Files
OpenFrontIO/tests/client/clan/ClanModalTestUtils.ts
T
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description:

This is a refactor to simplify config handling.

Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class
hierarchy with two static classes: ClientEnv (browser main thread, reads
from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from
process.env). The four config classes are deleted, the abstract
DefaultServerConfig is gone, and DefaultConfig is renamed to Config.

The values that flow server → client (gameEnv, numWorkers,
turnstileSiteKey, jwtAudience, instanceId) used to be baked into the
hardcoded per-env classes. They're now real env vars on the server,
embedded into a single window.BOOTSTRAP_CONFIG object in index.html at
request time (alongside the existing gitCommit/assetManifest/cdnBase
globals, which moved into the same object), and read back by ClientEnv
on the client. The dev defaults previously hidden inside DevServerConfig
are now explicit in start:server-dev (NUM_WORKERS=2,
TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in
vite.config.ts's html plugin inject.data. Production deploys plumb
NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into
the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh.
The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in
BOOTSTRAP_CONFIG now.

ServerEnv is the only thing server code touches; ClientEnv is
browser-only. The two classes have intentional overlap (env, numWorkers,
jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive
identical logic from different sources — there's a TODO in each to
consolidate via a shared helper later. The game-logic Config no longer
stores a ServerConfig/ClientEnv reference and its serverConfig() getter
is gone; the one caller (MultiTabModal) now reads ClientEnv.env()
directly. Worker init no longer carries server-config values since
nothing in the worker actually reads them.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-11 19:24:01 -07:00

221 lines
6.1 KiB
TypeScript

import { vi } from "vitest";
import type { ClanInfo } from "../../../src/client/ClanApi";
import type { ClanModal } from "../../../src/client/ClanModal";
// ─── Mock factories ─────────────────────────────────────────────────────────
// Each factory returns a fresh object of vi.fn()s. Test files pass these to
// vi.mock() so Vitest invokes them when the mocked module is first imported.
// The factory pattern keeps the mock surface DRY across test files while
// preserving per-file module isolation.
export function clanApiMockFactory() {
return {
fetchClanDetail: vi.fn(async () => ({
name: "Test Clan",
tag: "TST",
description: "A test clan",
isOpen: true,
createdAt: "2024-01-01T00:00:00Z",
memberCount: 5,
})),
fetchClanMembers: vi.fn(async () => ({
results: [
{
role: "leader",
joinedAt: "2024-01-01T00:00:00Z",
publicId: "test-player",
},
],
total: 1,
page: 1,
limit: 10,
pendingRequests: 0,
})),
fetchClanStats: vi.fn(async () => ({
clanTag: "TST",
games: 10,
wins: 7,
losses: 3,
stats: {
total: { wins: 7, losses: 3 },
ffa: { wins: 3, losses: 2 },
team: { wins: 2, losses: 1 },
hvn: { wins: 1, losses: 0 },
duos: { wins: 1, losses: 0 },
trios: { wins: 0, losses: 1 },
quads: { wins: 1, losses: 0 },
"2": { wins: 1, losses: 0 },
"3": { wins: 0, losses: 1 },
"4": { wins: 1, losses: 0 },
"5": { wins: 0, losses: 0 },
"6": { wins: 0, losses: 0 },
"7": { wins: 0, losses: 0 },
ranked: { wins: 1, losses: 0 },
"1v1": { wins: 1, losses: 0 },
},
teamTypeWL: {},
teamCountWL: {},
})),
fetchClans: vi.fn(async () => ({
results: [],
total: 0,
page: 1,
limit: 20,
})),
joinClan: vi.fn(),
leaveClan: vi.fn(),
updateClan: vi.fn(),
disbandClan: vi.fn(),
kickMember: vi.fn(),
promoteMember: vi.fn(),
demoteMember: vi.fn(),
transferLeadership: vi.fn(),
fetchClanRequests: vi.fn(async () => ({
results: [],
total: 0,
page: 1,
limit: 20,
})),
approveClanRequest: vi.fn(async () => true),
denyClanRequest: vi.fn(),
withdrawClanRequest: vi.fn(),
fetchClanLeaderboard: vi.fn(),
banClanMember: vi.fn(async () => true),
unbanClanMember: vi.fn(async () => true),
fetchClanBans: vi.fn(async () => ({
results: [],
total: 0,
page: 1,
limit: 20,
})),
};
}
export function apiMockFactory() {
return {
getUserMe: vi.fn(async () => ({
player: {
publicId: "test-player",
clans: [
{
tag: "TST",
name: "Test Clan",
role: "leader",
joinedAt: "2024-01-01T00:00:00Z",
memberCount: 5,
},
],
clanRequests: [],
achievements: { singleplayerMap: [] },
},
user: { email: "test@test.com" },
})),
invalidateUserMe: vi.fn(),
};
}
export function utilsMockFactory() {
return {
translateText: vi.fn((key: string) => key),
showToast: vi.fn(),
};
}
export function authMockFactory() {
return {
getAuthHeader: vi.fn(async () => "Bearer test-token"),
userAuth: vi.fn(async () => ({ jwt: "test-token", claims: {} })),
};
}
export function crazyGamesSdkMockFactory() {
return {
crazyGamesSDK: { isAvailable: false },
};
}
export async function virtualizerMockFactory() {
const { html } = await import("lit");
return {
virtualize: vi.fn(() => html``),
};
}
export function stubLocalStorage() {
vi.stubGlobal("localStorage", {
getItem: vi.fn(() => null),
setItem: vi.fn(),
removeItem: vi.fn(),
clear: vi.fn(),
});
}
// ─── Test helpers ───────────────────────────────────────────────────────────
/**
* Drain pending microtasks and Lit's update scheduler.
* Replaces bare `await new Promise(r => setTimeout(r, 0))` which only drains
* a single microtask tick and can miss batched Lit updates.
*/
export async function flushAsync(
...els: (Element | null | undefined)[]
): Promise<void> {
// Two ticks to drain chained microtasks (e.g. async handler → state update → re-render).
await new Promise((r) => setTimeout(r, 0));
await new Promise((r) => setTimeout(r, 0));
for (const el of els) {
if (el && "updateComplete" in el) {
await (el as HTMLElement & { updateComplete: Promise<boolean> })
.updateComplete;
}
}
}
/** Force-set a Lit @state property and trigger re-render. */
export function setState<K extends keyof ClanModal>(
modal: ClanModal,
key: K,
value: ClanModal[K],
) {
(modal as unknown as Record<string, unknown>)[key] = value;
}
/** Force-set a property on any element (sub-components etc.). */
export function setElState(el: Element, key: string, value: unknown) {
(el as unknown as Record<string, unknown>)[key] = value;
}
/** Get a property from any element. */
export function getElState<T = unknown>(el: Element, key: string): T {
return (el as unknown as Record<string, unknown>)[key] as T;
}
/**
* Wait for a sub-component to mount and finish its initial async load.
* Call after setting ClanModal state that causes the sub-component to render.
*/
export async function waitForSubComponent(
modal: ClanModal,
selector: string,
): Promise<Element> {
await flushAsync(modal);
const el = modal.querySelector(selector)!;
if (el && "updateComplete" in el) {
await (el as HTMLElement & { updateComplete: Promise<boolean> })
.updateComplete;
}
return el;
}
export function makeClan(overrides: Partial<ClanInfo> = {}): ClanInfo {
return {
name: "Test Clan",
tag: "TST",
description: "A test clan",
isOpen: true,
createdAt: "2024-01-01T00:00:00Z",
memberCount: 5,
...overrides,
};
}