Files
fristydev/hooks/use-game-profile.test.tsx
fristy 864b9226fc
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desloppify: code health overhaul plus abuse hardening (140 green, strict 87.2)
Honest baseline after removing 45 gaming suppressions. Structural: lib/game plus root hooks extraction, CORS origin echo, DEV_ORIGINS layering. Fixes: error-cause binding, discord 5xx split, null-cache guard, co-located tests, rejecting-fetch coverage, naming and typing cleanup, socket controller, cache bound, cascade helpers, latch resets. Hardening: per-IP rate limit on API routes, deterministic-miss UX, retry cooldown plus cap. Suite 140 green, build plus lint clean.
2026-09-11 23:54:59 +03:00

76 lines
2.6 KiB
TypeScript

import { afterEach, describe, expect, it, vi } from "vitest";
import { act, renderHook, waitFor } from "@testing-library/react";
import { useGameProfile } from "@/hooks/use-game-profile";
import { profileFixture } from "@/test/fixtures";
afterEach(() => {
vi.unstubAllGlobals();
vi.restoreAllMocks();
});
describe("useGameProfile", () => {
it("loads a profile and derives view state", async () => {
vi.stubGlobal(
"fetch",
vi.fn(async () => ({ ok: true, json: async () => profileFixture() }) as Response),
);
const { result } = renderHook(() => useGameProfile("1", "en", 0));
await waitFor(() => expect(result.current.profile?.name).toBe("Test Game"));
expect(result.current.failed).toBe(false);
expect(result.current.localeTag).toBe("en-US");
expect(result.current.hasDetails).toBe(true);
});
it("flags failure when the API errors", async () => {
vi.stubGlobal(
"fetch",
vi.fn(async () => ({ ok: false, status: 500 }) as Response),
);
const { result } = renderHook(() => useGameProfile("1", "en", 0));
await waitFor(() => expect(result.current.failed).toBe(true));
expect(result.current.profile).toBeNull();
});
it("retries on demand", async () => {
let calls = 0;
vi.stubGlobal(
"fetch",
vi.fn(async () => {
calls += 1;
return { ok: false, status: 500 } as Response;
}),
);
const { result } = renderHook(() => useGameProfile("1", "en", 0));
await waitFor(() => expect(result.current.failed).toBe(true));
expect(result.current.canRetry).toBe(true);
result.current.retry();
await waitFor(() => expect(calls).toBeGreaterThan(1));
});
it("blocks double retry during cooldown and restores on reset", async () => {
let calls = 0;
vi.stubGlobal(
"fetch",
vi.fn(async () => {
calls += 1;
return { ok: false, status: 500 } as Response;
}),
);
const { result } = renderHook(() => useGameProfile("1", "en", 0));
await waitFor(() => expect(result.current.failed).toBe(true));
act(() => {
result.current.retry();
});
expect(result.current.canRetry).toBe(false);
const afterFirstRetry = calls;
act(() => {
result.current.retry();
});
expect(calls).toBe(afterFirstRetry);
act(() => {
result.current.reset();
});
expect(result.current.canRetry).toBe(true);
});
});