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https://github.com/vicliu624/trail-mate.git
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128 lines
3.6 KiB
C++
128 lines
3.6 KiB
C++
#include "ui/screens/team/team_page_flow_controller.h"
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#include <cassert>
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namespace
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{
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void testNavigateToPushesPreviousPage()
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{
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team::ui::TeamPageFlowState state;
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state.page = team::ui::TeamPage::StatusInTeam;
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const auto result = team::ui::TeamPageFlowController().navigateTo(
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state,
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team::ui::TeamPage::TeamHome,
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true);
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assert(result.changed);
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assert(state.page == team::ui::TeamPage::TeamHome);
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assert(state.nav_stack.size() == 1);
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assert(state.nav_stack[0] == team::ui::TeamPage::StatusInTeam);
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}
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void testNavigateBackNormalizesNotInTeamWhenAlreadyInTeam()
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{
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team::ui::TeamPageFlowState state;
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state.page = team::ui::TeamPage::TeamHome;
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state.in_team = true;
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state.nav_stack.push_back(team::ui::TeamPage::StatusNotInTeam);
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const auto result =
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team::ui::TeamPageFlowController().navigateBack(state);
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assert(result.changed);
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assert(!result.request_exit);
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assert(state.page == team::ui::TeamPage::StatusInTeam);
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assert(state.nav_stack.empty());
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}
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void testNavigateBackRequestsExitWhenStackEmpty()
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{
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team::ui::TeamPageFlowState state;
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state.page = team::ui::TeamPage::StatusNotInTeam;
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const auto result =
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team::ui::TeamPageFlowController().navigateBack(state);
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assert(!result.changed);
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assert(result.request_exit);
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}
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void testJoinPendingBackResetsToInTeamStatus()
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{
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team::ui::TeamPageFlowState state;
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state.page = team::ui::TeamPage::JoinPending;
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state.in_team = true;
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state.nav_stack.push_back(team::ui::TeamPage::TeamHome);
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const auto result =
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team::ui::TeamPageFlowController().navigateBack(state);
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assert(result.changed);
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assert(state.page == team::ui::TeamPage::StatusInTeam);
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assert(state.nav_stack.empty());
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}
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void testInitialPageSelection()
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{
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team::ui::TeamPageFlowState state;
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state.kicked_out = true;
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team::ui::TeamPageFlowController controller;
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controller.selectInitialPage(state);
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assert(state.page == team::ui::TeamPage::KickedOut);
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state = {};
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state.pending_join = true;
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controller.selectInitialPage(state);
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assert(state.page == team::ui::TeamPage::JoinPending);
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state = {};
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state.in_team = true;
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controller.selectInitialPage(state);
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assert(state.page == team::ui::TeamPage::StatusInTeam);
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state = {};
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controller.selectInitialPage(state);
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assert(state.page == team::ui::TeamPage::StatusNotInTeam);
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}
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void testSyncRuntimeKeepsPageConsistentWithPairingAndMembership()
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{
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team::ui::TeamPageFlowController controller;
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team::ui::TeamPageFlowState state;
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state.pairing_state = team::TeamPairingState::MemberScanning;
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state.page = team::ui::TeamPage::StatusNotInTeam;
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auto result = controller.syncRuntime(state, 50);
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assert(result.changed);
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assert(state.pending_join_started_s == 50);
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assert(state.page == team::ui::TeamPage::JoinPending);
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state.in_team = true;
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state.pairing_state = team::TeamPairingState::Idle;
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result = controller.syncRuntime(state, 60);
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assert(result.changed);
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assert(state.page == team::ui::TeamPage::StatusInTeam);
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state.in_team = false;
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state.page = team::ui::TeamPage::JoinPending;
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result = controller.syncRuntime(state, 70);
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assert(result.changed);
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assert(state.page == team::ui::TeamPage::StatusNotInTeam);
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}
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} // namespace
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int main()
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{
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testNavigateToPushesPreviousPage();
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testNavigateBackNormalizesNotInTeamWhenAlreadyInTeam();
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testNavigateBackRequestsExitWhenStackEmpty();
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testJoinPendingBackResetsToInTeamStatus();
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testInitialPageSelection();
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testSyncRuntimeKeepsPageConsistentWithPairingAndMembership();
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return 0;
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}
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