groupKey ?? '';
setCompletedGamePhrase(successPhrase.key);
if (groupKey) {
const nextPhraseInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (nextPhraseInGroup) {
setGamePhrase(getNextGamePhrase());
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextPhraseInGroup.key,
groupKey: nextPhraseInGroup.tutorialGroup
})
return;
}
const incompleteTutorialInGroup = getIncompleteTutorialsInGroup(groupKey);
incompleteTutorialInGroup.forEach(itig => {
setCompletedTutorial(itig.phrase);
});
const nextTutorial = getNextTutorial();
if (nextTutorial) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase ?? '',
groupKey: nextTutorial.tutorialGroup ?? ''
})
return;
}
}
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) {
setGamePhrase(nextGamePhrase);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase.key,
groupKey: nextGamePhrase.tutorialGroup
})
activitySignal.value = ActivityType.GAME;
isInGameModeSignal.value = true;
return;
}
activitySignal.value = ActivityType.NORMAL;
updateLocation({ activityKey: ActivityType.NORMAL })
}, [
parseLocation,
decideActivityChange,
updateLocation,
getIncompleteTutorialsInGroup
]);
const checkTutorialProgress = useCallback((command: string | null) => {
logger.debug('Checking tutorial progress:', { command, currentTutorial: tutorialSignal.value });
const currentTutorial = getNextTutorial();
if (!currentTutorial) {
logger.debug('No current tutorial found');
return;
}
const groupKey = parseLocation().groupKey ?? '';
// Normalize command for Enter key
command = command === '' ? '\r' : command;
if (command) {
logger.debug('Checking if can unlock tutorial:', { command, currentPhrase: currentTutorial.phrase });
if (canUnlockTutorial(command)) {
logger.debug('Tutorial unlocked:', command);
if (groupKey) {
const incompletePhrasesInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (incompletePhrasesInGroup) {
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: incompletePhrasesInGroup.key,
groupKey: incompletePhrasesInGroup.tutorialGroup
})
initializeGame(groupKey);
}
return;
}
setCompletedTutorial(currentTutorial.phrase);
} else {
logger.debug('Tutorial not unlocked:', { expected: currentTutorial.phrase, received: command });
setNotification(
`Tutorial ${tutorialSignal.value?.phrase} not unlocked with ${command}`
)
return;
}
}
const nextTutorial = getNextTutorial();
logger.debug('Next tutorial:', nextTutorial);
if (nextTutorial?.phrase) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
setNextTutorial(nextTutorial);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase,
groupKey: nextTutorial.tutorialGroup
})
return;
}
activitySignal.value = ActivityType.GAME;
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase?.key,
groupKey: groupKey
})
return;
}, [
parseLocation,
decideActivityChange,
updateLocation,
canUnlockTutorial
]);
const handleCommandExecuted = useCallback((parsedCommand: ParsedCommand): boolean => {
logger.debug('Handling command:', parsedCommand);
let result = false;
if (parseLocation().activityKey === ActivityType.TUTORIAL) {
checkTutorialProgress(parsedCommand.command);
}
else if (parseLocation().activityKey === ActivityType.GAME && parseLocation().contentKey) {
const gamePhrase = GamePhrases.getGamePhraseByKey(parseLocation().contentKey || '')
if (gamePhrase) checkGameProgress(gamePhrase);
}
switch (parsedCommand.command) {
case 'play':
decideActivityChange(ActivityType.GAME);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: getNextGamePhrase()?.key
})
result = true;
break;
case 'tut':
if ('r' in parsedCommand.switches) {
resetCompletedTutorials();
}
decideActivityChange(ActivityType.TUTORIAL);
const nextTutorial = getNextTutorial();
updateLocation({
activityKey: ActivityType.TUTORIAL,
contentKey: nextTutorial?.phrase,
groupKey: nextTutorial?.tutorialGroup
})
result = true;
break;
default:
result = false;
}
return result;
}, [decideActivityChange, window.location.pathname]);
useEffect(() => {
const resultActivity = decideActivityChange(null);
if (resultActivity === ActivityType.TUTORIAL) {
checkTutorialProgress(null);
}
}, []);
return {
isInGameMode: activity === ActivityType.GAME,
isInTutorial: activity === ActivityType.TUTORIAL,
isInEdit: activity === ActivityType.EDIT,
isInNormal: activity === ActivityType.NORMAL,
checkTutorialProgress,
heroAction,
zombie4Action,
handleCommandExecuted,
setHeroAction,
setZombie4Action,
checkGameProgress,
};
}; </write_to_file>
User:
[write_to_file for 'src/hooks/useActivityMediator.ts'] Result: The content was successfully saved to src/hooks/useActivityMediator.ts. <environment_details>
src/hooks/useActivityMediator.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me check how the tutorial state is being managed in the tutorial signals file. We need to ensure the state is being properly updated when a tutorial is completed.<read_file> src/signals/tutorialSignals.ts </read_file>
User:
[read_file for 'src/signals/tutorialSignals.ts'] Result: // src/signals/tutorialSignals.ts import { computed, signal } from "@preact/signals-react"; import { createPersistentSignal } from "../utils/signalPersistence"; import { Tutorial, Tutorials } from "src/types/Types";
const completedTutorialsKey = "completed-tutorials";
const { signal: completedTutorialsSignal, update: updateCompletedTutorials } = createPersistentSignal({ key: completedTutorialsKey, signal: signal<Set>(new Set()), serialize: (value) => JSON.stringify([...value]), deserialize: (value) => new Set(JSON.parse(value)), });
export { completedTutorialsSignal };
export const tutorialSignal = signal<Tutorial | null>(null);
export const getNextTutorial = (): Tutorial | null => { const nextTutorial = Tutorials .find(t => !completedTutorialsSignal.value.has(t.phrase)); return nextTutorial ?? null; };
export const setNextTutorial = (nextTutorial: Tutorial | null) => { // get next tutoral that is not in completed tutorials. // use getTutorialSignal to return the result. tutorialSignal.value = nextTutorial; };
// Load initial state const loadInitialState = () => { const storedTutorials = localStorage.getItem(completedTutorialsKey); if (storedTutorials) { completedTutorialsSignal.value = new Set(JSON.parse(storedTutorials)); } setNextTutorial(getNextTutorial()); };
loadInitialState();
// Computed signals export const completedTutorialsArray = computed(() => [...completedTutorialsSignal.value]);
// Exported functions export const setCompletedTutorial = (tutorialId: string) => { updateCompletedTutorials(prev => new Set(prev).add(tutorialId)); };
export const resetCompletedTutorials = () => { updateCompletedTutorials(new Set()); setNextTutorial(getNextTutorial()); };
<environment_details>
src/hooks/useActivityMediator.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Update setCompletedTutorial to also update the tutorial signal 2. Add logging to track tutorial state changes 3. Ensure the tutorial state is properly initialized in testsLet me update the tutorial signals file.
<write_to_file> src/signals/tutorialSignals.ts // src/signals/tutorialSignals.ts import { computed, signal } from "@preact/signals-react"; import { createPersistentSignal } from "../utils/signalPersistence"; import { Tutorial, Tutorials } from "src/types/Types"; import { createLogger } from "src/utils/Logger";
const logger = createLogger({ prefix: 'tutorialSignals' });
const completedTutorialsKey = "completed-tutorials";
const { signal: completedTutorialsSignal, update: updateCompletedTutorials } = createPersistentSignal({ key: completedTutorialsKey, signal: signal<Set>(new Set()), serialize: (value) => JSON.stringify([...value]), deserialize: (value) => new Set(JSON.parse(value)), });
export { completedTutorialsSignal };
export const tutorialSignal = signal<Tutorial | null>(null);
export const getNextTutorial = (): Tutorial | null => { const nextTutorial = Tutorials .find(t => !completedTutorialsSignal.value.has(t.phrase)); logger.debug('Getting next tutorial:', { nextTutorial, completedTutorials: [...completedTutorialsSignal.value] }); return nextTutorial ?? null; };
export const setNextTutorial = (nextTutorial: Tutorial | null) => { logger.debug('Setting next tutorial:', nextTutorial); tutorialSignal.value = nextTutorial; };
// Load initial state const loadInitialState = () => { const storedTutorials = localStorage.getItem(completedTutorialsKey); if (storedTutorials) { logger.debug('Loading stored tutorials:', storedTutorials); completedTutorialsSignal.value = new Set(JSON.parse(storedTutorials)); } const nextTutorial = getNextTutorial(); logger.debug('Initial tutorial:', nextTutorial); setNextTutorial(nextTutorial); };
loadInitialState();
// Computed signals export const completedTutorialsArray = computed(() => [...completedTutorialsSignal.value]);
// Exported functions export const setCompletedTutorial = (tutorialId: string) => { logger.debug('Setting completed tutorial:', { tutorialId, currentTutorial: tutorialSignal.value }); updateCompletedTutorials(prev => new Set(prev).add(tutorialId)); // After marking a tutorial as complete, get and set the next one const nextTutorial = getNextTutorial(); logger.debug('Next tutorial after completion:', nextTutorial); setNextTutorial(nextTutorial); };
export const resetCompletedTutorials = () => { logger.debug('Resetting completed tutorials'); updateCompletedTutorials(new Set()); const nextTutorial = getNextTutorial(); logger.debug('First tutorial after reset:', nextTutorial); setNextTutorial(nextTutorial); }; </write_to_file>
User:
[write_to_file for 'src/signals/tutorialSignals.ts'] Result: The content was successfully saved to src/signals/tutorialSignals.ts. <environment_details>
src/signals/tutorialSignals.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also check the Tutorials type to ensure we're handling the tutorial progression correctly.<read_file> src/types/Types.ts </read_file>
User:
[read_file for 'src/types/Types.ts'] Result: import { ReactNode } from "react";
export const spaceDisplayChar = "▁"; export const tabDisplayChar = "⭾"; export interface CharTime { char: string; duration: number; time: number; }
export interface Keystroke { char: string; timestamp: number; }
export const ActivityType = { NORMAL: 'NORMAL', TUTORIAL: 'TUTORIAL', GAME: 'GAME', EDIT: 'EDIT', TREE: 'TREE' } as const;
export type ActivityType = typeof ActivityType[keyof typeof ActivityType];
export type ParsedCommand = Readonly<{ command: string; args: readonly string[]; switches: Readonly<Record<string, boolean | string>>; }>;
export function createCharTime(char: string, duration: number, time: number): CharTime { return { char, duration, time } }
export type CancelCallback = () => void;
export type InputEventCallback = (event: InputEvent) => void; export interface ChordRow { char: string; chord: number; strokes: string; }
export interface IChord { key: string; chordCode: string; index: number; alias?: string; }
export class Chord implements IChord { key: string; chordCode: string; index: number; alias?: string; constructor(key: string, chordCode: string, index: number) { this.key = key; this.chordCode = chordCode; this.index = index; } }
export interface WPM { readonly wpm: number; readonly character: string; readonly durationMilliseconds: number; }
export type WPMs = Readonly<{ wpmAverage: number; charWpms: ReadonlyArray; }>
export interface OutputElement { command: ParsedCommand; response?: ReactNode; status: number; wpmAverage?: number; characterAverages?: ReadonlyArray; commandTime: Date; component?: ReactNode; // New field for React components sensitive?: boolean; // Flag to indicate if the command contains sensitive data }
export type MyResponse = { status: 200 | 400 | 401 | 403 | 404 | 500; data?: T | undefined; message: string | undefined; error: string[]; };
export const VALID_ACTIVITIES = ['normal', 'game', 'tutorial', 'edit', 'tree'] as const; export type Activity = typeof VALID_ACTIVITIES[number];
export type ParsedLocation = { activityKey: ActivityType; contentKey?: string | null; groupKey?: string | null; };
export type GitHubRepository = { full_name: string; language?: string; description?: string; html_url: string; created_at: string; updated_at: string; stargazers_count: number; };
export type Tutorial = { phrase: string; prompt: string; command?: string; unlocked?: boolean; tutorialGroup?: string; display?: string; };
export type GamePhrase = { key: string, value: string, tutorialGroup?: string, isComplete?: boolean };
export const TutorialPhrases: GamePhrase[] = [
{
value: 'The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n\nNOTE: Press enter to reset and redo any tutorial steps.',
key: '\r',
},
{
value: 'Type fdsa
& Enter. Notice that it requires only a finger-pinch and release for each character.',
key: 'fdsa',
},
{
value: 'Do it again, but this time put a space in between the letters. Grasp the thumb and release to enter a space.',
key: 'fdsa'
},
{
value: 'Type jkl;
. Notice that it requires only a finger-grasp followed by a release.',
key: 'jkl;', tutorialGroup: 'single-click'
},
{
value: 'Press the thumb tip followed by a finger tip to type numbers 0-4',
key: '01234'
},
{
value: 'Press the thumb tip followed by a finger tip to type numbers 5-9',
key: '56789', tutorialGroup: 'numbers'
},
{
value: 'Characters are only entered when the keys are released. For example, when you grasp the thumb and release it a space is entered.\n\nHowever, when you HOLD a grasp of your thumb it activates the shift key. Use Shift to type FDSA in uppercase letters. Remember to release your grip after each character.',
key: 'FDSA'
},
{ value: 'These two characters complete the traditional home-row keys, but require two finger keystrokes similar to numbers. \n\nNotice that both actions start from the middle finger and end on the index finger. G uses 2 pinches. H uses 2 grasps, like their home-row counterparts.', key: 'gh', tutorialGroup: 'home-row' },
{ value: 'These characters are all triggered by a single finger. Pinch first, then grasp to enter them.', key: 'nm,.' },
{ value: 'These characters are also triggered by a single finger. Grasp first, then pinch to enter them.', key: 'uiop' },
{ value: 'Many characters require combinations followed by releasing all keys. Type zxcv
and we'll show corrections as you type.', key: 'zxcv' },
{ value: 'Remember this one so that you can restart this tutorial', key: 'tut' },
{ value: 'Type play
to play a guided typing game with chord-hints.', key: 'play' },
]
export const Tutorials: Tutorial[] = [
{
prompt: 'The most important key is the Return (ENTER) key. Press the thumb tip and release. You'll use this key to enter every command.\n\nNOTE: Press enter to reset and redo any tutorial steps.',
display: 'Return (ENTER)', phrase: '\r'
},
{
prompt: 'Type fdsa
& Enter. Notice that it requires only a finger-pinch and release for each character.', phrase: 'fdsa'
},
{ prompt: 'Do it again, but this time put a space in between the letters. Grasp the thumb and release to enter a space.', phrase: 'fdsa' },
{ prompt: 'Type jkl;
. Notice that it requires only a finger-grasp followed by a release.', phrase: 'jkl;', tutorialGroup: 'single-click' },
{ prompt: 'Press the thumb tip followed by a finger tip to type numbers 0-4', phrase: '01234' },
{ prompt: 'Press the thumb tip followed by a finger tip to type numbers 5-9', phrase: '56789', tutorialGroup: 'numbers' },
{ prompt: 'Characters are only entered when the keys are released. For example, when you grasp the thumb and release it a space is entered.\n\nHowever, when you HOLD a grasp of your thumb it activates the shift key. Use Shift to type FDSA in uppercase letters. Remember to release your grip after each character.', phrase: 'FDSA' },
{ prompt: 'These two characters complete the traditional home-row keys, but require two finger keystrokes similar to numbers. \n\nNotice that both actions start from the middle finger and end on the index finger. G uses 2 pinches. H uses 2 grasps, like their home-row counterparts.', phrase: 'gh', tutorialGroup: 'home-row' },
{ prompt: 'These characters are all triggered by a single finger. Pinch first, then grasp to enter them.', phrase: 'nm,.' },
{ prompt: 'These characters are also triggered by a single finger. Grasp first, then pinch to enter them.', phrase: 'uiop' },
{ prompt: 'Many characters require combinations followed by releasing all keys. Type zxcv
and we'll show corrections as you type.', phrase: 'zxcv' },
{ prompt: 'Remember this one so that you can restart this tutorial', phrase: 'tut' },
{ prompt: 'Type play
to play a guided typing game with chord-hints.', phrase: 'play' },
]
export const Phrases: GamePhrase[] = [
{ key: "first-eight", value: "all sad lads ask dad; alas fads fall", tutorialGroup: "single-click" },
{ key: "numbers", value: "0123 4567 8901 2345 6789 0987", tutorialGroup: "numbers" },
{ key: "ask", value: "All lads had flasks as glad gals ask halls; all had a glass", tutorialGroup: "home-row" },
{ key: "gallant", value: "A gallant lad; a glass", tutorialGroup: "home-row" },
{ key: "alas", value: "Alas, Khal's flask has a crack." },
{ key: "lads", value: "Lads' flags fall as gaffs sag." },
{ key: "hello", value: "Hello, World!" },
{ key: "pack", value: "Pack my box with five dozen liquor jugs." },
{ key: "sphinx", value: "Sphinx of black quartz, judge my vow." },
{ key: "waltz", value: "Waltz, bad nymph, for quick jigs vex." },
{ key: "list", value: "List.map(fun i -> i + 1)[1;2;3]" },
{ key: "mr", value: "Mr. Jock, TV quiz PhD., bags few lynx." },
{ key: "watch", value: "Watch "Jeopardy!", Alex Trebek's fun TV" },
{ key: "h1", value: "Type anywhere with this one-handed keyboard. Stop sitting down to type. Stop looking down to send messages." },
{ key: "h2", value: "Built to the shape of your finger actions, this device will eliminate your need to reposition your fingers while typeing." },
{ key: "h3", value: "Use the same keyboard, designed for your hand, everywhere. You never have to learn a new one. The natural motions of your fingers compose the characters." },
{ key: "h4", value: "It's built around your hand, so you don't have to reorient your finger placement on a board. Repositioning your fingers on a board is the biggest hurdle of typing-training, so don't do it." },
{ key: "h5", value: "Handex is built around your finger movements, so you'll never have to reposition your fingers to find a key. Even unusual keys, such \\
, ~
, |
, ^
, &
are easy to type." },
{ key: "h6", value: "Handex liberates you from the key-board-shackle problem. 151 keys are currently available and more are coming." },
{ key: "k=7", value: "k=7; l=8; m=$((k + l)); n=$((k > l ? k : l)); echo "Max: $n"; grep 'Max' <<< "Max:
<environment_details>
src/signals/tutorialSignals.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that we need to: 1. Handle the Enter key tutorial correctly (it's the first tutorial with phrase '\r') 2. Handle the fdsa tutorial progression (it appears twice in the sequence) 3. Handle the tutorial group transition to game modeLet me update the test to match the tutorial sequence exactly.
<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const simulateCommand = async (text: string) => { console.log('Simulating command:', text); // Type each character through the terminal for (const char of text.split('')) { console.log('Typing character:', char); await act(async () => { (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence console.log('Sending Enter'); await act(async () => { // Send just \r for Enter key to match tutorial expectation (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { console.log('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname, activity: activitySignal.value, prompt: tutorialSignal.value?.prompt }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { console.log('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname, tutorial: tutorialSignal.value?.phrase, prompt: tutorialSignal.value?.prompt }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load (Enter key tutorial)
await waitForTutorialState('\r');
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitForTutorialState('fdsa');
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitForTutorialState('fdsa');
// Third tutorial: Type fdsa with spaces
console.log('Testing third tutorial (fdsa with spaces)');
await simulateCommand('f d s a');
await waitForTutorialState('jkl;');
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's run the test with our updated: 1. Tutorial sequence handling 2. Proper Enter key simulation 3. Space handling in fdsa tutorial 4. More detailed logging<execute_command> npm test src/e2e/tests/tutorialProgression.test.tsx </execute_command>
User:
[execute_command for 'npm test src/e2e/tests/tutorialProgression.test.tsx'] Result: The user denied this operation and provided the following feedback: How can we run that command in debug mode so that it hits breakpoints? <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .vscode/launch.json .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
To run the test in debug mode: 1. Set breakpoints in key locations: - tutorialProgression.test.tsx: in simulateCommand and waitForTutorialState - useActivityMediator.ts: in checkTutorialProgress - useCommand.ts: in handleCommand - useTutorials.ts: in canUnlockTutorial 2. Use the "Debug Vitest Tests" configuration we added to launch.json<write_to_file> .vscode/launch.json { "version": "0.2.0", "configurations": [ { "type": "node", "request": "launch", "name": "Debug Vitest Tests", "autoAttachChildProcesses": true, "skipFiles": ["<node_internals>/", "/node_modules/**"], "program": "${workspaceRoot}/node_modules/vitest/vitest.mjs", "args": ["run", "${relativeFile}", "--no-threads"], "smartStep": true, "console": "integratedTerminal" }, { "type": "chrome", "request": "launch", "name": "Launch Chrome in Incognito Mode", "url": "http://localhost:5173", "webRoot": "${workspaceFolder}", "runtimeArgs": [ "--incognito", "--new-window" ], "sourceMaps": true, "sourceMapPathOverrides": { "webpack:///./src/": "${webRoot}/src/" } } ] } </write_to_file>
Now you can: 1. Open src/e2e/__tests__/tutorialProgression.test.tsx 2. Set breakpoints in the test file and related hooks 3. Press F5 or use the Debug menu to start debugging with the "Debug Vitest Tests" configuration 4. The debugger will stop at your breakpoints and you can step through the codeI added the --no-threads flag to ensure proper breakpoint handling.
User:
[write_to_file for '.vscode/launch.json'] Result: The content was successfully saved to .vscode/launch.json. <environment_details>
.vscode/launch.json
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts src/e2e/tests/tutorialProgression.test.tsx .vscode/launch.json src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me suggest the key breakpoints to set for debugging the tutorial progression:-
In tutorialProgression.test.tsx:
- Line where we simulate Enter key press
- Line where we check tutorial state
-
In useActivityMediator.ts:
- Start of checkTutorialProgress
- After canUnlockTutorial check
- Before updating location
-
In useTutorials.ts:
- Inside canUnlockTutorial
- When checking tutorial phrase match
-
In useCommand.ts:
- When handling Enter key
- When processing command
Let me update these files with debug-friendly logging points.
<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const simulateCommand = async (text: string) => { console.log('Simulating command:', text); // Type each character through the terminal for (const char of text.split('')) { console.log('Typing character:', char); await act(async () => { // Breakpoint 1: Before sending character (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence console.log('Sending Enter'); await act(async () => { // Breakpoint 2: Before sending Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { // Breakpoint 3: Checking tutorial state console.log('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname, activity: activitySignal.value, prompt: tutorialSignal.value?.prompt }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { // Breakpoint 4: Checking activity state console.log('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname, tutorial: tutorialSignal.value?.phrase, prompt: tutorialSignal.value?.prompt }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load (Enter key tutorial)
await waitForTutorialState('\r');
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitForTutorialState('fdsa');
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitForTutorialState('fdsa');
// Third tutorial: Type fdsa with spaces
console.log('Testing third tutorial (fdsa with spaces)');
await simulateCommand('f d s a');
await waitForTutorialState('jkl;');
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/hooks/useCommand.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me update the hooks with debug-friendly logging points and comments for where to set breakpoints.<write_to_file> src/hooks/useCommand.ts // src/hooks/useCommand.ts import React, { useContext, useState, useCallback, useEffect } from 'react'; import { CommandContext, ICommandResponse } from '../contexts/CommandContext'; import { parsedCommandToString, loadCommandHistory, saveCommandHistory } from '../utils/commandUtils'; import { LogKeys } from '../types/TerminalTypes'; import { commandRegistry } from '../commands/commandRegistry'; import { ActivityType, OutputElement, ParsedCommand } from '../types/Types'; import { useActivityMediator } from './useActivityMediator'; import { activitySignal, appendToOutput } from 'src/signals/appSignals'; import { useComputed } from '@preact/signals-react'; import { useWPMCalculator } from './useWPMCaculator'; import { setCommandTime } from 'src/signals/commandLineSignals'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useCommand' });
export const useCommand = () => { const [output, setOutput] = useState<React.ReactNode[]>([]); const [commandHistory, setCommandHistory] = useState<string[]>([]); const [commandHistoryIndex, setCommandHistoryIndex] = useState(-1); const [_commandHistoryFilter, _setCommandHistoryFilter] = useState<string | null>(null); const currentActivity = useComputed(() => activitySignal.value); const { handleCommandExecuted, checkTutorialProgress } = useActivityMediator(); const wpmCalculator = useWPMCalculator(); const context = useContext(CommandContext);
if (context === undefined) {
throw new Error('useCommand must be used within a CommandProvider');
}
// Load command history from localStorage on mount
useEffect(() => {
const savedHistory = loadCommandHistory();
if (savedHistory && savedHistory.length > 0) {
logger.debug('Loaded command history:', savedHistory);
setCommandHistory(savedHistory);
}
}, []);
const resetOutput = useCallback(() => {
logger.debug('Resetting output');
setOutput([]);
}, []);
const addToCommandHistory = useCallback((command: ParsedCommand | string) => {
const commandString = typeof command === 'string'
? command
: parsedCommandToString(command);
logger.debug('Adding to command history:', commandString);
setCommandHistory(prev => {
// Don't add if it's identical to the previous command
if (prev.length > 0 && prev[prev.length - 1] === commandString) {
return prev;
}
const newHistory = [...prev, commandString].slice(-120); // Keep last 120 commands
saveCommandHistory(newHistory); // Save to localStorage whenever history changes
return newHistory;
});
}, []);
const getCommandResponseHistory = useCallback((): string[] => {
const keys: string[] = [];
const history: string[] = [];
for (let i = 0; i < localStorage.length; i++) {
const key = localStorage.key(i);
if (key?.startsWith(LogKeys.Command + '_')) {
keys.push(key);
}
}
keys.sort();
for (const key of keys) {
const historyJSON = localStorage.getItem(key);
if (historyJSON) {
history.push(historyJSON);
}
}
logger.debug('Retrieved command response history:', history);
return history;
}, []);
const createCommandRecord = useCallback((
command: ParsedCommand,
response: React.ReactNode,
status: number,
commandTime: Date,
sensitive?: boolean
): OutputElement => {
const wpms = wpmCalculator.getWPMs();
logger.debug('Creating command record:', { command, response, status });
return {
command,
response,
status,
wpmAverage: wpms.wpmAverage,
characterAverages: wpms.charWpms,
commandTime,
sensitive
};
}, [wpmCalculator]);
const processCommandOutput = useCallback((
command: ParsedCommand,
response: ICommandResponse,
): void => {
logger.debug('Processing command output:', { command, response });
const commandTime = new Date();
const outputElement = createCommandRecord(
command,
response.message,
response.status,
commandTime,
response.sensitive
);
appendToOutput(outputElement);
addToCommandHistory(command);
}, [createCommandRecord, addToCommandHistory]);
const executeCommand = useCallback(async (parsedCommand: ParsedCommand) => {
// Breakpoint 5: Start of command execution
logger.debug('Executing command:', parsedCommand);
const command = commandRegistry.getCommand(parsedCommand.command);
if (command && context) {
try {
const response = await command.execute(context, parsedCommand);
logger.debug('Command executed successfully:', response);
processCommandOutput(parsedCommand, response);
handleCommandExecuted(parsedCommand);
} catch (error) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error occurred';
logger.error('Command execution failed:', error);
processCommandOutput(parsedCommand, {
status: 500,
message: errorMessage
});
handleCommandExecuted(parsedCommand);
}
} else {
// Breakpoint 6: Tutorial command handling
const response = currentActivity.value === ActivityType.TUTORIAL ? `Tutorial attempt: ${parsedCommand.command}` : `Command not found: ${parsedCommand.command}`;
logger.debug('Command not found:', { command: parsedCommand.command, activity: currentActivity.value });
processCommandOutput(parsedCommand, {
status: 404,
message: response
});
handleCommandExecuted(parsedCommand);
}
}, [context, processCommandOutput, handleCommandExecuted, currentActivity]);
const handleCommand = useCallback(async (parsedCommand: ParsedCommand) => {
// Breakpoint 7: Start of command handling
logger.debug('Handling command:', { parsedCommand, activity: currentActivity.value });
setCommandTime(new Date());
if (currentActivity.value === ActivityType.TUTORIAL) {
// Breakpoint 8: Tutorial progress check
logger.debug('Processing tutorial command:', parsedCommand.command);
checkTutorialProgress(parsedCommand.command);
}
await executeCommand(parsedCommand);
}, [currentActivity.value, executeCommand, checkTutorialProgress]);
return {
output,
resetOutput,
commandHistory,
addToCommandHistory,
getCommandResponseHistory,
handleCommand,
commandHistoryIndex,
setCommandHistoryIndex,
commandHistoryFilter: _commandHistoryFilter,
setCommandHistoryFilter: _setCommandHistoryFilter,
appendToOutput,
};
}; </write_to_file>
User:
[write_to_file for 'src/hooks/useCommand.ts'] Result: The content was successfully saved to src/hooks/useCommand.ts. <environment_details>
src/hooks/useCommand.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTutorials.ts src/hooks/useTerminal.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/hooks/useCommand.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me update the useTutorials hook with debug points for tracking tutorial state changes.<write_to_file> src/hooks/useTutorials.ts // src/hooks/useTutorial.ts import { useState, useCallback, useEffect } from 'react'; import { Tutorial, Tutorials } from "../types/Types"; import { useComputed } from '@preact/signals-react'; import { completedTutorialsSignal, getNextTutorial, } from 'src/signals/tutorialSignals'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useTutorials' });
export const useTutorial = () => { const [, setCurrentTutorial] = useState<Tutorial | null>(null); const completedTutorials = useComputed(() => completedTutorialsSignal.value);
const { parseLocation } = useReactiveLocation();
// Get all completed tutorials as an array if needed
const completedTutorialsArray = () => {
const completed = [...completedTutorialsSignal.value];
logger.debug('Completed tutorials:', completed);
return completed;
}
const getIncompleteTutorials = useCallback((): Tutorial[] => {
// Breakpoint 9: Getting incomplete tutorials
const incomplete = Tutorials.filter(tut => !completedTutorialsArray().includes(tut.phrase));
logger.debug('Incomplete tutorials:', incomplete);
return incomplete;
}, [])
const getTutorialsInGroup = (groupName: string) => {
// Breakpoint 10: Getting tutorials in group
const result = Tutorials.filter(t => t.tutorialGroup === groupName);
logger.debug('Tutorials in group:', { groupName, result });
return result;
}
const getTutorialByPhrasekey = (phraseKey: string) => {
// Breakpoint 11: Getting tutorial by phrase key
const currentTutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r'));
logger.debug('Getting tutorial by phrase key:', {
phraseKey,
currentTutorial,
normalizedKey: phraseKey?.replace('_r', '\r'),
allTutorials: Tutorials.map(t => ({ phrase: t.phrase, prompt: t.prompt }))
});
return currentTutorial;
}
const canUnlockTutorial = (command: string): boolean => {
// Breakpoint 12: Checking if can unlock tutorial
const phraseKey = parseLocation().contentKey ?? '';
const currentTutorial = getTutorialByPhrasekey(phraseKey);
logger.debug('Checking if can unlock tutorial:', {
command,
phraseKey,
currentTutorial,
location: parseLocation(),
completedTutorials: completedTutorialsArray()
});
if (!currentTutorial?.phrase) {
logger.debug('No current tutorial found');
return false;
}
// Breakpoint 13: Tutorial phrase comparison
if (currentTutorial.phrase === command) {
logger.debug('Tutorial unlocked:', command);
return true;
}
logger.debug('Tutorial not unlocked:', {
expected: currentTutorial.phrase,
received: command,
charCodesExpected: [...currentTutorial.phrase].map(c => c.charCodeAt(0)),
charCodesReceived: [...command].map(c => c.charCodeAt(0))
});
return false;
};
const getIncompleteTutorialsInGroup = (groupName: string) => {
// Breakpoint 14: Getting incomplete tutorials in group
const incompleteTutorials = getIncompleteTutorials();
const tutorialsInGroup = getTutorialsInGroup(groupName);
const result = tutorialsInGroup
.filter(tig => incompleteTutorials.includes(tig));
logger.debug('Incomplete tutorials in group:', {
groupName,
result,
allIncomplete: incompleteTutorials,
groupTutorials: tutorialsInGroup
});
return result;
}
useEffect(() => {
const nextTutorial = getNextTutorial();
logger.debug('Setting current tutorial:', nextTutorial);
setCurrentTutorial(nextTutorial);
}, [completedTutorials]);
return {
getTutorialByPhrasekey,
canUnlockTutorial,
getTutorialsInGroup,
getIncompleteTutorialsInGroup
};
}; </write_to_file>
User:
[write_to_file for 'src/hooks/useTutorials.ts'] Result: The user made the following updates to your content:
@@ -40,10 +40,10 @@
const getTutorialByPhrasekey = (phraseKey: string) => {
// Breakpoint 11: Getting tutorial by phrase key
const currentTutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r'));
-
logger.debug('Getting tutorial by phrase key:', {
-
phraseKey,
-
logger.debug('Getting tutorial by phrase key:', {
-
phraseKey, currentTutorial, normalizedKey: phraseKey?.replace('_r', '\r'), allTutorials: Tutorials.map(t => ({ phrase: t.phrase, prompt: t.prompt })) });
@@ -53,11 +53,11 @@ const canUnlockTutorial = (command: string): boolean => { // Breakpoint 12: Checking if can unlock tutorial const phraseKey = parseLocation().contentKey ?? ''; const currentTutorial = getTutorialByPhrasekey(phraseKey);
-
logger.debug('Checking if can unlock tutorial:', {
-
command,
-
phraseKey,
-
logger.debug('Checking if can unlock tutorial:', {
-
command,
-
phraseKey, currentTutorial, location: parseLocation(), completedTutorials: completedTutorialsArray() });
@@ -71,10 +71,10 @@ if (currentTutorial.phrase === command) { logger.debug('Tutorial unlocked:', command); return true; }
-
logger.debug('Tutorial not unlocked:', {
-
expected: currentTutorial.phrase,
-
logger.debug('Tutorial not unlocked:', {
-
expected: currentTutorial.phrase, received: command, charCodesExpected: [...currentTutorial.phrase].map(c => c.charCodeAt(0)), charCodesReceived: [...command].map(c => c.charCodeAt(0)) });
@@ -87,10 +87,10 @@ const tutorialsInGroup = getTutorialsInGroup(groupName);
const result = tutorialsInGroup
.filter(tig => incompleteTutorials.includes(tig));
-
logger.debug('Incomplete tutorials in group:', {
-
groupName,
-
logger.debug('Incomplete tutorials in group:', {
-
groupName, result, allIncomplete: incompleteTutorials, groupTutorials: tutorialsInGroup });
The updated content, which includes both your original modifications and the user's edits, has been successfully saved to src/hooks/useTutorials.ts. Here is the full, updated content of the file:
<final_file_content path="src/hooks/useTutorials.ts"> // src/hooks/useTutorial.ts import { useState, useCallback, useEffect } from 'react'; import { Tutorial, Tutorials } from "../types/Types"; import { useComputed } from '@preact/signals-react'; import { completedTutorialsSignal, getNextTutorial, } from 'src/signals/tutorialSignals'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'useTutorials' });
export const useTutorial = () => { const [, setCurrentTutorial] = useState<Tutorial | null>(null); const completedTutorials = useComputed(() => completedTutorialsSignal.value);
const { parseLocation } = useReactiveLocation();
// Get all completed tutorials as an array if needed
const completedTutorialsArray = () => {
const completed = [...completedTutorialsSignal.value];
logger.debug('Completed tutorials:', completed);
return completed;
}
const getIncompleteTutorials = useCallback((): Tutorial[] => {
// Breakpoint 9: Getting incomplete tutorials
const incomplete = Tutorials.filter(tut => !completedTutorialsArray().includes(tut.phrase));
logger.debug('Incomplete tutorials:', incomplete);
return incomplete;
}, [])
const getTutorialsInGroup = (groupName: string) => {
// Breakpoint 10: Getting tutorials in group
const result = Tutorials.filter(t => t.tutorialGroup === groupName);
logger.debug('Tutorials in group:', { groupName, result });
return result;
}
const getTutorialByPhrasekey = (phraseKey: string) => {
// Breakpoint 11: Getting tutorial by phrase key
const currentTutorial = Tutorials.find(t => t.phrase === phraseKey?.replace('_r', '\r'));
logger.debug('Getting tutorial by phrase key:', {
phraseKey,
currentTutorial,
normalizedKey: phraseKey?.replace('_r', '\r'),
allTutorials: Tutorials.map(t => ({ phrase: t.phrase, prompt: t.prompt }))
});
return currentTutorial;
}
const canUnlockTutorial = (command: string): boolean => {
// Breakpoint 12: Checking if can unlock tutorial
const phraseKey = parseLocation().contentKey ?? '';
const currentTutorial = getTutorialByPhrasekey(phraseKey);
logger.debug('Checking if can unlock tutorial:', {
command,
phraseKey,
currentTutorial,
location: parseLocation(),
completedTutorials: completedTutorialsArray()
});
if (!currentTutorial?.phrase) {
logger.debug('No current tutorial found');
return false;
}
// Breakpoint 13: Tutorial phrase comparison
if (currentTutorial.phrase === command) {
logger.debug('Tutorial unlocked:', command);
return true;
}
logger.debug('Tutorial not unlocked:', {
expected: currentTutorial.phrase,
received: command,
charCodesExpected: [...currentTutorial.phrase].map(c => c.charCodeAt(0)),
charCodesReceived: [...command].map(c => c.charCodeAt(0))
});
return false;
};
const getIncompleteTutorialsInGroup = (groupName: string) => {
// Breakpoint 14: Getting incomplete tutorials in group
const incompleteTutorials = getIncompleteTutorials();
const tutorialsInGroup = getTutorialsInGroup(groupName);
const result = tutorialsInGroup
.filter(tig => incompleteTutorials.includes(tig));
logger.debug('Incomplete tutorials in group:', {
groupName,
result,
allIncomplete: incompleteTutorials,
groupTutorials: tutorialsInGroup
});
return result;
}
useEffect(() => {
const nextTutorial = getNextTutorial();
logger.debug('Setting current tutorial:', nextTutorial);
setCurrentTutorial(nextTutorial);
}, [completedTutorials]);
return {
getTutorialByPhrasekey,
canUnlockTutorial,
getTutorialsInGroup,
getIncompleteTutorialsInGroup
};
};
</final_file_content>
Please note:
- You do not need to re-write the file with these changes, as they have already been applied.
- Proceed with the task using this updated file content as the new baseline.
- If the user's edits have addressed part of the task or changed the requirements, adjust your approach accordingly. <environment_details>
src/hooks/useTutorials.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTerminal.ts src/test-utils/setup.ts src/hooks/useActivityMediator.ts src/signals/tutorialSignals.ts .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/hooks/useCommand.ts src/hooks/useTutorials.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me update the useActivityMediator hook with debug points for tracking activity and tutorial state changes.<write_to_file> src/hooks/useActivityMediator.ts import { useState, useCallback, useEffect } from 'react'; import { ActivityType, ParsedCommand, GamePhrase } from '../types/Types'; import { ActionType } from '../game/types/ActionTypes'; import GamePhrases from '../utils/GamePhrases'; import { useTutorial } from './useTutorials'; import { setNextTutorial, resetCompletedTutorials, tutorialSignal, getNextTutorial, setCompletedTutorial } from 'src/signals/tutorialSignals'; import { getIncompletePhrasesByTutorialGroup, initializeGame, isInGameModeSignal, setCompletedGamePhrase, getNextGamePhrase, setGamePhrase, } from 'src/signals/gameSignals'; import { activitySignal, setNotification, bypassTutorialSignal } from 'src/signals/appSignals' import { useComputed } from '@preact/signals-react'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'ActivityMediator' });
export function useActivityMediator() { const [heroAction, setHeroAction] = useState('Idle'); const [zombie4Action, setZombie4Action] = useState('Walk'); const { getIncompleteTutorialsInGroup, canUnlockTutorial } = useTutorial(); const activity = useComputed(() => activitySignal.value).value; const { updateLocation, parseLocation } = useReactiveLocation(); const [, setActivityGroupKey] = useState(''); const bypassTutorial = useComputed(() => bypassTutorialSignal.value);
const decideActivityChange = useCallback((commandActivity: ActivityType | null = null): ActivityType => {
// Breakpoint 15: Deciding activity change
logger.debug('Deciding activity change:', {
commandActivity,
currentActivity: activity,
bypassTutorial: bypassTutorial.value,
currentTutorial: tutorialSignal.value
});
const bypassTutorialValue = bypassTutorial.value;
if (bypassTutorialValue) {
return ActivityType.NORMAL;
}
if (tutorialSignal.value && !tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.TUTORIAL;
}
if (tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.GAME;
}
if (getNextTutorial()) commandActivity = ActivityType.TUTORIAL;
return commandActivity ?? ActivityType.NORMAL;
}, [activity, bypassTutorial]);
const checkGameProgress = useCallback((successPhrase: GamePhrase) => {
// Breakpoint 16: Checking game progress
logger.debug('Checking game progress:', successPhrase);
const groupKey = parseLocation().groupKey ?? '';
setCompletedGamePhrase(successPhrase.key);
if (groupKey) {
const nextPhraseInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (nextPhraseInGroup) {
setGamePhrase(getNextGamePhrase());
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextPhraseInGroup.key,
groupKey: nextPhraseInGroup.tutorialGroup
})
return;
}
const incompleteTutorialInGroup = getIncompleteTutorialsInGroup(groupKey);
incompleteTutorialInGroup.forEach(itig => {
setCompletedTutorial(itig.phrase);
});
const nextTutorial = getNextTutorial();
if (nextTutorial) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase ?? '',
groupKey: nextTutorial.tutorialGroup ?? ''
})
return;
}
}
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) {
setGamePhrase(nextGamePhrase);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase.key,
groupKey: nextGamePhrase.tutorialGroup
})
activitySignal.value = ActivityType.GAME;
isInGameModeSignal.value = true;
return;
}
activitySignal.value = ActivityType.NORMAL;
updateLocation({ activityKey: ActivityType.NORMAL })
}, [
parseLocation,
decideActivityChange,
updateLocation,
getIncompleteTutorialsInGroup
]);
const checkTutorialProgress = useCallback((command: string | null) => {
// Breakpoint 17: Start of tutorial progress check
logger.debug('Checking tutorial progress:', {
command,
currentTutorial: tutorialSignal.value,
activity: activitySignal.value,
location: parseLocation()
});
const currentTutorial = getNextTutorial();
if (!currentTutorial) {
logger.debug('No current tutorial found');
return;
}
const groupKey = parseLocation().groupKey ?? '';
// Normalize command for Enter key
command = command === '' ? '\r' : command;
if (command) {
// Breakpoint 18: Tutorial unlock check
logger.debug('Checking if can unlock tutorial:', {
command,
currentPhrase: currentTutorial.phrase,
charCodesCommand: [...command].map(c => c.charCodeAt(0)),
charCodesPhrase: [...currentTutorial.phrase].map(c => c.charCodeAt(0))
});
if (canUnlockTutorial(command)) {
// Breakpoint 19: Tutorial unlocked
logger.debug('Tutorial unlocked:', command);
if (groupKey) {
const incompletePhrasesInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (incompletePhrasesInGroup) {
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: incompletePhrasesInGroup.key,
groupKey: incompletePhrasesInGroup.tutorialGroup
})
initializeGame(groupKey);
}
return;
}
setCompletedTutorial(currentTutorial.phrase);
} else {
logger.debug('Tutorial not unlocked:', {
expected: currentTutorial.phrase,
received: command
});
setNotification(
`Tutorial ${tutorialSignal.value?.phrase} not unlocked with ${command}`
)
return;
}
}
const nextTutorial = getNextTutorial();
// Breakpoint 20: Setting next tutorial
logger.debug('Next tutorial:', nextTutorial);
if (nextTutorial?.phrase) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
setNextTutorial(nextTutorial);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase,
groupKey: nextTutorial.tutorialGroup
})
return;
}
activitySignal.value = ActivityType.GAME;
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase?.key,
groupKey: groupKey
})
return;
}, [
parseLocation,
decideActivityChange,
updateLocation,
canUnlockTutorial
]);
const handleCommandExecuted = useCallback((parsedCommand: ParsedCommand): boolean => {
// Breakpoint 21: Command execution
logger.debug('Handling command:', parsedCommand);
let result = false;
if (parseLocation().activityKey === ActivityType.TUTORIAL) {
checkTutorialProgress(parsedCommand.command);
}
else if (parseLocation().activityKey === ActivityType.GAME && parseLocation().contentKey) {
const gamePhrase = GamePhrases.getGamePhraseByKey(parseLocation().contentKey || '')
if (gamePhrase) checkGameProgress(gamePhrase);
}
switch (parsedCommand.command) {
case 'play':
decideActivityChange(ActivityType.GAME);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: getNextGamePhrase()?.key
})
result = true;
break;
case 'tut':
if ('r' in parsedCommand.switches) {
resetCompletedTutorials();
}
decideActivityChange(ActivityType.TUTORIAL);
const nextTutorial = getNextTutorial();
updateLocation({
activityKey: ActivityType.TUTORIAL,
contentKey: nextTutorial?.phrase,
groupKey: nextTutorial?.tutorialGroup
})
result = true;
break;
default:
result = false;
}
return result;
}, [decideActivityChange, window.location.pathname]);
useEffect(() => {
const resultActivity = decideActivityChange(null);
if (resultActivity === ActivityType.TUTORIAL) {
checkTutorialProgress(null);
}
}, []);
return {
isInGameMode: activity === ActivityType.GAME,
isInTutorial: activity === ActivityType.TUTORIAL,
isInEdit: activity === ActivityType.EDIT,
isInNormal: activity === ActivityType.NORMAL,
checkTutorialProgress,
heroAction,
zombie4Action,
handleCommandExecuted,
setHeroAction,
setZombie4Action,
checkGameProgress,
};
}; </write_to_file>
User:
[write_to_file for 'src/hooks/useActivityMediator.ts'] Result: The user made the following updates to your content:
@@ -33,15 +33,15 @@ const bypassTutorial = useComputed(() => bypassTutorialSignal.value);
const decideActivityChange = useCallback((commandActivity: ActivityType | null = null): ActivityType => {
// Breakpoint 15: Deciding activity change
-
logger.debug('Deciding activity change:', {
-
commandActivity,
-
currentActivity: activity,
-
logger.debug('Deciding activity change:', {
-
commandActivity,
-
currentActivity: activity, bypassTutorial: bypassTutorial.value, currentTutorial: tutorialSignal.value });
-
const bypassTutorialValue = bypassTutorial.value; if (bypassTutorialValue) { return ActivityType.NORMAL; }
@@ -113,15 +113,15 @@ ]);
const checkTutorialProgress = useCallback((command: string | null) => {
// Breakpoint 17: Start of tutorial progress check
-
logger.debug('Checking tutorial progress:', {
-
command,
-
logger.debug('Checking tutorial progress:', {
-
command, currentTutorial: tutorialSignal.value, activity: activitySignal.value, location: parseLocation() });
-
const currentTutorial = getNextTutorial(); if (!currentTutorial) { logger.debug('No current tutorial found'); return;
@@ -131,15 +131,15 @@ // Normalize command for Enter key command = command === '' ? '\r' : command; if (command) { // Breakpoint 18: Tutorial unlock check
-
logger.debug('Checking if can unlock tutorial:', {
-
command,
-
logger.debug('Checking if can unlock tutorial:', {
-
command, currentPhrase: currentTutorial.phrase, charCodesCommand: [...command].map(c => c.charCodeAt(0)), charCodesPhrase: [...currentTutorial.phrase].map(c => c.charCodeAt(0)) });
-
if (canUnlockTutorial(command)) { // Breakpoint 19: Tutorial unlocked logger.debug('Tutorial unlocked:', command); if (groupKey) {
@@ -156,11 +156,11 @@ return; } setCompletedTutorial(currentTutorial.phrase); } else {
-
logger.debug('Tutorial not unlocked:', {
-
expected: currentTutorial.phrase,
-
received: command
-
logger.debug('Tutorial not unlocked:', {
-
expected: currentTutorial.phrase,
-
received: command }); setNotification( `Tutorial ${tutorialSignal.value?.phrase} not unlocked with ${command}` )
The updated content, which includes both your original modifications and the user's edits, has been successfully saved to src/hooks/useActivityMediator.ts. Here is the full, updated content of the file:
<final_file_content path="src/hooks/useActivityMediator.ts"> import { useState, useCallback, useEffect } from 'react'; import { ActivityType, ParsedCommand, GamePhrase } from '../types/Types'; import { ActionType } from '../game/types/ActionTypes'; import GamePhrases from '../utils/GamePhrases'; import { useTutorial } from './useTutorials'; import { setNextTutorial, resetCompletedTutorials, tutorialSignal, getNextTutorial, setCompletedTutorial } from 'src/signals/tutorialSignals'; import { getIncompletePhrasesByTutorialGroup, initializeGame, isInGameModeSignal, setCompletedGamePhrase, getNextGamePhrase, setGamePhrase, } from 'src/signals/gameSignals'; import { activitySignal, setNotification, bypassTutorialSignal } from 'src/signals/appSignals' import { useComputed } from '@preact/signals-react'; import { useReactiveLocation } from './useReactiveLocation'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'ActivityMediator' });
export function useActivityMediator() { const [heroAction, setHeroAction] = useState('Idle'); const [zombie4Action, setZombie4Action] = useState('Walk'); const { getIncompleteTutorialsInGroup, canUnlockTutorial } = useTutorial(); const activity = useComputed(() => activitySignal.value).value; const { updateLocation, parseLocation } = useReactiveLocation(); const [, setActivityGroupKey] = useState(''); const bypassTutorial = useComputed(() => bypassTutorialSignal.value);
const decideActivityChange = useCallback((commandActivity: ActivityType | null = null): ActivityType => {
// Breakpoint 15: Deciding activity change
logger.debug('Deciding activity change:', {
commandActivity,
currentActivity: activity,
bypassTutorial: bypassTutorial.value,
currentTutorial: tutorialSignal.value
});
const bypassTutorialValue = bypassTutorial.value;
if (bypassTutorialValue) {
return ActivityType.NORMAL;
}
if (tutorialSignal.value && !tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.TUTORIAL;
}
if (tutorialSignal.value?.tutorialGroup && activity !== ActivityType.GAME) {
return ActivityType.GAME;
}
if (getNextTutorial()) commandActivity = ActivityType.TUTORIAL;
return commandActivity ?? ActivityType.NORMAL;
}, [activity, bypassTutorial]);
const checkGameProgress = useCallback((successPhrase: GamePhrase) => {
// Breakpoint 16: Checking game progress
logger.debug('Checking game progress:', successPhrase);
const groupKey = parseLocation().groupKey ?? '';
setCompletedGamePhrase(successPhrase.key);
if (groupKey) {
const nextPhraseInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (nextPhraseInGroup) {
setGamePhrase(getNextGamePhrase());
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextPhraseInGroup.key,
groupKey: nextPhraseInGroup.tutorialGroup
})
return;
}
const incompleteTutorialInGroup = getIncompleteTutorialsInGroup(groupKey);
incompleteTutorialInGroup.forEach(itig => {
setCompletedTutorial(itig.phrase);
});
const nextTutorial = getNextTutorial();
if (nextTutorial) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase ?? '',
groupKey: nextTutorial.tutorialGroup ?? ''
})
return;
}
}
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) {
setGamePhrase(nextGamePhrase);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase.key,
groupKey: nextGamePhrase.tutorialGroup
})
activitySignal.value = ActivityType.GAME;
isInGameModeSignal.value = true;
return;
}
activitySignal.value = ActivityType.NORMAL;
updateLocation({ activityKey: ActivityType.NORMAL })
}, [
parseLocation,
decideActivityChange,
updateLocation,
getIncompleteTutorialsInGroup
]);
const checkTutorialProgress = useCallback((command: string | null) => {
// Breakpoint 17: Start of tutorial progress check
logger.debug('Checking tutorial progress:', {
command,
currentTutorial: tutorialSignal.value,
activity: activitySignal.value,
location: parseLocation()
});
const currentTutorial = getNextTutorial();
if (!currentTutorial) {
logger.debug('No current tutorial found');
return;
}
const groupKey = parseLocation().groupKey ?? '';
// Normalize command for Enter key
command = command === '' ? '\r' : command;
if (command) {
// Breakpoint 18: Tutorial unlock check
logger.debug('Checking if can unlock tutorial:', {
command,
currentPhrase: currentTutorial.phrase,
charCodesCommand: [...command].map(c => c.charCodeAt(0)),
charCodesPhrase: [...currentTutorial.phrase].map(c => c.charCodeAt(0))
});
if (canUnlockTutorial(command)) {
// Breakpoint 19: Tutorial unlocked
logger.debug('Tutorial unlocked:', command);
if (groupKey) {
const incompletePhrasesInGroup = getIncompletePhrasesByTutorialGroup(groupKey)[0];
if (incompletePhrasesInGroup) {
activitySignal.value = ActivityType.GAME;
updateLocation({
activityKey: ActivityType.GAME,
contentKey: incompletePhrasesInGroup.key,
groupKey: incompletePhrasesInGroup.tutorialGroup
})
initializeGame(groupKey);
}
return;
}
setCompletedTutorial(currentTutorial.phrase);
} else {
logger.debug('Tutorial not unlocked:', {
expected: currentTutorial.phrase,
received: command
});
setNotification(
`Tutorial ${tutorialSignal.value?.phrase} not unlocked with ${command}`
)
return;
}
}
const nextTutorial = getNextTutorial();
// Breakpoint 20: Setting next tutorial
logger.debug('Next tutorial:', nextTutorial);
if (nextTutorial?.phrase) {
const resultActivity = decideActivityChange(ActivityType.TUTORIAL);
setNextTutorial(nextTutorial);
updateLocation({
activityKey: resultActivity,
contentKey: nextTutorial.phrase,
groupKey: nextTutorial.tutorialGroup
})
return;
}
activitySignal.value = ActivityType.GAME;
const nextGamePhrase = getNextGamePhrase();
if (nextGamePhrase) updateLocation({
activityKey: ActivityType.GAME,
contentKey: nextGamePhrase?.key,
groupKey: groupKey
})
return;
}, [
parseLocation,
decideActivityChange,
updateLocation,
canUnlockTutorial
]);
const handleCommandExecuted = useCallback((parsedCommand: ParsedCommand): boolean => {
// Breakpoint 21: Command execution
logger.debug('Handling command:', parsedCommand);
let result = false;
if (parseLocation().activityKey === ActivityType.TUTORIAL) {
checkTutorialProgress(parsedCommand.command);
}
else if (parseLocation().activityKey === ActivityType.GAME && parseLocation().contentKey) {
const gamePhrase = GamePhrases.getGamePhraseByKey(parseLocation().contentKey || '')
if (gamePhrase) checkGameProgress(gamePhrase);
}
switch (parsedCommand.command) {
case 'play':
decideActivityChange(ActivityType.GAME);
updateLocation({
activityKey: ActivityType.GAME,
contentKey: getNextGamePhrase()?.key
})
result = true;
break;
case 'tut':
if ('r' in parsedCommand.switches) {
resetCompletedTutorials();
}
decideActivityChange(ActivityType.TUTORIAL);
const nextTutorial = getNextTutorial();
updateLocation({
activityKey: ActivityType.TUTORIAL,
contentKey: nextTutorial?.phrase,
groupKey: nextTutorial?.tutorialGroup
})
result = true;
break;
default:
result = false;
}
return result;
}, [decideActivityChange, window.location.pathname]);
useEffect(() => {
const resultActivity = decideActivityChange(null);
if (resultActivity === ActivityType.TUTORIAL) {
checkTutorialProgress(null);
}
}, []);
return {
isInGameMode: activity === ActivityType.GAME,
isInTutorial: activity === ActivityType.TUTORIAL,
isInEdit: activity === ActivityType.EDIT,
isInNormal: activity === ActivityType.NORMAL,
checkTutorialProgress,
heroAction,
zombie4Action,
handleCommandExecuted,
setHeroAction,
setZombie4Action,
checkGameProgress,
};
};
</final_file_content>
Please note:
- You do not need to re-write the file with these changes, as they have already been applied.
- Proceed with the task using this updated file content as the new baseline.
- If the user's edits have addressed part of the task or changed the requirements, adjust your approach accordingly. <environment_details>
src/hooks/useActivityMediator.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTerminal.ts src/test-utils/setup.ts src/signals/tutorialSignals.ts .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Now that we have: 1. Comprehensive logging across all hooks 2. Strategic breakpoints in key locations 3. Character code logging for Enter key handling 4. Tutorial state transition loggingYou can debug the test by:
- Opening src/e2e/tests/tutorialProgression.test.tsx
- Setting breakpoints at:
- Line where we simulate Enter key press (Breakpoint 2)
- Line where we check tutorial state (Breakpoint 3)
- Inside useCommand.ts handleCommand function (Breakpoint 7)
- Inside useTutorials.ts canUnlockTutorial function (Breakpoint 12)
- Inside useActivityMediator.ts checkTutorialProgress function (Breakpoint 17)
- Press F5 to start debugging with the "Debug Vitest Tests" configuration
- Watch the logs and step through the code to see exactly how the Enter key is being processed and why the tutorial state isn't updating
The key areas to watch are:
- How the Enter key (\r) is being sent through the terminal
- How the command is being parsed and handled
- How the tutorial state is being checked and updated
- How the location is being updated
This should help us identify where the tutorial progression is breaking down.
<execute_command> node --inspect-brk node_modules/vitest/vitest.mjs run src/e2e/tests/tutorialProgression.test.tsx --no-threads </execute_command>
User:
[execute_command for 'node --inspect-brk node_modules/vitest/vitest.mjs run src/e2e/tests/tutorialProgression.test.tsx --no-threads'] Result: Command executed. Output: Debugger listening on ws://127.0.0.1:9229/96924334-e192-439c-9610-e0b6156acd6e For help see: https://nodejs.org/en/docs/inspector q^C Error on line 20 <environment_details>
src/hooks/useActivityMediator.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTerminal.ts src/test-utils/setup.ts src/signals/tutorialSignals.ts .vscode/launch.json src/e2e/tests/tutorialProgression.test.tsx src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's try using the VSCode debug configuration instead. We need to: 1. Make sure the test file is the active file 2. Set our breakpoints 3. Use the VSCode Debug menu<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils';
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); console.log('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); console.log('Initial location:', window.location.pathname); });
const simulateCommand = async (text: string) => { console.log('Simulating command:', text); // Type each character through the terminal for (const char of text.split('')) { console.log('Typing character:', char); await act(async () => { // debugger; // Breakpoint 1: Before sending character (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence console.log('Sending Enter'); await act(async () => { // debugger; // Breakpoint 2: Before sending Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { // debugger; // Breakpoint 3: Checking tutorial state console.log('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname, activity: activitySignal.value, prompt: tutorialSignal.value?.prompt }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { // debugger; // Breakpoint 4: Checking activity state console.log('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname, tutorial: tutorialSignal.value?.phrase, prompt: tutorialSignal.value?.prompt }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { console.log('Starting test'); render();
// Wait for initial tutorial to load (Enter key tutorial)
await waitForTutorialState('\r');
// First tutorial: Press Enter
console.log('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitForTutorialState('fdsa');
// Second tutorial: Type fdsa
console.log('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitForTutorialState('fdsa');
// Third tutorial: Type fdsa with spaces
console.log('Testing third tutorial (fdsa with spaces)');
await simulateCommand('f d s a');
await waitForTutorialState('jkl;');
// Fourth tutorial: Type jkl; (this completes the single-click group)
console.log('Testing fourth tutorial (jkl;)');
await simulateCommand('jkl;');
// Wait for activity to change to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
Now you can: 1. Open src/e2e/__tests__/tutorialProgression.test.tsx in VSCode 2. Set breakpoints at the debugger comments 3. Press F5 or use the Debug menu to start debugging with the "Debug Vitest Tests" configuration 4. The debugger will stop at your breakpoints and you can step through the code to see exactly what's happening with: - Terminal input handling - Command processing - Tutorial state updates - Location changesUser:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTerminal.ts src/test-utils/setup.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also update the terminal mock to better handle the Enter key and add more detailed logging about command processing.<write_to_file> src/test-utils/setup.ts import { vi } from 'vitest';
// Mock localStorage const localStorageMock = { getItem: vi.fn(), setItem: vi.fn(), clear: vi.fn(), removeItem: vi.fn(), length: 0, key: vi.fn(), }; global.localStorage = localStorageMock as any;
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn((data: string) => { console.log('Terminal write:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); }), onData: vi.fn((callback) => { console.log('Terminal onData registered'); (window as any).__xtermDataCallback = (data: string) => { // debugger; // Breakpoint 5: Terminal data received console.log('Terminal received data:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); callback(data); }; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(() => { console.log('Terminal reset'); }), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => { console.log('Terminal getLine called'); return '> '; } }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { // debugger; // Breakpoint 6: Before triggering terminal input console.log('Triggering terminal input:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); if ((window as any).__xtermDataCallback) { // For Enter key, ensure we send just \r if (data === '\r\n') { console.log('Converting \r\n to \r for Enter key'); (window as any).__xtermDataCallback('\r'); } else { (window as any).__xtermDataCallback(data); } } };
// Mock console.log to include timestamps
const originalLog = console.log;
console.log = (...args) => {
const timestamp = new Date().toISOString();
originalLog([${timestamp}]
, ...args);
};
</write_to_file>
User:
[write_to_file for 'src/test-utils/setup.ts'] Result: The user made the following updates to your content:
@@ -69,20 +69,20 @@ const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn((data: string) => {
- console.log('Terminal write:', {
-
data,
- console.log('Terminal write:', {
-
}); }), onData: vi.fn((callback) => { console.log('Terminal onData registered'); (window as any).__xtermDataCallback = (data: string) => { // debugger; // Breakpoint 5: Terminal data received
data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16))
-
console.log('Terminal received data:', {
-
data,
-
console.log('Terminal received data:', {
-
data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); callback(data);
@@ -125,10 +125,10 @@
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { // debugger; // Breakpoint 6: Before triggering terminal input
- console.log('Triggering terminal input:', {
- data,
- console.log('Triggering terminal input:', {
- data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); if ((window as any).__xtermDataCallback) {
The updated content, which includes both your original modifications and the user's edits, has been successfully saved to src/test-utils/setup.ts. Here is the full, updated content of the file:
<final_file_content path="src/test-utils/setup.ts"> import { vi } from 'vitest';
// Mock localStorage const localStorageMock = { getItem: vi.fn(), setItem: vi.fn(), clear: vi.fn(), removeItem: vi.fn(), length: 0, key: vi.fn(), }; global.localStorage = localStorageMock as any;
// Mock matchMedia Object.defineProperty(window, 'matchMedia', { writable: true, value: vi.fn().mockImplementation((query: string) => ({ matches: false, media: query, onchange: null, addListener: vi.fn(), // Deprecated removeListener: vi.fn(), // Deprecated addEventListener: vi.fn(), removeEventListener: vi.fn(), dispatchEvent: vi.fn(), })), });
// Mock ResizeObserver class ResizeObserverMock { observe = vi.fn(); unobserve = vi.fn(); disconnect = vi.fn(); }
window.ResizeObserver = ResizeObserverMock as unknown as typeof ResizeObserver;
// Mock requestAnimationFrame window.requestAnimationFrame = vi.fn((callback) => { return setTimeout(callback, 0); });
// Mock canvas context HTMLCanvasElement.prototype.getContext = vi.fn(() => ({ fillRect: vi.fn(), clearRect: vi.fn(), getImageData: vi.fn(() => ({ data: new Array(4), })), putImageData: vi.fn(), createImageData: vi.fn(), setTransform: vi.fn(), drawImage: vi.fn(), save: vi.fn(), restore: vi.fn(), scale: vi.fn(), rotate: vi.fn(), translate: vi.fn(), transform: vi.fn(), beginPath: vi.fn(), moveTo: vi.fn(), lineTo: vi.fn(), stroke: vi.fn(), fill: vi.fn(), arc: vi.fn(), })) as unknown as typeof HTMLCanvasElement.prototype.getContext;
// Mock xterm.js const mockTerminal = { loadAddon: vi.fn(), open: vi.fn(), write: vi.fn((data: string) => { console.log('Terminal write:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); }), onData: vi.fn((callback) => { console.log('Terminal onData registered'); (window as any).__xtermDataCallback = (data: string) => { // debugger; // Breakpoint 5: Terminal data received console.log('Terminal received data:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); callback(data); }; return { dispose: vi.fn() }; }), onKey: vi.fn(), clear: vi.fn(), focus: vi.fn(), dispose: vi.fn(), reset: vi.fn(() => { console.log('Terminal reset'); }), scrollToBottom: vi.fn(), buffer: { active: { cursorX: 2, cursorY: 0, getLine: () => ({ translateToString: () => { console.log('Terminal getLine called'); return '> '; } }) } } };
vi.mock('xterm', () => ({ Terminal: vi.fn().mockImplementation(() => mockTerminal) }));
vi.mock('@xterm/addon-fit', () => ({ FitAddon: vi.fn().mockImplementation(() => ({ fit: vi.fn(), activate: vi.fn(), dispose: vi.fn() })) }));
// Helper to trigger terminal input (window as any).triggerTerminalInput = (data: string) => { // debugger; // Breakpoint 6: Before triggering terminal input console.log('Triggering terminal input:', { data, charCodes: [...data].map(c => c.charCodeAt(0)), hex: [...data].map(c => '0x' + c.charCodeAt(0).toString(16)) }); if ((window as any).__xtermDataCallback) { // For Enter key, ensure we send just \r if (data === '\r\n') { console.log('Converting \r\n to \r for Enter key'); (window as any).__xtermDataCallback('\r'); } else { (window as any).__xtermDataCallback(data); } } };
// Mock console.log to include timestamps
const originalLog = console.log;
console.log = (...args) => {
const timestamp = new Date().toISOString();
originalLog([${timestamp}]
, ...args);
};
</final_file_content>
Please note:
- You do not need to re-write the file with these changes, as they have already been applied.
- Proceed with the task using this updated file content as the new baseline.
- If the user's edits have addressed part of the task or changed the requirements, adjust your approach accordingly. <environment_details>
src/test-utils/setup.ts
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts src/test-utils/test-utils.tsx .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also update the test utils to properly set up the test environment with our mocks.<write_to_file> src/test-utils/test-utils.tsx import { ReactElement } from 'react'; import { render, RenderOptions } from '@testing-library/react'; import { QueryProvider } from '../providers/QueryProvider'; import { BrowserRouter } from 'react-router-dom'; import { CommandProvider } from '../contexts/CommandProvider'; import { vi } from 'vitest'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'test-utils' });
const mockAuth = { isAuthenticated: false, isLoading: false, user: null, error: null, login: vi.fn(), logout: vi.fn(), signup: vi.fn(), refreshToken: vi.fn(), getAccessToken: vi.fn(), verify: vi.fn(), validateAndRefreshToken: vi.fn(), isLoggedIn: false, isError: false, isPending: false };
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { logger.debug('Setting up test providers');
const handTermRef = { current: { writeOutput: vi.fn((output: string) => { logger.debug('Mock writeOutput:', output); }), prompt: vi.fn(() => { logger.debug('Mock prompt called'); }), saveCommandResponseHistory: vi.fn().mockReturnValue(''), focusTerminal: vi.fn(), handleCharacter: vi.fn((char: string) => { logger.debug('Mock handleCharacter:', char); }), refreshComponent: vi.fn(), setHeroSummersaultAction: vi.fn(), setEditMode: vi.fn(), handleEditSave: vi.fn(), } };
return ( {children} ); };
const customRender = ( ui: ReactElement, options?: Omit<RenderOptions, 'wrapper'>, ) => { logger.debug('Rendering component with test providers'); return render(ui, { wrapper: AllTheProviders, ...options }); };
// re-export everything export * from '@testing-library/react';
// override render method export { customRender as render }; </write_to_file>
Now we have: 1. Detailed logging of terminal input/output with character codes 2. Proper test environment setup with mocked providers 3. Debug points throughout the code path 4. Timestamp logging for better debuggingYou can now:
- Open src/e2e/tests/tutorialProgression.test.tsx
- Set breakpoints at the debugger comments
- Press F5 to start debugging
- Watch the logs to see exactly how the Enter key and commands are being processed
User:
[write_to_file for 'src/test-utils/test-utils.tsx'] Result: The user made the following updates to your content:
@@ -26,9 +26,9 @@ };
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { logger.debug('Setting up test providers');
- const handTermRef = { current: { writeOutput: vi.fn((output: string) => { logger.debug('Mock writeOutput:', output);
The updated content, which includes both your original modifications and the user's edits, has been successfully saved to src/test-utils/test-utils.tsx. Here is the full, updated content of the file:
<final_file_content path="src/test-utils/test-utils.tsx"> import { ReactElement } from 'react'; import { render, RenderOptions } from '@testing-library/react'; import { QueryProvider } from '../providers/QueryProvider'; import { BrowserRouter } from 'react-router-dom'; import { CommandProvider } from '../contexts/CommandProvider'; import { vi } from 'vitest'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'test-utils' });
const mockAuth = { isAuthenticated: false, isLoading: false, user: null, error: null, login: vi.fn(), logout: vi.fn(), signup: vi.fn(), refreshToken: vi.fn(), getAccessToken: vi.fn(), verify: vi.fn(), validateAndRefreshToken: vi.fn(), isLoggedIn: false, isError: false, isPending: false };
const AllTheProviders = ({ children }: { children: React.ReactNode }) => { logger.debug('Setting up test providers');
const handTermRef = { current: { writeOutput: vi.fn((output: string) => { logger.debug('Mock writeOutput:', output); }), prompt: vi.fn(() => { logger.debug('Mock prompt called'); }), saveCommandResponseHistory: vi.fn().mockReturnValue(''), focusTerminal: vi.fn(), handleCharacter: vi.fn((char: string) => { logger.debug('Mock handleCharacter:', char); }), refreshComponent: vi.fn(), setHeroSummersaultAction: vi.fn(), setEditMode: vi.fn(), handleEditSave: vi.fn(), } };
return ( {children} ); };
const customRender = ( ui: ReactElement, options?: Omit<RenderOptions, 'wrapper'>, ) => { logger.debug('Rendering component with test providers'); return render(ui, { wrapper: AllTheProviders, ...options }); };
// re-export everything export * from '@testing-library/react';
// override render method export { customRender as render };
</final_file_content>
Please note:
- You do not need to re-write the file with these changes, as they have already been applied.
- Proceed with the task using this updated file content as the new baseline.
- If the user's edits have addressed part of the task or changed the requirements, adjust your approach accordingly. <environment_details>
src/test-utils/test-utils.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature docs/worklog/2024-12-09-tutorial-progression-testing.md vitest.config.ts .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/test-utils/test-utils.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also add a worklog entry to document our testing approach and the key areas we're investigating.<write_to_file> docs/worklog/2024-12-09-tutorial-progression-testing.md # Tutorial Progression Testing
- Initial tutorial state setup
- Enter key handling in terminal
- Tutorial state updates
- Activity state transitions
- Location updates
- Monitoring Enter key handling
- Checking character codes for input
- Verifying command processing
- Initial state setup
- State transitions after commands
- Tutorial completion tracking
-
Terminal Input (src/test-utils/setup.ts)
- Before triggering input
- After receiving input
- Command processing
-
Tutorial State (src/hooks/useTutorials.ts)
- Tutorial phrase comparison
- State updates
- Completion tracking
-
Activity State (src/hooks/useActivityMediator.ts)
- State transitions
- Location updates
- Game mode transition
- Initial tutorial loads (\r)
- Press Enter -> expect 'fdsa'
- Type 'fdsa' -> expect 'fdsa' again
- Type 'fdsa' with spaces -> expect 'jkl;'
- Type 'jkl;' -> expect game mode
- src/e2e/tests/tutorialProgression.test.tsx
- src/test-utils/setup.ts
- src/hooks/useTutorials.ts
- src/hooks/useActivityMediator.ts
- src/hooks/useCommand.ts
- Set breakpoints at key transitions
- Monitor terminal input/output
- Track tutorial state changes
- Verify location updates
- Tutorial state not updating after Enter key
- Need to verify command processing
- Need to check tutorial completion logic
- Debug terminal input handling
- Verify tutorial state updates
- Check activity transitions
- Test location updates </write_to_file>
You can:
- Open src/e2e/tests/tutorialProgression.test.tsx
- Set breakpoints at the marked locations
- Use F5 to start debugging
- Follow the debug strategy outlined in the worklog
User:
[write_to_file for 'docs/worklog/2024-12-09-tutorial-progression-testing.md'] Result: The content was successfully saved to docs/worklog/2024-12-09-tutorial-progression-testing.md. <environment_details>
docs/worklog/2024-12-09-tutorial-progression-testing.md
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature vitest.config.ts .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/test-utils/test-utils.tsx docs/worklog/2024-12-09-tutorial-progression-testing.md src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let's also check how the tutorial feature file is structured to ensure our test matches the expected behavior.<read_file> src/e2e/scenarios/tutorialProgression.feature </read_file>
User:
[read_file for 'src/e2e/scenarios/tutorialProgression.feature'] Result: Feature: Tutorial Progression
Scenario: Initial Tutorial Steps Given the user is in the tutorial mode When the user types "Enter" And the user types "fdsa" And the user types "jkl;" Then the Activity should change from Tutorial to Game
<environment_details>
docs/worklog/2024-12-09-tutorial-progression-testing.md
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature vitest.config.ts .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/e2e/tests/tutorialProgression.test.tsx src/test-utils/setup.ts src/test-utils/test-utils.tsx docs/worklog/2024-12-09-tutorial-progression-testing.md src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
I see that our test has an extra step - we're testing 'fdsa' twice but the feature file only has it once. Let me update the test to match the feature file exactly.<write_to_file> src/e2e/tests/tutorialProgression.test.tsx import { describe, it, expect, beforeEach } from 'vitest'; import { waitFor, act } from '@testing-library/react'; import { activitySignal } from 'src/signals/appSignals'; import { ActivityType } from 'src/types/Types'; import { resetCompletedTutorials, tutorialSignal, setNextTutorial, getNextTutorial } from 'src/signals/tutorialSignals'; import App from 'src/App'; import { render } from 'src/test-utils/test-utils'; import { createLogger } from 'src/utils/Logger';
const logger = createLogger({ prefix: 'tutorialProgression.test' });
describe('Tutorial Progression', () => { beforeEach(() => { // Clear localStorage localStorage.clear(); // Reset the tutorial state before each test resetCompletedTutorials(); // Initialize tutorial state const firstTutorial = getNextTutorial(); logger.debug('Initial tutorial:', firstTutorial); setNextTutorial(firstTutorial); // Ensure we start in tutorial mode with initial tutorial activitySignal.value = ActivityType.TUTORIAL; window.history.pushState({}, '', '/tutorial/_r'); logger.debug('Initial location:', window.location.pathname); });
const simulateCommand = async (text: string) => { logger.debug('Simulating command:', text); // Type each character through the terminal for (const char of text.split('')) { logger.debug('Typing character:', char); await act(async () => { // debugger; // Breakpoint 1: Before sending character (window as any).triggerTerminalInput(char); await new Promise(resolve => setTimeout(resolve, 50)); }); } // Send Enter with proper terminal sequence logger.debug('Sending Enter'); await act(async () => { // debugger; // Breakpoint 2: Before sending Enter (window as any).triggerTerminalInput('\r'); await new Promise(resolve => setTimeout(resolve, 100)); }); };
const waitForTutorialState = async (expectedPhrase: string) => { await waitFor(() => { // debugger; // Breakpoint 3: Checking tutorial state logger.debug('Current tutorial state:', { phrase: tutorialSignal.value?.phrase, expected: expectedPhrase, location: window.location.pathname, activity: activitySignal.value, prompt: tutorialSignal.value?.prompt }); expect(tutorialSignal.value?.phrase).toBe(expectedPhrase); }, { timeout: 1000 }); };
const waitForActivityState = async (expectedActivity: ActivityType) => { await waitFor(() => { // debugger; // Breakpoint 4: Checking activity state logger.debug('Current activity state:', { activity: activitySignal.value, expected: expectedActivity, location: window.location.pathname, tutorial: tutorialSignal.value?.phrase, prompt: tutorialSignal.value?.prompt }); expect(activitySignal.value).toBe(expectedActivity); }, { timeout: 1000 }); };
it('should progress through tutorial steps and change to game mode', async () => { logger.debug('Starting test'); render();
// Given the user is in the tutorial mode
await waitForTutorialState('\r');
// When the user types "Enter"
logger.debug('Testing first tutorial (Enter)');
await simulateCommand('\r');
await waitForTutorialState('fdsa');
// And the user types "fdsa"
logger.debug('Testing second tutorial (fdsa)');
await simulateCommand('fdsa');
await waitForTutorialState('jkl;');
// And the user types "jkl;"
logger.debug('Testing third tutorial (jkl;)');
await simulateCommand('jkl;');
// Then the Activity should change from Tutorial to Game
await waitForActivityState(ActivityType.GAME);
expect(window.location.pathname).toContain('/game');
}); }); </write_to_file>
User:
[write_to_file for 'src/e2e/tests/tutorialProgression.test.tsx'] Result: The content was successfully saved to src/e2e/tests/tutorialProgression.test.tsx. <environment_details>
src/e2e/tests/tutorialProgression.test.tsx
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature vitest.config.ts .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx docs/worklog/2024-12-09-tutorial-progression-testing.md src/e2e/tests/tutorialProgression.test.tsx src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>
Assistant:
Let me also update the worklog to reflect our findings about the tutorial sequence.<write_to_file> docs/worklog/2024-12-09-tutorial-progression-testing.md # Tutorial Progression Testing
- Initial tutorial state setup
- Enter key handling in terminal
- Tutorial state updates
- Activity state transitions
- Location updates
- Start in tutorial mode
- Type "Enter" -> expect 'fdsa'
- Type "fdsa" -> expect 'jkl;'
- Type "jkl;" -> expect game mode
- Monitoring Enter key handling (\r vs \r\n)
- Checking character codes for input
- Verifying command processing
- Ensuring proper command sequence
- Initial state setup with '\r' tutorial
- State transitions after commands
- Tutorial completion tracking
- Proper sequence progression
-
Terminal Input (src/test-utils/setup.ts)
- Before triggering input
- After receiving input
- Command processing
- Character code verification
-
Tutorial State (src/hooks/useTutorials.ts)
- Tutorial phrase comparison
- State updates
- Completion tracking
- Sequence verification
-
Activity State (src/hooks/useActivityMediator.ts)
- State transitions
- Location updates
- Game mode transition
- Tutorial group handling
- Initial state: Tutorial mode with '\r' tutorial
- Enter key -> expect 'fdsa' tutorial
- Type 'fdsa' -> expect 'jkl;' tutorial
- Type 'jkl;' -> expect game mode transition
- src/e2e/scenarios/tutorialProgression.feature (defines expected behavior)
- src/e2e/tests/tutorialProgression.test.tsx (implements test)
- src/test-utils/setup.ts (terminal mocking)
- src/hooks/useTutorials.ts (tutorial state management)
- src/hooks/useActivityMediator.ts (activity transitions)
- src/hooks/useCommand.ts (command processing)
- Set breakpoints at key transitions
- Monitor terminal input/output with character codes
- Track tutorial state changes against expected sequence
- Verify location updates match activity changes
- Tutorial state not updating after Enter key
- Need to verify command processing
- Need to check tutorial completion logic
- Test had extra fdsa step not in feature file
- Debug terminal input handling (focus on Enter key)
- Verify tutorial state updates match feature file
- Check activity transitions follow sequence
- Test location updates reflect state changes
- Ensure test matches feature file exactly
- Feature file defines simpler sequence than original test
- Need to focus on exact sequence: Enter -> fdsa -> jkl; -> game
- Terminal handling of Enter key (\r) is critical
- Tutorial state must follow precise progression </write_to_file>
User:
[write_to_file for 'docs/worklog/2024-12-09-tutorial-progression-testing.md'] Result: The content was successfully saved to docs/worklog/2024-12-09-tutorial-progression-testing.md. <environment_details>
docs/worklog/2024-12-09-tutorial-progression-testing.md
src/game/Game.tsx src/e2e/scenarios/tutorialProgression.feature vitest.config.ts .gitignore src/hooks/useTerminal.ts src/signals/tutorialSignals.ts .vscode/launch.json src/hooks/useCommand.ts src/hooks/useTutorials.ts src/hooks/useActivityMediator.ts src/test-utils/setup.ts src/test-utils/test-utils.tsx src/e2e/tests/tutorialProgression.test.tsx docs/worklog/2024-12-09-tutorial-progression-testing.md src/game/Zombie4.tsx src/game/Hero.tsx src/game/useBaseCharacter.tsx </environment_details>