const fs = require('fs') fixture `Variables` .page `http://play.workadventure.localhost/_/global/maps.workadventure.localhost/tests/Variables/Cache/variables_tmp.json`; test("Test that variables cache in the back don't prevent setting a variable in case the map changes", async t => { // Let's start by visiting a map that DOES not have the variable. fs.copyFileSync('../maps/tests/Variables/Cache/variables_cache_1.json', '../maps/tests/Variables/Cache/variables_tmp.json'); await t .typeText('input[name="loginSceneName"]', 'foo') .click('button.loginSceneFormSubmit') .click('button.selectCharacterButtonRight') .click('button.selectCharacterButtonRight') .click('button.selectCharacterSceneFormSubmit') .click('button.letsgo'); //.takeScreenshot('before_switch.png'); // Let's REPLACE the map by a map that has a new variable // At this point, the back server contains a cache of the old map (with no variables) fs.copyFileSync('../maps/tests/Variables/Cache/variables_cache_2.json', '../maps/tests/Variables/Cache/variables_tmp.json'); await t.openWindow('http://play.workadventure.localhost/_/global/maps.workadventure.localhost/tests/Variables/Cache/variables_tmp.json'); await t.resizeWindow(960, 800); await t .typeText('input[name="loginSceneName"]', 'foo') .click('button.loginSceneFormSubmit') .click('button.selectCharacterButtonRight') .click('button.selectCharacterButtonRight') .click('button.selectCharacterSceneFormSubmit') .click('button.letsgo'); //.takeScreenshot('after_switch.png'); const messages = await t.getBrowserConsoleMessages(); const logs = messages['log']; const lastMessage = logs.pop(); // Let's check we successfully manage to save the variable value. await t.expect(lastMessage).eql('SUCCESS!'); });