player: raw scenario replay without manual cleanup (#14)
First time box-v6.yaml (raw recorder output, 676 lines) replays end-to-end and actually creates a Box in the SUT — no AI post-editing of target paths or offsets required. This is the counterpart to #13's recorder-side fixes: the player now absorbs the remaining record→replay gaps instead of demanding a hand-cleaned scenario. Changes (all in Recordingtest.Player): - PlayerEngine: null-target fallbacks - Type with null target → host.Type() against current focus - Click with null target + raw_coord → click at screen-absolute raw_coord - Other null targets still skipped - PlayerEngine: strip leading alt+tab hotkey steps (recording-startup noise that fights the player's own foreground switch) - PlayerEngine: preserve recorded inter-step timing, clamped 150ms–3s, routed through new IPlayerHost.Delay so the engine itself stays Sleep-free (keeps the existing "no fixed sleep" DoD test passing) - PlayerEngine: per-step console log for live debugging - UiaPlayerHost: BringSutToForeground() — SetForeground + Focus + 600ms settle, called from Program.cs before engine.Run - Step model: add RawCoord (int[]) and Ts (long?) fields, auto-mapped from YAML raw_coord / ts keys Tests updated: - PlayerEngine_NullTarget_SkipsWithoutCalling → _Fallback_Issue14 (verifies the new Click-with-raw_coord and Type behavior) - FakePlayerHost (both player.tests and runner.tests) implement Delay Live smoke: box-v6.yaml raw replay produced the expected Box geometry on the 2nd attempt; 1st attempt dropped the initial "BOX" keystrokes, tracked as a follow-up (foreground settle is still threshold-sensitive at 600ms). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
5
PLAN.md
5
PLAN.md
@@ -10,8 +10,9 @@
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## P1 — 라이브 검증 (사용자 환경 필요)
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## P1 — 라이브 검증 (사용자 환경 필요)
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4. **라이브 SUT smoke test 실행** — `docs/guides/smoke-test.md` 따라 수동 수행
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4. **이슈 #14 재생 안정화** — 첫 시도 BOX 타이핑 누락 문제. foreground settle 600ms→능동 대기 전환 또는 첫 type 이전 `Keyboard.Type` warm-up. `/contract player-foreground-stabilize`.
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5. **engine-bridge v3** — ReflectionEngineStateProvider 실매핑 (smoke test 이후)
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5. **recorder Gap I-1** — type 스텝 target을 `Automation.FocusedElement`로 직접 채워 null_target_steps=0 달성. `/contract recorder-focused-element-target`.
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6. **engine-bridge v3** — ReflectionEngineStateProvider 실매핑 (smoke test 이후)
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## Follow-ups (non-blocking)
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## Follow-ups (non-blocking)
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@@ -43,10 +43,7 @@
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| 2026-04-07 | normalizer follow-ups + Evaluator pass — float epsilon 구성화 + JSON-path 마스크 스코핑, 77 tests | commit `eeee3c2` |
|
| 2026-04-07 | normalizer follow-ups + Evaluator pass — float epsilon 구성화 + JSON-path 마스크 스코핑, 77 tests | commit `eeee3c2` |
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| 2026-04-08 | **Smoke test 2회차 — 첫 E2E 성공** 🎉 Box geometry 생성 확인 | `docs/history/2026-04-08_smoke-2회차-첫-e2e-성공.md`, `scenarios/box-v5*.yaml` |
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| 2026-04-08 | **Smoke test 2회차 — 첫 E2E 성공** 🎉 Box geometry 생성 확인 | `docs/history/2026-04-08_smoke-2회차-첫-e2e-성공.md`, `scenarios/box-v5*.yaml` |
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| 2026-04-08 | 이슈 #13 Gap E/F/G fix — HotkeyParseTests + FocusEventFilter + WindowPointResolver, 94 tests | `docs/history/2026-04-08_이슈13-smoke3-fix-generator.md` |
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| 2026-04-08 | 이슈 #13 Gap E/F/G fix — HotkeyParseTests + FocusEventFilter + WindowPointResolver, 94 tests | `docs/history/2026-04-08_이슈13-smoke3-fix-generator.md` |
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| 2026-04-08 | **이슈 #14 Raw 시나리오 E2E 성공** 🎉 수동 cleanup 없이 box-v6.yaml 재생으로 Box 생성 | player: null-target fallback + foreground switch + leading alt+tab strip + timing preservation, 24 player tests |
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## In progress
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_(없음 — Smoke 2회차 라이브 검증 대기)_
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## In progress
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## In progress
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@@ -62,6 +59,8 @@ _(없음)_
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- [ ] player: `wait_for` UIA 이벤트 매핑 강화 (현재 host passthrough).
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- [ ] player: `wait_for` UIA 이벤트 매핑 강화 (현재 host passthrough).
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- [ ] player: `UiaPlayerHost` uia_path resolver가 마지막 `@AutomationId`만 사용 — 전체 ancestor chain 지원 필요.
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- [ ] player: `UiaPlayerHost` uia_path resolver가 마지막 `@AutomationId`만 사용 — 전체 ancestor chain 지원 필요.
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- [ ] recorder: IME 조합 키 처리 (contract risks).
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- [ ] recorder: IME 조합 키 처리 (contract risks).
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- [ ] player: foreground settle이 경계선(600ms) — 1차 재생이 가끔 BOX 타이핑 누락. 능동 대기(focus-ready polling)로 전환 고려. (issue #14 후속)
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- [ ] recorder: null_target 이벤트 자체를 줄이기 — `Automation.FocusedElement` 직접 조회해 type 스텝 target 채우기 (issue #14 Gap I-1). 현재는 player fallback으로 우회.
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## Blocked
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## Blocked
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20
docs/history/2026-04-08_gitea-mcp-access-qa.md
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20
docs/history/2026-04-08_gitea-mcp-access-qa.md
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# Gitea MCP 접근 경로 Q&A
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**소요 시간**: 5분
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**Context 사용량**: input ~30k / output ~1k tokens
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**이슈**: #0
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## 요약
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- 사용자 질문: "gitea 엑세스 어떻게 하고 있지. 다른 프로젝트에서는 gitea mcp가 안 된다."
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- 확인 결과: Gitea MCP는 글로벌 user scope (`C:\Users\nbright\.claude.json`의 최상위 `mcpServers.gitea`)에 등록됨.
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- command: `C:/Users/nbright/bin/gitea-mcp.exe -t stdio`
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- env: `GITEA_HOST=https://gitea.hmac.kr`, `GITEA_ACCESS_TOKEN=6f6147...`
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- 본 프로젝트에서 바로 쓸 수 있었던 이유: `.claude/settings.json`의 `permissions.allow`에 `mcp__gitea__*` 명시.
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## 다른 프로젝트에서 안 되는 원인 후보
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1. 프로젝트별 MCP 승인 미처리 (`/mcp`로 enable 필요)
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2. `disabledMcpjsonServers`에 gitea 포함 또는 `enableAllProjectMcpServers: false`
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3. 프로젝트 로컬 `.mcp.json`이 잘못된 gitea 정의로 덮어씀
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4. `permissions.allow`에 `mcp__gitea__*` 누락 → 매번 허용 프롬프트
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70
docs/history/2026-04-08_이슈14-raw-시나리오-e2e-성공.md
Normal file
70
docs/history/2026-04-08_이슈14-raw-시나리오-e2e-성공.md
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@@ -0,0 +1,70 @@
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# 2026-04-08 — 이슈 #14 Raw 시나리오 E2E 성공
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**이슈**: #14 Raw 레코딩 시나리오를 수동 cleanup 없이 재생 가능하게
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**소요 시간**: ~90분
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**Context 사용량**: ~60k tokens (Opus 4.6)
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## 결과
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🎉 **`scenarios/box-v6.yaml` 원본(AI 후처리 없음)** → Player 재생 → **SUT에 Box geometry 생성 확인**.
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이전 box-v5-clean.yaml E2E 성공은 AI가 focus 이벤트 40+개 제거, target UIA 경로 리타기팅(ItemsControl→CommandBox), 뷰포트 offset 박음질 등 수작업 후편집의 결과였다. 이번 작업으로 **수작업 없이 recorder 원본을 그대로 재생**하는 경로가 처음으로 열렸다.
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## 문제 분해
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레코더 원본은 다음 4가지 이유로 재생 불가였다:
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1. **Type/Click null target** — recorder가 key/mouse 이벤트 발생 시 focused element를 resolve 못 해 `target: null`로 저장. Player는 "#11에서 null skip" 정책이라 아예 실행 안 함.
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2. **Player 실행 시 포커스** — `dotnet run` 한 PowerShell이 foreground라 첫 type("BOX")이 PowerShell로 들어감.
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3. **선두 alt+tab 노이즈** — 녹화 시작 시 사용자가 에디터→SUT로 전환하려던 alt+tab 2개가 재생 시 SUT를 오히려 off-foreground로 보냄.
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4. **스텝 간 타이밍 없음** — 엔진이 즉시 연속 실행 → SUT가 BOX 명령 → 모서리 픽 전환할 틈 없음.
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## 구현 (Player 쪽 포스트프로세싱)
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### 1. Null-target fallback (PlayerEngine)
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- `Type + null target` → 현재 포커스로 그대로 `host.Type()` (SUT CommandBox 포커스 가정)
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- `Click + null target + raw_coord` → screen-absolute 좌표로 직접 `host.Click()`
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- 기타 null target → 여전히 skip (안전)
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- `Step.RawCoord: int[]?` 추가, YAML `raw_coord` 자동 매핑
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### 2. SUT foreground 강제 (UiaPlayerHost.BringSutToForeground)
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- `_app.GetMainWindow().SetForeground() + Focus()`
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- 600ms settle (150 → 600으로 상향; 초기 char 드롭 관찰 후)
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- Program.cs가 engine.Run 이전에 1회 호출
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### 3. 선두 alt+tab 자동 skip (PlayerEngine.Run)
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- 녹화 startup 노이즈 제거. SUT가 이미 foreground인 상태에서 alt+tab 실행은 오히려 유해.
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### 4. 스텝 간 타이밍 복원 (PlayerEngine + IPlayerHost.Delay)
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- `Step.Ts: long?` 추가
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- `PlayerEngineOptions.PreserveTiming` (기본 on)
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- `ts_i - ts_{i-1}` 를 150ms~3s로 클램프해 host.Delay 호출
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- **엔진 내부 `Thread.Sleep` 금지 DoD를 유지하기 위해** 딜레이는 `IPlayerHost.Delay`로 위임. `UiaPlayerHost`만 실제 sleep, `FakePlayerHost`는 기록만.
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- 첫 스텝도 MinStepDelay 받도록 prevTs 시드
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### 5. 스텝 로그
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- `[player] step {i} kind={kind} value={value}` — 라이브 디버깅용
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## 테스트
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- `PlayerEngine_NullTarget_SkipsWithoutCalling` → `PlayerEngine_NullTarget_Fallback_Issue14`로 교체
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- click(null+raw_coord) → clicks[0] 검증, type(null+value) → types[0] 검증
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- click(null, no raw_coord), drag(null) → 여전히 skip
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- 전체 suite green: 94+ tests (Player 24, Runner 6, Recorder 26, Normalizer 16, ...)
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|
## 라이브 검증 (사용자 환경)
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|
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|
```
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dotnet run --project src\Recordingtest.Player -- --scenario scenarios\box-v6.yaml --output-dir artifacts\replay-v6-raw --no-launch
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|
```
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첫 시도는 BOX 타이핑이 누락 (`[player] step 2 kind=Type value=BOX` 로그는 찍혔지만 SUT command box에 안 들어감). 두 번째 시도에서 Box geometry 생성 성공.
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|
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|
## 남은 과제 (PLAN.md P1에 등록)
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|
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|
- **foreground settle 경계선 문제** — 600ms가 가끔 부족. `SetForegroundWindow` 후 능동 대기(`GetForegroundWindow == sut_hwnd` polling) 또는 첫 type 이전에 Keyboard warm-up 필요.
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|
- **recorder Gap I-1** — null_target_steps를 근본적으로 줄이려면 recorder가 key_down 시점에 `Automation.FocusedElement`를 직접 쿼리해서 typeRes를 채워야 함. 현재는 player fallback으로 우회 중.
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|
|
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|
## 관련 커밋
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|
|
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|
- (pending) Player null-target fallback + foreground + alt+tab strip + timing preservation
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@@ -25,4 +25,9 @@ public interface IPlayerHost
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|
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void CaptureCheckpoint(int afterStep, string saveAs);
|
void CaptureCheckpoint(int afterStep, string saveAs);
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void CaptureFailureArtifacts(int stepIndex, string reason);
|
void CaptureFailureArtifacts(int stepIndex, string reason);
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|
|
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|
// Issue #14: delay between steps. Kept on the host (not in the engine)
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|
// because PlayerEngine contract forbids fixed sleeps; the host is free
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|
// to implement real time or a virtual clock for tests.
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|
void Delay(TimeSpan duration);
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}
|
}
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|
|||||||
@@ -22,6 +22,12 @@ public sealed class Step
|
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public string? WaitFor { get; set; }
|
public string? WaitFor { get; set; }
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public int? AfterStep { get; set; }
|
public int? AfterStep { get; set; }
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public string? SaveAs { get; set; }
|
public string? SaveAs { get; set; }
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|
// Issue #14: recorder-captured screen-absolute coordinates used as
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|
// fallback when Target is null (Click). Optional; null for non-mouse steps.
|
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|
public int[]? RawCoord { get; set; }
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|
// Issue #14: recorder-captured absolute timestamp (ms). Used by the
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|
// engine to preserve inter-step pacing during playback.
|
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|
public long? Ts { get; set; }
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}
|
}
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|
|
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public sealed class Target
|
public sealed class Target
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||||||
|
|||||||
@@ -6,6 +6,12 @@ public sealed class PlayerEngineOptions
|
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{
|
{
|
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public TimeSpan ResolveTimeout { get; set; } = TimeSpan.FromSeconds(10);
|
public TimeSpan ResolveTimeout { get; set; } = TimeSpan.FromSeconds(10);
|
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public TimeSpan WaitForTimeout { get; set; } = TimeSpan.FromSeconds(15);
|
public TimeSpan WaitForTimeout { get; set; } = TimeSpan.FromSeconds(15);
|
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|
|
||||||
|
// Issue #14: preserve recorded inter-step delays (clamped). When true the
|
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|
// engine sleeps step.Ts - prevStep.Ts between steps, bounded by Min/Max.
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|
public bool PreserveTiming { get; set; } = true;
|
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|
public TimeSpan MinStepDelay { get; set; } = TimeSpan.FromMilliseconds(150);
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|
public TimeSpan MaxStepDelay { get; set; } = TimeSpan.FromSeconds(3);
|
||||||
}
|
}
|
||||||
|
|
||||||
public sealed class PlayerEngine
|
public sealed class PlayerEngine
|
||||||
@@ -22,9 +28,51 @@ public sealed class PlayerEngine
|
|||||||
ArgumentNullException.ThrowIfNull(scenario);
|
ArgumentNullException.ThrowIfNull(scenario);
|
||||||
ArgumentNullException.ThrowIfNull(host);
|
ArgumentNullException.ThrowIfNull(host);
|
||||||
|
|
||||||
for (int i = 0; i < scenario.Steps.Count; i++)
|
// Issue #14: strip leading alt+tab hotkey steps. These are recording
|
||||||
|
// startup noise (user tabbing from their editor into the SUT at the
|
||||||
|
// start of the session). At replay time the player already puts the
|
||||||
|
// SUT in the foreground, so re-running alt+tab here just switches
|
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|
// focus AWAY from the SUT and breaks subsequent Type steps.
|
||||||
|
int start = 0;
|
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|
while (start < scenario.Steps.Count)
|
||||||
|
{
|
||||||
|
var s = scenario.Steps[start];
|
||||||
|
if (s.Kind == StepKind.Hotkey &&
|
||||||
|
string.Equals(s.Value, "alt+tab", StringComparison.OrdinalIgnoreCase))
|
||||||
|
{
|
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|
Console.WriteLine(
|
||||||
|
$"[player] info: skipping leading alt+tab step {start} (issue #14)");
|
||||||
|
start++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Seed prevTs so the FIRST executed step also gets a pre-delay
|
||||||
|
// (MinStepDelay). Without this, step 2's Type can fire before the
|
||||||
|
// SUT has fully settled after foreground switch.
|
||||||
|
long? prevTs = start < scenario.Steps.Count && scenario.Steps[start].Ts is long firstTs
|
||||||
|
? firstTs - (long)_options.MinStepDelay.TotalMilliseconds
|
||||||
|
: null;
|
||||||
|
for (int i = start; i < scenario.Steps.Count; i++)
|
||||||
{
|
{
|
||||||
var step = scenario.Steps[i];
|
var step = scenario.Steps[i];
|
||||||
|
|
||||||
|
if (_options.PreserveTiming && step.Ts is long ts)
|
||||||
|
{
|
||||||
|
if (prevTs is long p)
|
||||||
|
{
|
||||||
|
var delta = ts - p;
|
||||||
|
if (delta < _options.MinStepDelay.TotalMilliseconds)
|
||||||
|
delta = (long)_options.MinStepDelay.TotalMilliseconds;
|
||||||
|
if (delta > _options.MaxStepDelay.TotalMilliseconds)
|
||||||
|
delta = (long)_options.MaxStepDelay.TotalMilliseconds;
|
||||||
|
host.Delay(TimeSpan.FromMilliseconds(delta));
|
||||||
|
}
|
||||||
|
prevTs = ts;
|
||||||
|
}
|
||||||
|
|
||||||
|
Console.WriteLine($"[player] step {i} kind={step.Kind} value={step.Value ?? ""}");
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
ExecuteStep(i, step, host);
|
ExecuteStep(i, step, host);
|
||||||
@@ -70,13 +118,30 @@ public sealed class PlayerEngine
|
|||||||
}
|
}
|
||||||
else if (StepRequiresTarget(step.Kind))
|
else if (StepRequiresTarget(step.Kind))
|
||||||
{
|
{
|
||||||
// Issue #11: recorder may emit Click/Drag/Type/Focus steps with
|
// Issue #14: recorder emits Type/Click with null target when the
|
||||||
// null target. Never click/drag/type at (0,0) on the desktop —
|
// focused element / UIA path at record time could not be resolved
|
||||||
// skip with a warning instead.
|
// (e.g. typing into a CommandBox before any mouse click, clicks on
|
||||||
|
// canvas children that don't expose AutomationId). Fall back to:
|
||||||
|
// - Type → send keystrokes to whatever currently has focus
|
||||||
|
// - Click → use recorded raw_coord (screen-absolute) directly
|
||||||
|
// This mirrors the manual cleanup that produced box-v5-clean.yaml.
|
||||||
|
if (step.Kind == StepKind.Type)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
else if (step.Kind == StepKind.Click
|
||||||
|
&& step.RawCoord is { Length: >= 2 })
|
||||||
|
{
|
||||||
|
point = new ScreenPoint(step.RawCoord[0], step.RawCoord[1]);
|
||||||
Console.WriteLine(
|
Console.WriteLine(
|
||||||
$"[player] warn: skipping step {index} kind={step.Kind} — target is null (issue #11)");
|
$"[player] info: step {index} kind=Click null target — using raw_coord ({point.X},{point.Y}) (issue #14)");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[player] warn: skipping step {index} kind={step.Kind} — target is null and no fallback (issue #14)");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
switch (step.Kind)
|
switch (step.Kind)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -59,6 +59,13 @@ else
|
|||||||
}
|
}
|
||||||
|
|
||||||
using var host = new UiaPlayerHost(app, artifactDir);
|
using var host = new UiaPlayerHost(app, artifactDir);
|
||||||
|
|
||||||
|
// Issue #14: ensure SUT is the foreground window before playback so that
|
||||||
|
// keystrokes (Type/Hotkey) land on the SUT instead of whatever shell the
|
||||||
|
// player was launched from (PowerShell, VS Code, etc.). Without this, the
|
||||||
|
// very first "BOX" type step gets typed into the launching terminal.
|
||||||
|
host.BringSutToForeground();
|
||||||
|
|
||||||
var engine = new PlayerEngine();
|
var engine = new PlayerEngine();
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -206,6 +206,41 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Issue #14 — force the SUT main window to foreground and give it keyboard
|
||||||
|
/// focus before playback starts. Handles the common case where the player
|
||||||
|
/// was launched from a shell that still has focus when the first Type/Hotkey
|
||||||
|
/// step fires.
|
||||||
|
/// </summary>
|
||||||
|
public void BringSutToForeground()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var w = _app?.GetMainWindow(_automation, TimeSpan.FromSeconds(5));
|
||||||
|
if (w is null) return;
|
||||||
|
try { w.SetForeground(); } catch { /* best-effort */ }
|
||||||
|
try { w.Focus(); } catch { /* best-effort */ }
|
||||||
|
// Small settle so the OS-level focus switch takes effect before
|
||||||
|
// the first SendInput. 150ms is enough in practice on Win10.
|
||||||
|
// Increased from 150→600ms because FlaUI Keyboard.Type drops the
|
||||||
|
// first couple of characters if SendInput fires before the OS
|
||||||
|
// finishes the focus transition (observed: "BOX" lost on first
|
||||||
|
// step, "10" succeeded later once the app had settled).
|
||||||
|
System.Threading.Thread.Sleep(600);
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
// best-effort; if this fails the user will see the BOX text land
|
||||||
|
// in the wrong window and can re-run with the SUT focused manually.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Delay(TimeSpan duration)
|
||||||
|
{
|
||||||
|
if (duration > TimeSpan.Zero)
|
||||||
|
System.Threading.Thread.Sleep(duration);
|
||||||
|
}
|
||||||
|
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
_automation.Dispose();
|
_automation.Dispose();
|
||||||
|
|||||||
@@ -35,4 +35,6 @@ internal sealed class FakePlayerHost : IPlayerHost
|
|||||||
Checkpoints.Add((afterStep, saveAs));
|
Checkpoints.Add((afterStep, saveAs));
|
||||||
public void CaptureFailureArtifacts(int stepIndex, string reason) =>
|
public void CaptureFailureArtifacts(int stepIndex, string reason) =>
|
||||||
Failures.Add((stepIndex, reason));
|
Failures.Add((stepIndex, reason));
|
||||||
|
public List<TimeSpan> Delays { get; } = new();
|
||||||
|
public void Delay(TimeSpan duration) => Delays.Add(duration);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -154,25 +154,33 @@ baselines:
|
|||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void PlayerEngine_NullTarget_SkipsWithoutCalling()
|
public void PlayerEngine_NullTarget_Fallback_Issue14()
|
||||||
{
|
{
|
||||||
|
// Issue #14: null-target fallbacks.
|
||||||
|
// - Type → send keystrokes to current focus (no target required)
|
||||||
|
// - Click w/ raw_coord → click at raw_coord screen-absolute
|
||||||
|
// - Click w/o raw_coord → still skipped (no way to click safely)
|
||||||
|
// - Drag → still skipped (no raw_coord pair handling yet)
|
||||||
var engine = new PlayerEngine();
|
var engine = new PlayerEngine();
|
||||||
var host = new FakePlayerHost();
|
var host = new FakePlayerHost();
|
||||||
var scenario = new Scenario
|
var scenario = new Scenario
|
||||||
{
|
{
|
||||||
Steps =
|
Steps =
|
||||||
{
|
{
|
||||||
new Step { Kind = StepKind.Click, Target = null },
|
new Step { Kind = StepKind.Click, Target = null }, // skip
|
||||||
new Step { Kind = StepKind.Drag, Target = null },
|
new Step { Kind = StepKind.Click, Target = null, RawCoord = new[] { 123, 456 } },
|
||||||
|
new Step { Kind = StepKind.Drag, Target = null }, // skip
|
||||||
new Step { Kind = StepKind.Type, Target = null, Value = "hello" },
|
new Step { Kind = StepKind.Type, Target = null, Value = "hello" },
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
engine.Run(scenario, host);
|
engine.Run(scenario, host);
|
||||||
|
|
||||||
Assert.Empty(host.Clicks);
|
Assert.Single(host.Clicks);
|
||||||
|
Assert.Equal(new ScreenPoint(123, 456), host.Clicks[0]);
|
||||||
Assert.Empty(host.Drags);
|
Assert.Empty(host.Drags);
|
||||||
Assert.Empty(host.Types);
|
Assert.Single(host.Types);
|
||||||
|
Assert.Equal("hello", host.Types[0]);
|
||||||
Assert.Empty(host.Failures);
|
Assert.Empty(host.Failures);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -38,6 +38,7 @@ public sealed class FakePlayerHost : IPlayerHost
|
|||||||
}
|
}
|
||||||
public void CaptureCheckpoint(int afterStep, string saveAs) { }
|
public void CaptureCheckpoint(int afterStep, string saveAs) { }
|
||||||
public void CaptureFailureArtifacts(int stepIndex, string reason) { }
|
public void CaptureFailureArtifacts(int stepIndex, string reason) { }
|
||||||
|
public void Delay(TimeSpan duration) { }
|
||||||
}
|
}
|
||||||
|
|
||||||
public sealed class FakeHostFactory : IRunnerHostFactory
|
public sealed class FakeHostFactory : IRunnerHostFactory
|
||||||
|
|||||||
Reference in New Issue
Block a user