Files
jheapsandClaude Opus 5 4071be5329 Say so when the browser refuses to save
Every save goes through one try/catch, and the catch was empty:

    } catch {
        // Storage full/unavailable (private browsing, etc.) — the table still works
        // for the rest of the session, it just won't survive a refresh.
    }

The comment is accurate and the behaviour is right -- the chips have already moved in
memory and refusing to continue would be worse. What was missing is anybody being
told. Driven with setItem throwing: two saves failed, no toast, nothing on the page,
and a refresh came back to before the hand was dealt with the dealer none the wiser.

That is the same shape of fault the bank reconciliation exists for. Silent until it is
too late to act on, and the way you find out is the last two players cashing out.

Now it says so twice, in the two places that suit the two timescales.

A toast the first time, and only the first time -- a dealer taps this bar thirty times
a hand and does not need thirty warnings. Measured: four failed saves, one toast.

  "This table isn't being saved — refreshing would lose it. Keep this tab open."

And a standing line at the top of the Session panel, because a toast is a moment and
this is a fact about the rest of the night. The raise pad dismisses toasts, and the one
warning that must not be missed is not the one to leave to a toast.

  "This table isn't being saved — the browser refused. It'll keep working, but
   closing or refreshing this tab loses the session. Export CSV below keeps a copy."

Amber, like the bank check's disagreement, because both mean the same thing: your
record of the night is wrong and you can still do something about it. The export is
named because it is the thing that helps.

6 tests (255 total): a good save reports success and leaves no mark, a failing one
reports failure rather than throwing, the listener fires exactly once across twenty
failures, it is handed the error so the reason can be reported later, a failing save
still does not stop the table, and no listener at all is not an error.

Driven through the UI with setItem throwing: hidden while saving works, toast on the
first failure, zero further toasts across three more actions, the panel line present
and readable. Contrast clean, layout audit clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:08:05 -06:00
..
2026-09-01 12:34:53 -06:00
2026-09-01 12:52:56 -06:00
2026-09-01 12:52:56 -06:00

Hold'em dealer tests

Unit tests for the money logic behind /Casino/TexasHoldem — the betting engine, the side-pot calculator, the split calculator and the table state.

node --test tests/holdem/*.test.js

No install step, no package.json, no dependencies. The browser modules are plain script-tag files that each end with a module.exports guard, so Node can require them as-is; load.js puts them on globalThis under the same names they use to find each other in the page, in the load order from TexasHoldem.cshtml.

What's covered

File Covers
potCalculator.test.js Main and side pots, dead money, uncalled bets, odd-cent distribution
betting.test.js Blinds, street completion, raises reopening the action, all-in run-outs
state.test.js Button rotation, which seats post blinds, session standings
splitCalculator.test.js Chopped pots, odd chips, unmakeable denominations
invariants.test.js 1000 randomised hands per property (see below)

The layout audit

The unit tests above cover the money. uiAudit.js covers the thing you can only see in a browser: whether a dealer can actually reach every control.

node tests/holdem/runUiAudit.js          # needs Playwright and the site running

It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large enough not to trigger iOS zoom, that nothing important is covered or off-screen with no way to scroll to it, that no grid column has collapsed to nothing, and that no text is painted outside its box. It runs over the table, all five overlays and Quick Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same phones on their side.

Deliberately not in CI: the unit suite is dependency-free and runs in a second, while this one needs a browser and a running site. Run it after any change that adds or resizes a control. With no Playwright to hand, paste uiAudit.js into devtools and call LayoutAudit.runAll().

The contrast check is built so it cannot report a false positive: backgrounds composite through alpha, and where a gradient is involved every colour stop is tried and the most flattering one used. A finding means the text fails even under the reading most generous to it. Two earlier attempts at this got it wrong in both directions — one read only background-color and scored text on a gradient against nothing, the other treated low-alpha stops as opaque — so uiAudit.js is checked against known-answer cases before it is believed.

Touch targets are measured by probing outward with elementFromPoint rather than by reading the element box, because the box lies in both directions: a small control can be padded out with a transparent ::after and respond well beyond its painted size, and a checkbox inside a label is hit by tapping the label. The 44px rule is only enforced where hover: none says there's no mouse.

It exists because these checks were being re-typed into a console every time something changed, and each time they only covered whatever had just been touched. That is how the standings table shipped with a player-name column zero pixels wide and kept it for two rounds.

Why the randomised suite exists

Every correctness bug found in this tool so far has been shape-dependent: blinds posted to empty chairs, the button skipping past players, heads-up acting out of order, an overbet announced as a side pot. None of them show up on a full six-handed table with equal stacks, which is the table anyone writes a fixed example for.

invariants.test.js deals a thousand hands across random seat counts, random empty chairs, random stack depths and random dealer input, and checks the things a dealer would notice being wrong:

  • chips are never created or destroyed during play
  • the pot breakdown plus the uncalled returns always equal the money that went in
  • paying the pot out settles it to the cent
  • once uncalled chips are handed back, nobody is still betting above the whole table
  • the button and both blinds always land on players who are actually in the hand

The generator is seeded, so a failure reproduces from the seed printed in the message rather than being a flake to re-run.