Files
OpenFrontIO/.claude/skills/run-openfront/driver.mjs
T
Evan 769d0c687f Extend run-openfront skill with headless in-game WebGL testing (#4245)
## What

Extends the `run-openfront` Claude Code skill so agents can test the
*whole game* headlessly, not just the home page and modals. New
`game.mjs` driver plays an actual singleplayer game end-to-end:

- start a solo game with chosen options (bots, map, difficulty, …)
- spawn, attack/expand, open the radial build menu
- read ground-truth sim state (`ticks`, `inSpawnPhase`, `myPlayer`
troops/gold/tiles, `outgoingAttacks`) instead of guessing from pixels
- take real WebGL screenshots (SwiftShader renders the map fine
headless)

`node .claude/skills/run-openfront/game.mjs` runs a ~2 min smoke flow
that asserts territory growth after an expansion attack and that the
radial menu opens.

## How

No game-code changes were needed:

- `hud/GameRenderer.ts` already assigns the `GameView` and
`TransformHandler` onto the `<build-menu>` element, so page JS reaches
live sim state and world↔screen conversion through it.
- `launch({ rafIntervalMs })` stubs `requestAnimationFrame` to one frame
per interval. SwiftShader needs seconds of CPU per frame, and an
unthrottled frame loop starves the main thread — the singleplayer turn
loop drops from 10 ticks/s to ~0.3. Throttled, the sim runs near full
speed while frames still render for screenshots.
- `clickWorld()` absorbs the canvas-click pitfalls discovered while
testing: aims at tile centers (corner clicks floor onto the neighboring
tile), refuses to click through HUD elements covering
`#game-input-overlay`, and freezes the post-spawn camera animation so
computed coordinates don't go stale.

## Testing

Smoke flow run repeatedly on a headless 4-core box: game starts (123
players), spawn lands on the clicked tile, expansion attack grows
territory 52 → ~275 tiles, radial menu opens, screenshots show the
rendered map.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:31:34 -07:00

97 lines
3.8 KiB
JavaScript

// Headless-Chromium driver for OpenFront. Run from the repo root:
// node .claude/skills/run-openfront/driver.mjs # smoke flow
// or import { launch, gotoHome, openSoloModal } from it in an ad-hoc
// script placed inside the repo (so `playwright` resolves from
// node_modules). Requires setup.sh to have been run once on this machine.
import fs from "fs";
import os from "os";
import path from "path";
import { chromium } from "playwright";
const CACHE =
process.env.OPENFRONT_RUN_CACHE ??
path.join(os.homedir(), ".cache", "openfront-run");
export const BASE_URL = process.env.OPENFRONT_URL ?? "http://localhost:9000";
// Launch chromium with the locally-extracted system libraries and fontconfig
// (see setup.sh). Without them the headless shell dies on libnspr4.so, and
// later Skia FATALs on the missing fontconfig.
// opts:
// viewport - {width, height}, default 1400x1000
// rafIntervalMs - throttle requestAnimationFrame to one frame per interval.
// Essential for in-game testing: SwiftShader needs seconds
// of CPU per frame, and an unthrottled rAF loop starves the
// main thread (timers, the singleplayer turn loop, input).
// ~1000 is a good value; frames still render for screenshots.
export async function launch({ viewport, rafIntervalMs } = {}) {
const env = { ...process.env };
const libs = path.join(CACHE, "extracted", "usr", "lib", "x86_64-linux-gnu");
if (fs.existsSync(libs)) {
env.LD_LIBRARY_PATH = env.LD_LIBRARY_PATH
? `${libs}:${env.LD_LIBRARY_PATH}`
: libs;
env.FONTCONFIG_FILE = path.join(CACHE, "fonts.conf");
}
const browser = await chromium.launch({
args: ["--no-sandbox", "--disable-gpu"],
env,
});
const context = await browser.newContext({
viewport: viewport ?? { width: 1400, height: 1000 },
});
if (rafIntervalMs) {
await context.addInitScript((interval) => {
let last = 0;
window.requestAnimationFrame = (cb) => {
const now = performance.now();
const wait = Math.max(0, interval - (now - last));
return setTimeout(() => {
last = performance.now();
cb(last);
}, wait);
};
window.cancelAnimationFrame = (id) => clearTimeout(id);
}, rafIntervalMs);
}
const page = await context.newPage();
page.on("pageerror", (e) =>
console.log("PAGEERROR:", e.message.split("\n")[0]),
);
page.on("crash", () => console.log("PAGE CRASHED"));
return { browser, page };
}
export async function gotoHome(page) {
await page.goto(BASE_URL, { waitUntil: "load", timeout: 60000 });
// Lit components render client-side after load.
await page.waitForTimeout(3000);
}
// The single-player button is labeled "SOLO!". There are multiple SOLO
// buttons in the DOM (responsive layouts) — only one is visible.
export async function openSoloModal(page) {
await page.locator("button:visible", { hasText: /solo/i }).first().click();
await page.waitForTimeout(1500);
}
const isMain =
process.argv[1] && import.meta.url === `file://${process.argv[1]}`;
if (isMain) {
const outDir = "/tmp/openfront-run";
fs.mkdirSync(outDir, { recursive: true });
const { browser, page } = await launch();
await gotoHome(page);
await page.screenshot({ path: `${outDir}/home.png` });
await openSoloModal(page);
await page.screenshot({ path: `${outDir}/solo-modal.png` });
// Reach into a Lit component for ground-truth state (light DOM, no shadow
// root — properties are directly on the element).
const picker = await page.evaluate(() => {
const p = document.querySelector("map-picker");
return { selectedMap: p?.selectedMap, activeTab: p?.activeTab };
});
console.log("map-picker state:", JSON.stringify(picker));
console.log(`screenshots: ${outDir}/home.png ${outDir}/solo-modal.png`);
await browser.close();
}