Fix issues from mobile playtesting (#5)
Reviewed-on: https://home.schmelczer.dev/git/andras/decla-red/pulls/5
This commit is contained in:
parent
93a7fe01ab
commit
4d1761df16
3 changed files with 543 additions and 113 deletions
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@ -6,6 +6,8 @@ import { TouchListener } from '../frontend/src/scripts/commands/touch-listener';
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import { JoinFormHandler } from '../frontend/src/scripts/join-form-handler';
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import { initializeOptions, options } from '../frontend/src/scripts/options-handler';
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import { loadStoredValue, saveStoredValue } from '../frontend/src/scripts/helper/storage';
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import { ChargeIndicator } from '../frontend/src/scripts/charge-indicator';
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import { localCharacterPredictor } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
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const { connect } = vi.hoisted(() => ({ connect: vi.fn() }));
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vi.mock('../frontend/node_modules/socket.io-client/build/esm-debug/index.js', () => ({
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@ -30,8 +32,16 @@ class Element extends EventTarget {
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public className = '';
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public checked = false;
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public disabled = false;
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public hidden = false;
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private attributes = new Map<string, string>();
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public onsubmit: ((event: Event) => void) | null = null;
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public setAttribute(name: string, value: string) {
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this.attributes.set(name, value);
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}
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public getAttribute(name: string) {
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return this.attributes.get(name) ?? null;
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}
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public appendChild(child: Element) {
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child.remove();
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this.children.push(child);
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@ -81,6 +91,7 @@ let sockets: Socket[];
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beforeEach(() => {
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vi.useFakeTimers();
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localCharacterPredictor.reset();
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windowTarget = new EventTarget();
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sockets = [];
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vi.stubGlobal('window', windowTarget);
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@ -103,6 +114,7 @@ afterEach(() => {
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vi.useRealTimers();
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vi.unstubAllGlobals();
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vi.clearAllMocks();
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vi.restoreAllMocks();
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});
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const chooser = () => {
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@ -194,10 +206,16 @@ const touchControls = () => {
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const canvas = new Element();
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const overlay = new Element();
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const send = vi.fn();
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const character = {
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health: 100,
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bodyCenter: [0, 0],
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facingDirection: [1, 0],
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strengthFraction: 1,
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};
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const game = {
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displayToWorldCoordinates: (position: number[]) => position,
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gameObjects: {
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localPlayer: { bodyCenter: [0, 0], facingDirection: [1, 0], strengthFraction: 1 },
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localPlayer: character as typeof character | undefined,
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},
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};
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const listener = new TouchListener(
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@ -207,9 +225,86 @@ const touchControls = () => {
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send,
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);
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listener.update();
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return { canvas, overlay, send, listener, fire: overlay.children[0] };
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return {
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canvas,
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overlay,
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send,
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listener,
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game,
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character,
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fire: overlay.children[0],
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leap: overlay.children[1],
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};
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};
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describe('touch action availability', () => {
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it('cancels a held shot on death and requires a fresh press after respawn', () => {
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const { fire, send, listener, game, character } = touchControls();
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touchEvent(fire, 'touchstart', [touch(1)]);
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touchEvent(fire, 'touchmove', [touch(1, 100, 50)]);
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expect(fire.children[1].style.opacity).toBe('1');
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character.health = 0;
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listener.update();
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expect(fire.getAttribute('aria-disabled')).toBe('true');
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expect(fire.children[1].style.opacity).toBe('0');
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expect(ChargeIndicator.end).toHaveBeenCalled();
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vi.mocked(ChargeIndicator.begin).mockClear();
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touchEvent(fire, 'touchstart', [touch(2)]);
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touchEvent(fire, 'touchend', [touch(2)], []);
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expect(ChargeIndicator.begin).not.toHaveBeenCalled();
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expect(send).not.toHaveBeenCalled();
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game.gameObjects.localPlayer = undefined;
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listener.update();
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touchEvent(fire, 'touchstart', [touch(3)]);
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touchEvent(fire, 'touchend', [touch(3)], []);
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expect(send).not.toHaveBeenCalled();
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game.gameObjects.localPlayer = { ...character, health: 100 };
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listener.update();
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expect(fire.getAttribute('aria-disabled')).toBe('false');
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touchEvent(fire, 'touchend', [touch(1)], []);
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expect(send).not.toHaveBeenCalled();
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touchEvent(fire, 'touchstart', [touch(4)]);
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touchEvent(fire, 'touchend', [touch(4)], []);
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expect(send).toHaveBeenCalledTimes(1);
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listener.destroy();
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});
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it('rejects a shot released after death before the controls update', () => {
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const { fire, send, listener, character } = touchControls();
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touchEvent(fire, 'touchstart', [touch(1)]);
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character.health = 0;
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touchEvent(fire, 'touchend', [touch(1)], []);
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expect(send).not.toHaveBeenCalled();
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listener.destroy();
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});
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it('only shows and accepts jumps while the living player can leap', () => {
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const canLeap = vi.spyOn(localCharacterPredictor, 'canLeap', 'get');
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canLeap.mockReturnValue(false);
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const { leap, send, listener, character } = touchControls();
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expect(leap.hidden).toBe(true);
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touchEvent(leap, 'touchstart', [touch(1)]);
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expect(send).not.toHaveBeenCalled();
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canLeap.mockReturnValue(true);
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listener.update();
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expect(leap.hidden).toBe(false);
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touchEvent(leap, 'touchstart', [touch(2)]);
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expect(send.mock.lastCall?.[0].constructor.name).toBe('LeapActionCommand');
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expect(leap.hidden).toBe(true);
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character.health = 0;
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listener.update();
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expect(leap.hidden).toBe(true);
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touchEvent(leap, 'touchstart', [touch(3)]);
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expect(send).toHaveBeenCalledTimes(1);
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listener.destroy();
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});
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});
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describe('touch ownership', () => {
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it('keeps the first canvas gesture when a second finger lands before dragging', () => {
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const { canvas, send, listener } = touchControls();
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@ -1,4 +1,5 @@
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import { describe, it, expect } from 'vitest';
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import { settings } from '../shared/src/settings';
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import {
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LocalCharacterPredictor,
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setFrameTimeMs,
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@ -313,3 +314,84 @@ describe('leap prediction', () => {
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expect(leapHeight(0.2, true)).toEqual(leapHeight(0.2, false));
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});
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});
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describe('leap availability', () => {
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const prepare = (
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cooldown = 0,
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strength = settings.leapStrengthCost,
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groundPlanetId: number | null = ground.id,
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) => {
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const predictor = new LocalCharacterPredictor();
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setFrameTimeMs(1000);
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const pose = poseAt(0, 900);
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predictor.acknowledge(
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1000,
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{
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...movementState(),
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groundPlanetId,
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secondsSinceOnSurface: 0,
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leapCooldownRemaining: cooldown,
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} as never,
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-Infinity,
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);
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predictor.setStrength(strength);
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predictor.setAuthoritative(
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pose.head as never,
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pose.leftFoot as never,
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pose.rightFoot as never,
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);
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predictor.update([ground] as never);
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return { predictor, pose };
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};
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it('requires a planet, sufficient strength, and an expired cooldown', () => {
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expect(new LocalCharacterPredictor().canLeap).toBe(false);
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expect(prepare().predictor.canLeap).toBe(true);
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expect(prepare(0.2).predictor.canLeap).toBe(false);
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expect(prepare(0, settings.leapStrengthCost - 1).predictor.canLeap).toBe(false);
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expect(prepare(0, settings.playerMaxStrength, null).predictor.canLeap).toBe(false);
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});
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it('becomes available as the predicted cooldown and strength recover', () => {
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const { predictor } = prepare(0.02, settings.leapStrengthCost - 1);
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expect(predictor.canLeap).toBe(false);
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setFrameTimeMs(1030);
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predictor.update([ground] as never);
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expect(predictor.canLeap).toBe(true);
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});
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it('disables immediately after a leap and stays unavailable in flight', () => {
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const { predictor } = prepare();
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predictor.recordLeap();
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expect(predictor.canLeap).toBe(false);
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setFrameTimeMs(1002);
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predictor.update([ground] as never);
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expect(predictor.canLeap).toBe(false);
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setFrameTimeMs(1380);
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predictor.update([ground] as never);
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expect(predictor.canLeap).toBe(false);
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});
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it('clears availability on death, reset, spawn animation, and game end', () => {
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const { predictor, pose } = prepare();
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predictor.setAlive(false);
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expect(predictor.canLeap).toBe(false);
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predictor.update([ground] as never);
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predictor.setAlive(true);
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expect(predictor.canLeap).toBe(false);
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predictor.update([ground] as never);
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expect(predictor.canLeap).toBe(true);
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predictor.enabled = false;
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expect(predictor.canLeap).toBe(false);
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predictor.enabled = true;
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predictor.setAuthoritative(
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{ ...pose.head, radius: 10 } as never,
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pose.leftFoot as never,
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pose.rightFoot as never,
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);
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expect(predictor.canLeap).toBe(false);
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predictor.reset();
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expect(predictor.canLeap).toBe(false);
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});
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});
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186
test/sound-handler.test.ts
Normal file
186
test/sound-handler.test.ts
Normal file
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@ -0,0 +1,186 @@
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import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
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const { options } = vi.hoisted(() => ({ options: { soundsEnabled: true } }));
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vi.mock('../frontend/src/scripts/options-handler', () => ({ options }));
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class FakeAudio {
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static instances: FakeAudio[] = [];
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static ready: Promise<void>;
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muted = false;
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paused = true;
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ended = false;
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currentTime = 0;
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volume = 1;
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playbackRate = 1;
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loop = false;
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onpause?: () => unknown;
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onplay?: () => unknown;
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constructor(public src: string) {
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FakeAudio.instances.push(this);
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}
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play = vi.fn(() => {
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this.paused = false;
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return FakeAudio.ready;
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});
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pause = vi.fn(() => {
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this.paused = true;
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});
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cloneNode() {
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return new FakeAudio(this.src);
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}
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}
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class FakeSource {
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buffer: unknown;
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playbackRate = { value: 1 };
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onended?: () => void;
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connect = vi.fn();
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disconnect = vi.fn();
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start = vi.fn();
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stop = vi.fn();
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}
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class FakeAudioContext {
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static instances: FakeAudioContext[] = [];
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state = 'running';
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destination = {};
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sources: FakeSource[] = [];
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gains: ReturnType<FakeAudioContext['createGain']>[] = [];
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resume = vi.fn(async () => undefined);
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decodeAudioData = vi.fn(async (data: ArrayBuffer) => ({ data }));
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constructor() {
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FakeAudioContext.instances.push(this);
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}
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createBufferSource() {
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const source = new FakeSource();
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this.sources.push(source);
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return source;
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}
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createGain(): {
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gain: { value: number };
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connect: ReturnType<typeof vi.fn>;
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disconnect: ReturnType<typeof vi.fn>;
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} {
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const gain = { gain: { value: 1 }, connect: vi.fn(), disconnect: vi.fn() };
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this.gains.push(gain);
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return gain;
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}
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}
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const load = () => import('../frontend/src/scripts/sound-handler');
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beforeEach(() => {
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vi.resetModules();
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options.soundsEnabled = true;
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FakeAudio.instances = [];
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FakeAudio.ready = Promise.resolve();
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FakeAudioContext.instances = [];
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vi.stubGlobal('Audio', FakeAudio);
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vi.stubGlobal('AudioContext', FakeAudioContext);
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vi.stubGlobal(
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'fetch',
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vi.fn(async () => ({ ok: true, arrayBuffer: async () => new ArrayBuffer(8) })),
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);
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});
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afterEach(() => {
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vi.unstubAllGlobals();
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});
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describe('sound playback under a slow connection', () => {
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it('reuses decoded audio without making media players or requests for overlapping shots', async () => {
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const { SoundHandler, Sounds } = await load();
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await SoundHandler.initialize();
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const players = FakeAudio.instances.length;
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const requests = vi.mocked(fetch).mock.calls.length;
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for (let i = 0; i < 80; i++) SoundHandler.play(Sounds.shoot, 0.7, 0.8);
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expect(FakeAudio.instances).toHaveLength(players);
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expect(fetch).toHaveBeenCalledTimes(requests);
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const context = FakeAudioContext.instances[0];
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expect(context.decodeAudioData).toHaveBeenCalledTimes(3);
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expect(context.sources).toHaveLength(80);
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expect(new Set(context.sources.map((s) => s.buffer)).size).toBe(1);
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expect(context.sources.every((s) => s.start.mock.calls.length === 1)).toBe(true);
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expect(context.sources.every((s) => s.playbackRate.value === 0.8)).toBe(true);
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expect(context.gains.every((g) => g.gain.value === 0.7)).toBe(true);
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});
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it('allows loaded effects to play while music or another effect is still loading', async () => {
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FakeAudio.ready = new Promise(() => {});
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vi.mocked(fetch).mockImplementation(async (src) =>
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String(src).includes('hit.mp3')
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? new Promise(() => {})
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: ({ ok: true, arrayBuffer: async () => new ArrayBuffer(8) } as Response),
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);
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const { SoundHandler, Sounds } = await load();
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void SoundHandler.initialize();
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await vi.waitFor(() =>
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expect(FakeAudioContext.instances[0]?.decodeAudioData).toHaveBeenCalledTimes(2),
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);
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SoundHandler.play(Sounds.shoot);
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expect(FakeAudioContext.instances[0].sources[0].start).toHaveBeenCalledOnce();
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});
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it('drops effects that are not ready instead of replaying a backlog after loading', async () => {
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let resolve!: (response: Response) => void;
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vi.mocked(fetch).mockReturnValue(new Promise((r) => (resolve = r)));
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const { SoundHandler, Sounds } = await load();
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const ready = SoundHandler.initialize();
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for (let i = 0; i < 80; i++) SoundHandler.play(Sounds.shoot);
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expect(FakeAudioContext.instances[0].sources).toHaveLength(0);
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resolve({ ok: true, arrayBuffer: async () => new ArrayBuffer(8) } as Response);
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await ready;
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expect(FakeAudioContext.instances[0].sources).toHaveLength(0);
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SoundHandler.play(Sounds.shoot);
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expect(FakeAudioContext.instances[0].sources).toHaveLength(1);
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});
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it('bounds overlapping voices and disconnects both stolen and finished sounds', async () => {
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const { SoundHandler, Sounds } = await load();
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await SoundHandler.initialize();
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for (let i = 0; i < 80; i++) SoundHandler.play(Sounds.shoot);
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const context = FakeAudioContext.instances[0];
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const stopped = context.sources.filter((s) => s.stop.mock.calls.length > 0);
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const active = context.sources.filter((s) => s.stop.mock.calls.length === 0);
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expect(active.length).toBeGreaterThan(1);
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expect(active.length).toBeLessThanOrEqual(16);
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expect(stopped.every((s) => s.disconnect.mock.calls.length === 1)).toBe(true);
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const last = context.sources[context.sources.length - 1];
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last.onended?.();
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expect(last.disconnect).toHaveBeenCalledOnce();
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expect(context.gains[context.gains.length - 1].disconnect).toHaveBeenCalledOnce();
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});
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it('initializes only once and respects the sound toggle and volume limits', async () => {
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const { SoundHandler, Sounds } = await load();
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await Promise.all([SoundHandler.initialize(), SoundHandler.initialize()]);
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expect(FakeAudioContext.instances).toHaveLength(1);
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expect(fetch).toHaveBeenCalledTimes(3);
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const context = FakeAudioContext.instances[0];
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expect(context.resume).toHaveBeenCalledOnce();
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options.soundsEnabled = false;
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SoundHandler.play(Sounds.shoot);
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expect(context.sources).toHaveLength(0);
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options.soundsEnabled = true;
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SoundHandler.play(Sounds.hit, 2);
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expect(context.gains[0].gain.value).toBe(1);
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});
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it('keeps playback harmless when audio is unavailable or an asset fails', async () => {
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vi.mocked(fetch).mockRejectedValue(new Error('offline'));
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const { SoundHandler, Sounds } = await load();
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await expect(SoundHandler.initialize()).resolves.toBeUndefined();
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expect(() => SoundHandler.play(Sounds.shoot)).not.toThrow();
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expect(FakeAudioContext.instances[0].sources).toHaveLength(0);
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vi.resetModules();
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vi.stubGlobal('AudioContext', undefined);
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const unavailable = await load();
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await expect(unavailable.SoundHandler.initialize()).resolves.toBeUndefined();
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expect(() => unavailable.SoundHandler.play(Sounds.shoot)).not.toThrow();
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});
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});
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