ci/woodpecker/push/woodpecker Pipeline was successful
A store with paid titles had nothing to tell this client and no way for it to listen: the catalog carried no price, no entitlement and no sign-in, so a gated download could only come back 403 and leave the window guessing why. The knowledge belongs on the server, not here. This client serves whichever catalog a registry names, so anything it knew about a particular shop would be a rule that breaks every other one. WarpEngine 0.5 answers GET /api/service with what it offers and puts an `access` block on every entry; this reads both. There is no store name anywhere in the diff. - **0.5 is a dialect of its own**, the older shape with `access` added. The version list is exhaustive over the selector, so adding it was a compile error until somebody said what it reads like — which is what that switch is for. - **A card shows a price and a Buy button** when a title is not yours, opening the store's own page. Buying stays in a browser: a checkout rebuilt here would be a second place to get card handling wrong. - **Signing in is the device grant**: a short code, the person's own browser, and no password crossing this window. The token goes in the OS keychain through safeStorage — one per store — and where no keychain exists it is not stored at all rather than written out in the clear. - **Owned / To buy** join the categories, since owning something is not the same as having installed it. Three things worth stating about the shape: The bearer token stops at the origin that issued it. A gated download redirects to signed storage — often somebody else's host — and some object stores refuse a request outright when an Authorization header arrives alongside the signature. An absent access block is not "free". It is an engine too old to have an opinion, and only one of those two is a reason to offer somebody a sign-in, so the three states are kept apart all the way to the card. state.json does not carry entitlement. Whether somebody may download a title is the server's answer to a question asked now; a copy on disk would go stale on the next purchase or refund, and a stale yes is the dangerous direction. A store with no sign-in shows none, and every WarpEngine before 0.5 is such a store: no Account block, no prices, no new categories. The smoke test against the live catalog reports exactly that — `sign-in: not offered`, `access: open:13`. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
222 lines
9.8 KiB
TypeScript
222 lines
9.8 KiB
TypeScript
import fs from 'node:fs'
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import path from 'node:path'
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import { GameDtoMapper } from '../application/mappers/GameDtoMapper'
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import type { CatalogListing } from '../domain/models/CatalogListing'
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import type { InstalledStore } from '../domain/models/InstalledStore'
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import { DESKTOP_STORE_ENGINE } from '../domain/models/StoreEngine'
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import { deriveStoreId } from '../domain/models/StoreIdentity'
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import { NativeStoreCatalogGateway } from '../infrastructure/engine/NativeStoreCatalogGateway'
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import { HttpTextClient } from '../infrastructure/http/HttpTextClient'
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import { FileSystemInstalledStoreRepository } from '../infrastructure/repositories/FileSystemInstalledStoreRepository'
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import { HttpStoreRegistryRepository } from '../infrastructure/repositories/HttpStoreRegistryRepository'
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import type { GameDto } from '../shared/contracts/dto/GameDto'
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import { ENGLISH_MESSAGES } from '../shared/i18n/EnglishMessages'
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import { HUNGARIAN_MESSAGES } from '../shared/i18n/HungarianMessages'
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import { LOCALES } from '../shared/i18n/MessageBundle'
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/**
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* Drives the store with no window and no Electron at all.
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*
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* Since the engine is part of this application, this exercises the real thing rather
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* than a child process: a bad release choice or a broken menu entry fails here.
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*
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* This is the second composition root, and the reason the layers are worth having:
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* the same services the window uses are assembled here against the same ports, so an
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* integration mistake shows up in a terminal rather than in a screenshot.
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*
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* npm run smoke the store on this machine
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* SMOKE_HOME=/path/to/store-home npm run smoke a sandbox store
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*/
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class SmokeTest {
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private failed = false
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private readonly stores = new FileSystemInstalledStoreRepository()
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private readonly catalogGateway = new NativeStoreCatalogGateway()
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private readonly httpClient = new HttpTextClient()
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private readonly registry = new HttpStoreRegistryRepository(this.httpClient)
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private readonly gameMapper = new GameDtoMapper()
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public async run (): Promise<number> {
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console.log('warp-engine-client smoke test')
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this.checkMessages()
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await this.checkRegistry()
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const store = this.findStore()
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if (store === null) return this.failed ? 1 : 0
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await this.checkCatalog(store)
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return this.failed ? 1 : 0
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}
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/** The bundles are typed against one key set, so this only counts them. */
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private checkMessages (): void {
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const english = Object.keys(ENGLISH_MESSAGES).length
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const hungarian = Object.keys(HUNGARIAN_MESSAGES).length
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if (english === hungarian) this.reportOk('strings', `${String(english)} keys × ${String(LOCALES.length)} languages`)
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else this.reportBad('strings', `en has ${String(english)}, hu has ${String(hungarian)}`)
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}
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private async checkRegistry (): Promise<void> {
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try {
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const stores = await this.registry.listStores()
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if (stores.length === 0) {
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this.reportBad('registry', `${this.registry.sourceUrl} returned no stores`)
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return
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}
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this.reportOk('registry', `${String(stores.length)} store(s) from ${this.registry.sourceUrl}`)
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// The slug is worth printing: it names the store home and the games subfolder, and
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// it is derived here rather than told to us, so a wrong catalog URL shows up as a
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// wrong folder name before anything is installed.
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for (const store of stores) {
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this.reportOk(` ${store.name}`, `${store.catalogUrl} · ${deriveStoreId(store)}`)
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}
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} catch (error: unknown) {
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this.reportBad('registry', `${this.registry.sourceUrl}: ${this.describe(error)}`)
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}
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}
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private findStore (): InstalledStore | null {
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const sandbox = process.env['SMOKE_HOME']
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if (sandbox !== undefined && sandbox.length > 0) {
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const home = path.resolve(sandbox)
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const store: InstalledStore = {
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id: path.basename(home).replace(DESKTOP_STORE_ENGINE.homeSuffix, ''),
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name: path.basename(home),
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home,
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configPath: path.join(home, 'config.json'),
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engine: DESKTOP_STORE_ENGINE.id
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}
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if (!fs.existsSync(store.configPath)) {
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this.reportBad('SMOKE_HOME', `${store.configPath} is missing`)
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return null
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}
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this.reportOk('store (SMOKE_HOME)', store.home)
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return store
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}
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const found = this.stores.findAll()[0]
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if (found === undefined) {
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console.log(' skip no store installed — run the app once, or set SMOKE_HOME')
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console.log(` it would be installed in ${this.stores.resolveDefaultHome('ttg')}`)
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return null
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}
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this.reportOk('store found', `${found.id} in ${found.home}`)
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return found
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}
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private async checkCatalog (store: InstalledStore): Promise<void> {
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const logLines: string[] = []
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const progress = { onLog: (line: string): void => { logLines.push(line) } }
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const paths = await this.catalogGateway.readPaths(store, progress)
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if (paths.operatingSystem.length > 0 && paths.storeFolder.length > 0) {
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this.reportOk('paths', `${paths.operatingSystem} → ${paths.storeFolder}`)
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} else {
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this.reportBad('paths', JSON.stringify(paths))
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}
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const listing: CatalogListing = await this.catalogGateway.listGames(store, progress)
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if (listing.games.length === 0) {
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this.reportBad('list', 'no games came back')
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return
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}
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const games = this.gameMapper.toDtoList(listing.games, listing.paths?.catalogBaseUrl ?? '')
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this.reportListing(games)
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this.reportAccess(listing, games)
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if (logLines.length > 0) this.reportOk('stderr log', `${String(logLines.length)} lines (kept off stdout)`)
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}
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/**
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* What the catalog said about who may have what.
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*
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* The load-bearing case is the boring one: an older engine says nothing, every title
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* comes back `open`, and the client behaves exactly as it did before any of this
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* existed. A gated catalog is where the rest of it starts mattering.
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*/
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private reportAccess (listing: CatalogListing, games: readonly GameDto[]): void {
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const account = listing.account
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this.reportOk('sign-in', account.signInAvailable
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? (account.signedIn ? 'offered, and signed in' : 'offered, not signed in')
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: 'not offered by this catalog')
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const counts = new Map<string, number>()
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for (const game of games) {
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counts.set(game.accessVerdict, (counts.get(game.accessVerdict) ?? 0) + 1)
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}
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const summary = [...counts.entries()]
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.map(([verdict, count]: readonly [string, number]): string => `${verdict}:${String(count)}`)
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.join(', ')
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this.reportOk('access', summary)
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// A price with nothing to click, or a purchase button with no price, is a card
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// somebody cannot act on.
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const unbuyable = games.filter((game: GameDto): boolean =>
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game.accessVerdict === 'purchasable' && game.purchaseUrl === null)
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if (unbuyable.length > 0) {
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this.reportBad('purchase links', `${String(unbuyable.length)} priced titles have nowhere to buy them`)
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} else if ((counts.get('purchasable') ?? 0) > 0) {
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this.reportOk('purchase links', 'every priced title has one')
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}
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}
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private reportListing (games: readonly GameDto[]): void {
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const installable = games.filter((game: GameDto): boolean => game.installable)
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const native = installable.filter((game: GameDto): boolean => game.mode === 'app').length
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const hosted = installable.length - native
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this.reportOk('list', `${String(games.length)} titles ` +
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`(app:${String(native)}, web:${String(hosted)}, unavailable:${String(games.length - installable.length)})`)
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// The listing is supposed to carry what it cannot install, with a reason on each.
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const unavailable = games.filter((game: GameDto): boolean => !game.installable)
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const unexplained = unavailable.filter((game: GameDto): boolean => game.unavailableReason === null)
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if (unexplained.length > 0) this.reportBad('unavailable', `${String(unexplained.length)} have no reason`)
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else if (unavailable.length > 0) {
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const first = unavailable[0]
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if (first !== undefined) {
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this.reportOk('unavailable', `${String(unavailable.length)}, e.g. ${first.name}: ${first.unavailableReason ?? ''}`)
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}
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}
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const withoutTitle = games.filter((game: GameDto): boolean =>
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game.name.length === 0 || game.title.length === 0 || game.platform.length === 0)
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if (withoutTitle.length > 0) this.reportBad('game shape', `${String(withoutTitle.length)} entries are incomplete`)
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else this.reportOk('game shape', 'name, title, platform, version, mode, installed, updateAvailable')
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const installed = games.filter((game: GameDto): boolean => game.installed)
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this.reportOk('installed', `${String(installed.length)} of ${String(games.length)}`)
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const unlaunchable = installed.filter((game: GameDto): boolean => !game.launchable)
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if (unlaunchable.length > 0) this.reportBad('launch targets', `${String(unlaunchable.length)} installed titles have nothing to launch`)
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else if (installed.length > 0) this.reportOk('launch targets', 'every installed title has one')
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const withArt = games.filter((game: GameDto): boolean => game.imageUrl !== null)
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if (withArt.length > 0) {
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const first = withArt[0]
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if (first !== undefined) this.reportOk('box art', first.imageUrl ?? '')
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}
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}
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private describe (error: unknown): string {
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return error instanceof Error ? error.message : String(error)
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}
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private reportOk (label: string, value?: string): void {
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console.log(` ok ${label}${value === undefined ? '' : `: ${value}`}`)
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}
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private reportBad (label: string, value: string): void {
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this.failed = true
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console.log(` FAIL ${label}: ${value}`)
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}
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}
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void new SmokeTest().run().then(
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(code: number): void => { process.exitCode = code },
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(error: unknown): void => {
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console.log(` FAIL error: ${error instanceof Error ? error.message : String(error)}`)
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process.exitCode = 1
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}
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)
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