Capture the profile and channel screens - #1399
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PlayerProfile, PlayerProfileScreen and ChannelScreen were never captured. Every route the manifest missed takes a parameter, and the game screens were expanded from fixture data that already carried the game and phase ids, so the routes needing a user, channel or member id fell through that seam. The channel and in-game profile screens derive their ids from each fixture the same way, so they follow new fixtures without editing this file. Members are filtered to those with a public profile, since not-joined and seat-open-spectator use ids the mock profile store does not hold and would otherwise capture a not-found screen; another player is preferred over the current user, whose profile renders the sparser self view. Takes the matrix from 113 screens to 138, or 276 captures across both viewports. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Rpdnjrt6eQYMbJFRKLHEXE
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Screenshot diff0 screens changed of 276 captured. No visual differences found. |
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What this PR does
Adds three screens the screenshot matrix never captured:
Home/PlayerProfile,GameDetail/PlayerProfileScreenandGameDetail/ChannelScreen.This is a follow-up to #1374, which is merged. It changes
scripts/screenshot-diff/manifest.mjsonly.Why they were missing
Every route the manifest omitted takes a parameter —
:userId,:channelId,:memberId,:variantId. The game screens are expanded from fixture data that already carried the game and phase ids, so routes needing any other id fell through that seam and were never listed.#1397is a live example: it restylesPlayerProfileContent.tsx,PlayerProfileScreen.tsxandHome/PlayerProfile.tsx, and the screenshot diff reported no change on any of them, because none were captured.How the ids are derived
Channel and in-game profile screens expand from each fixture the same way the existing game screens do, so they follow new fixtures without editing the manifest:
not-joinedandseat-open-spectatoruse member ids the mock profile store does not hold, so they would otherwise capture a not-found screen; they get a channel screen but no profile screen. Another player is preferred over the current user, whose own profile renders the sparser self view.The standalone
/player/2screen is a flat addition, since it takes no game context.Coverage
113 screens → 138, so 226 captures → 276 across both viewports.
Verification
All 50 new captures render real content — I checked the composites rather than trusting the capture's exit status, since an error boundary captures just as cleanly as a working screen.
Two independent local runs of the 50 new captures report 0 differences at the 25 px threshold. Below the threshold, 10 of the channel screens drift by 2 px — the same message-composer signature the existing chat screens already show, and well under the reporting floor.
Checklist
/review-pragainst this PR in Claude Code and addressed (or responded to) its findings🤖 Generated with Claude Code
https://claude.ai/code/session_01Rpdnjrt6eQYMbJFRKLHEXE
Generated by Claude Code