An option — off by default, and off means the tool is exactly what it was.
Turn it on and the community cards go on the felt. Each street asks for the cards as
it is dealt: the picker opens on the flop the moment the flop button is pressed, and
again on the turn and the river, because the moment a dealer is holding those cards is
the only moment they know what they are without turning the board round. Three taps,
then one, then one. The picker is the same sheet as the hole cards, which now knows
about the middle of the table too — the seven of clubs cannot be on the flop and in
somebody's hand, and until now it could.
Turning the players' cards over is unchanged. That already worked the way it should.
What is new is what happens next. Resolve Pot stops asking who won and says so:
Alexandra wins $50 with three of a kind, nines.
with every hand at the table read out under its player's name, the winner already
ticked, and the button reading "Pay Alexandra". A chop comes out as "Christopher and
Mike from work split it, $22.50 each, with a pair of aces", both ticked. The dealer
still confirms — the tool reads the cards, a person still says the pot is good, and a
hand entered wrong is corrected by unticking rather than by starting over.
It declines rather than guesses. A board that isn't five cards, a player who hasn't
turned over, the same card entered in two places: each says which of those it is and
hands the question back, and the wizard is the one it always was. Who is *ahead* and
who *won* are different claims and only the second one can pay somebody.
Side pots are read per round, not once. The best hand takes the main pot and is then
out of the question; the side pot goes to the best of who is left, which is a different
answer and the one the tool has to ask for again.
handRank.js is the only module here that can pay the wrong person without anybody
noticing, so it is built to be checkable rather than clever: rank five cards, then take
the best of the twenty-one five-card hands in seven. Beside the written cases — every
category against every other, the wheel and the steel wheel, three kickers deep, the
counterfeited two pair, the board that plays — it is checked against a second evaluator
written a different way, on twenty thousand random seven-card hands and four thousand
random pairs of them. An ace that keeps its value in the wheel, a dropped two-pair
kicker and a flush read only by its top card were each introduced on purpose and each
caught.
The board takes the middle of the felt, sized from the room the seat ring actually
leaves — measured against every seat rather than the ring's widest point, which is only
the answer for a seat sitting exactly on the horizontal axis and had two pucks on top
of the board while claiming 77px of clearance either side. Where there is no middle to
take, it moves to a strip above the table: a phone on its side has a felt 528x83 with
55px pucks, so the ring closes over the centre entirely and a board in it is a board
with players painted on top.
That strip found an older bug. It costs the felt height, and a felt that changes size
had only ever been re-measured, never laid out again: the seats follow it on their own,
being placed in percentages, but a bet chip anchored inside a seat is placed in pixels
off that seat's centre. Measured at 640x360, the chips were positioned for a felt 83px
tall and painted on one of 60 — seat 3's $5 came to rest on seat 4's puck, and two
pairs of seat pucks were overlapping. The bar growing mid-hand does the same thing: a
side pot appearing is 55px off the felt. Both fixed.
The sweep grew a third table — the same five players in the same nine chairs as the
second, with the board on, so the only thing that differs between those two rows is the
board itself. It earned its place on the first run.
728 unit tests. 216 audits: what is left is the seat ring hanging past the rail on a
landscape phone, the known residual, plus five or six pixels more of it on the layouts
where the strip takes the felt's height, and a blind badge over a stack on a packed
twelve-seat portrait table.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
223 lines
11 KiB
JavaScript
223 lines
11 KiB
JavaScript
// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
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//
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// node tests/holdem/runUiAudit.js [baseUrl]
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//
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// Needs Playwright available (`npx playwright install chromium` once). It is
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// deliberately NOT wired into the unit-test suite or CI, because that suite is
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// dependency-free and runs in a second — this one needs a browser and a running
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// site. Run it after any change that adds or resizes a control.
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//
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// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
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// and call LayoutAudit.runAll(). Same checks, one viewport.
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const path = require("path");
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const BASE = process.argv[2] || "http://localhost:5299";
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const AUDIT = path.join(__dirname, "uiAudit.js");
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// Portrait phones, tablets, desktops, then the same phones on their side — landscape
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// is where this layout has broken most often, because the table is sized from width
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// and the action bar is fixed to a very short viewport.
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const VIEWPORTS = [
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[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
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[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
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[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
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[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
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[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
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];
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const OVERLAYS = [
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["rulings", () => document.getElementById("openRulingsBtn").click()],
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["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
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["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
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["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
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["pot wizard", () => document.getElementById("resolvePotBtn").click()],
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];
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// A table part-way through a real night: long names, uneven stacks, a hand log.
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//
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// Two of them. The sweep ran on one table shape for its whole life — five players at a
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// nine-handed table — and how much room the felt has depends on how many people are
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// sitting down more than on anything a viewport can tell you. A full table is where the
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// seats crowd, and it was never once looked at: measured when it finally was, seventeen
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// of fifty-four tables had one player's name or stack painted under another.
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const TABLES = [
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["half full", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
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["Bob", 250], ["Dee", 600]], false],
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["packed", 12, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
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["Bob", 250], ["Dee", 600], ["Sam", 900], ["Priya", 1100], ["Jonathan", 480],
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["Al", 2000], ["Katarzyna", 340], ["Ted", 760], ["Wes", 1300]]],
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// The half-full table again, with the board turned on and five cards on it. The
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// board is furniture in the middle of the felt that nothing else was ever measured
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// against — and where the middle cannot hold it, it moves to a strip above the
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// table and takes the felt's height with it, which is the seats' problem too.
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//
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// Deliberately the same five players in the same nine chairs as the shape above, so
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// the only thing that differs between them is the board. A seventh player would have
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// told us that a seven-handed table crowds, which is true, already known, and not
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// what this row is here to find out.
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["board", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
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["Bob", 250], ["Dee", 600]], true],
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];
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function seedTable([seats, players, board]) {
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const state = HoldemState.createDefault();
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HoldemState.resizeSeats(state, seats);
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players.forEach(([name, cash], i) => {
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state.seats[i].name = name;
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state.seats[i].inHand = true;
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state.seats[i].buyIns = cash;
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state.seats[i].stack = cash;
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});
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state.smallBlind = 5;
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state.bigBlind = 10;
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for (let hand = 1; hand <= 4; hand++) {
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state.handHistory.push({
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handNumber: hand, timestamp: Date.now(), pot: 120,
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payouts: [{ id: state.seats[hand % players.length].id, label: "P", amount: 120 }],
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ledger: state.seats.slice(0, players.length)
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.map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
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});
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}
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state.handNumber = 5;
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if (board) {
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state.trackBoard = true;
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state.board = ["KD", "9C", "4S", "AH", "2H"];
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}
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HoldemState.save(state);
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}
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async function main() {
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let chromium;
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try {
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({ chromium } = require("playwright"));
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} catch {
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console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
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console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
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process.exit(2);
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}
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const browser = await chromium.launch();
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const failures = [];
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const warnings = [];
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let checks = 0;
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// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
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// down where `hover: hover` says there's a pointer, and a headless desktop browser
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// is a pointer — so a single pass here has never once measured a touch target,
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// however many viewports it visited. The phone-sized ones are exactly the pass that
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// needs it.
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for (const touch of [false, true]) {
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const context = await browser.newContext(touch
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? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
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: {});
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const page = await context.newPage();
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const hand = touch ? "touch" : "mouse";
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for (const [width, height, rawLabel] of VIEWPORTS) {
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await page.setViewportSize({ width, height });
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for (const [shape, seats, players, board] of TABLES) {
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const label = `${rawLabel} · ${shape} · ${hand}`;
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await page.goto(`${BASE}/Casino/TexasHoldem`);
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await page.evaluate(seedTable, [seats, players, board]);
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await page.goto(`${BASE}/Casino/TexasHoldem`);
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await page.click("#nextHandBtn");
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await page.waitForTimeout(300);
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// Deal it, and get chips in front of a few players. The sweep used to
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// audit a table that had never had a bet on it, so the bets layer was
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// empty at every viewport it visited and nothing it drew was ever looked
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// at — which is a third of what is on the felt during a hand.
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await page.evaluate(() => {
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const deal = [...document.querySelectorAll("#actionBar button")]
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.find(b => /post blinds/i.test(b.textContent));
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if (deal) deal.click();
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});
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await page.waitForTimeout(220);
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for (let i = 0; i < 3; i++) {
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const acted = await page.evaluate(() => {
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const btn = [...document.querySelectorAll("#actionBar button")]
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.find(b => /^(Call|Check)/.test(b.textContent.trim()) && !b.disabled);
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if (!btn) return false;
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btn.click();
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return true;
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});
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if (!acted) break;
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await page.waitForTimeout(120);
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}
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if (board) {
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await page.evaluate(() => {
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const s = HoldemState.load();
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s.street = "river";
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s.board = ["KD", "9C", "4S", "AH", "2H"];
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s.seats.filter(p => p.inHand).forEach((p, i) => {
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p.cards = [["AS", "KC"], ["AC", "3D"], ["9H", "9S"],
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["7C", "5D"], ["JD", "TS"]][i] || ["", ""];
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});
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HoldemState.save(s);
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});
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await page.reload();
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await page.waitForTimeout(300);
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}
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await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
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await page.addScriptTag({ path: AUDIT });
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const table = await page.evaluate(() => LayoutAudit.runAll());
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checks++;
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if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
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table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
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// The overlays don't change with the table's shape, so they are only
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// opened over the half-full one — twice the viewports is enough time
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// spent already.
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if (shape !== TABLES[0][0]) continue;
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for (const [name, open] of OVERLAYS) {
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await page.evaluate(open);
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await page.waitForTimeout(180);
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checks++;
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const result = await page.evaluate(() => {
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const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
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if (!overlay) return { offenders: [] };
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return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
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});
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await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
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if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
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}
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}
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}
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for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
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const label = `${rawLabel} · ${hand}`;
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await page.setViewportSize({ width, height });
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await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
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await page.evaluate(() => {
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const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
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if (button) button.click();
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});
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await page.addScriptTag({ path: AUDIT });
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checks++;
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const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
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if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
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result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
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}
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await context.close();
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}
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await browser.close();
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console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
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warnings.forEach(w => console.log(` note: ${w}`));
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if (failures.length === 0) {
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console.log("clean");
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return;
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}
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failures.forEach(f => {
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console.log(`\nFAIL ${f.where}`);
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f.offenders.forEach(o => console.log(` ${o}`));
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});
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process.exit(1);
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}
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main();
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