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CI for Node #2

Merged
merged 13 commits into from
Nov 9, 2021
31 changes: 31 additions & 0 deletions .github/workflows/node.js.yml
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# This workflow will do a clean install of node dependencies, cache/restore them, build the source code and run tests across different versions of node
# For more information see: https://help.github.com/actions/language-and-framework-guides/using-nodejs-with-github-actions

name: Node.js CI

on:
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'on:'

The on: field is what tells GitHub Actions when to run. In this case, we're running the workflow anytime there's a push.

To learn more about the fields discussed here, see:

push:
branches: [ main ]
pull_request:
branches: [ main ]

jobs:
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Jobs

The jobs: block defines the core component of an Actions workflow. Workflows are made of jobs, and our template workflow defines a single job with the identifier build.

Every job also needs a specific host machine on which to run, the runs-on: field is how we specify it. The template workflow is running the build job in the latest version of Ubuntu, a Linux-based operating system.

To learn more about the fields discussed here, see:

build:

runs-on: ubuntu-latest

strategy:
matrix:
node-version: [12.x, 14.x, 16.x]
# See supported Node.js release schedule at https://nodejs.org/en/about/releases/

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Vocabulary

Workflows, steps, actions, and jobs

An illustration split in two. On the left: illustration of how GitHub Actions terms are encapsulated. At the highest level: workflows and event triggers. Inside of workflows: jobs and definition of the build environment. Inside jobs: steps. Inside steps: a call to an action. On the right: the sequence: workflows, job, step, action.

Let's dig into the vocabulary of GitHub Actions.

  • Workflow: A workflow is a unit of automation from start to finish, including the definition of what triggers the automation, what environment or other aspects should be taken account during the automation, and what should happen as a result of the trigger.
  • Job: A job is a section of the workflow, and is made up of one or more steps. In this section of our workflow, the template defines the steps that make up the build job.
  • Step: A step represents one effect of the automation. A step could be defined as a GitHub Action, or another unit, like printing something to the console.
  • Action: A GitHub Action is a piece of automation written in a way that is compatible with workflows. Actions can be written by GitHub, by the open source community, or you can write them yourself!

What is checkout?

The power of GitHub Actions lies in access to actions written by the ✨ GitHub community. Here, we'll use two Actions officially written and supported by GitHub:

  • actions/checkout@v2 is used to ensure our virtual machine has a copy of our codebase. The checked out code will be used to run tests against.
  • actions/setup-node@v1 is used to set up proper versions of Node.js since we'll be performing testing against multiple versions.

To learn more about the fields discussed here, see:

steps:
- uses: actions/checkout@v2
- name: Use Node.js ${{ matrix.node-version }}
uses: actions/setup-node@v2
with:
node-version: ${{ matrix.node-version }}
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'run:'

In addition to running pre-built actions, the workflow can also execute commands, just as you would if you had direct access to the virtual machine. In this portion of the template workflow, we run some common commands relevant to Node.js projects, like npm install to install dependencies and npm test to run the chosen testing framework.

To learn more about the fields discussed here, see:


If you don't see an explanation of your CI logs below when the workflow has executed, refresh this page.

cache: 'npm'
- run: npm ci
- run: npm run build --if-present
- run: npm test
3 changes: 3 additions & 0 deletions __test__/__snapshots__/game.test.js.snap
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// Jest Snapshot v1, https://goo.gl/fbAQLP

exports[`App Contains the compiled JavaScript 1`] = `"!function(t){var e={};function n(r){if(e[r])return e[r].exports;var l=e[r]={i:r,l:!1,exports:{}};return t[r].call(l.exports,l,l.exports,n),l.l=!0,l.exports}n.m=t,n.c=e,n.d=function(t,e,r){n.o(t,e)||Object.defineProperty(t,e,{enumerable:!0,get:r})},n.r=function(t){\\"undefined\\"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(t,Symbol.toStringTag,{value:\\"Module\\"}),Object.defineProperty(t,\\"__esModule\\",{value:!0})},n.t=function(t,e){if(1&e&&(t=n(t)),8&e)return t;if(4&e&&\\"object\\"==typeof t&&t&&t.__esModule)return t;var r=Object.create(null);if(n.r(r),Object.defineProperty(r,\\"default\\",{enumerable:!0,value:t}),2&e&&\\"string\\"!=typeof t)for(var l in t)n.d(r,l,function(e){return t[e]}.bind(null,l));return r},n.n=function(t){var e=t&&t.__esModule?function(){return t.default}:function(){return t};return n.d(e,\\"a\\",e),e},n.o=function(t,e){return Object.prototype.hasOwnProperty.call(t,e)},n.p=\\"\\",n(n.s=1)}([function(t,e,n){\\"use strict\\";n.r(e),n.d(e,\\"default\\",(function(){return r}));class r{constructor(t,e){this.p1=t,this.p2=e,this.board=[[null,null,null],[null,null,null],[null,null,null]],this.player=Math.random()<.5?this.p1:this.p2,this.sym=\\"X\\"}turn(t,e){e=e||t,this.board[t][e]=this.sym}nextPlayer(){this.player=this.player===this.p1?this.p2:this.p1,this.sym=\\"X\\"===this.sym?\\"O\\":\\"X\\"}hasWinner(){return this.rowWin()||this.colWin()||this.diagWin()}rowWin(){let t=!1;for(let e=0;e<3;e++){const n=this.board[e];null!==n[0]&&(t=t||n[0]===n[1]&&n[0]===n[2])}return t}colWin(){let t=!1;for(let e=0;e<3;e++){const n=this.board;null!==n[0][e]&&(t=t||n[0][e]===n[1][e]&&n[0][e]===n[2][e])}return t}diagWin(){const t=this.board;return null!==t[0][0]&&t[0][0]===t[1][1]&&t[0][0]===t[2][2]||null!==t[0][2]&&t[0][2]===t[1][1]&&t[0][2]===t[2][0]}}},function(t,e,n){n(2),t.exports=n(0)},function(t,e,n){\\"use strict\\";n.r(e);var r=n(0);let l,o;for(;!l;)l=window.prompt(\\"Enter player 1 name:\\");for(;!o&&l!==o;)o=window.prompt(l===o?\`Please enter a different name than \${l}.\`:\\"Enter player 2 name:\\");window.onload=()=>{const t=new r.default(l,o),e=document.getElementById(\\"turn\\"),n=document.getElementById(\\"player\\");n.innerText=t.player,document.querySelectorAll(\\"td\\").forEach(r=>{r.onclick=l=>{r.onclick=void 0,l.target.innerText=t.sym,l.target.onclick=void 0;const[o,i]=l.target.classList;t.turn(o,i),t.hasWinner()?(e.innerText=\`\${t.player} wins!\`,document.querySelectorAll(\\"td\\").forEach(t=>{t.onclick=void 0})):(t.nextPlayer(),n.innerText=t.player)}})}}]);"`;
105 changes: 105 additions & 0 deletions __test__/game.test.js
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const Game = require('../src/game').default
const fs = require('fs')

describe('App', () => {
it('Contains the compiled JavaScript', async () => {
const data = fs.readFileSync('./public/main.js', 'utf8')
expect(data).toMatchSnapshot()
})
})

describe('Game', () => {
let game, p1, p2
beforeEach(() => {
p1 = 'Salem'
p2 = 'Nate'
game = new Game(p1, p2)
})

describe('Game', () => {
it('Initializes with two players', async () => {
expect(game.p1).toBe('Salem')
expect(game.p2).toBe('Nate')
})

it('Initializes with an empty board', async () => {
for (let r = 0; r < game.board.length; r++) {
for (let c = 0; c < game.board[r].lenght; c++) {
expect(game.board[r][c]).toBeUndefined()
}
}
})

it('Starts the game with a random player', async () => {
Math.random = () => 0.4
expect(new Game(p1, p2).player).toBe('Salem')

Math.random = () => 0.6
expect(new Game(p1, p2).player).toBe('Nate')
})
})

describe('turn', () => {
it("Inserts an 'X' into the top center", async () => {
game.turn(0, 1)
expect(game.board[0][1]).toBe('X')
})

it("Inserts an 'X' into the top left", async () => {
game.turn(0)
expect(game.board[0][0]).toBe('X')
})
})

describe('nextPlayer', () => {
it('Sets the current player to be whoever it is not', async () => {
Math.random = () => 0.4
const game = new Game(p1, p2)
expect(game.player).toBe('Salem')
game.nextPlayer()
expect(game.player).toBe('Nate')
})
})

describe('hasWinner', () => {
it('Wins if any row is filled', async () => {
for (let r = 0; r < game.board.length; r++) {
for (let c = 0; c < game.board[r].length; c++) {
game.board[r][c] = 'X'
}
expect(game.hasWinner()).toBe(true)

for (let c = 0; c < game.board[r].length; c++) {
game.board[r][c] = null
}
}
})

it('Wins if any column is filled', async () => {
for (let r = 0; r < game.board.length; r++) {
for (let c = 0; c < game.board[r].length; c++) {
game.board[c][r] = 'X'
}
expect(game.hasWinner()).toBe(true)

for (let c = 0; c < game.board[r].length; c++) {
game.board[c][r] = null
}
}
})

it('Wins if down-left diagonal is filled', async () => {
for (let r = 0; r < game.board.length; r++) {
game.board[r][r] = 'X'
}
expect(game.hasWinner()).toBe(true)
})

it('Wins if up-right diagonal is filled', async () => {
for (let r = 0; r < game.board.length; r++) {
game.board[2 - r][r] = 'X'
}
expect(game.hasWinner()).toBe(true)
})
})
})
2 changes: 1 addition & 1 deletion src/game.js
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@@ -1,7 +1,7 @@
export default class Game {
constructor (p1, p2) {
this.p1 = p1
this.p2 = p2
this.p2 = 'Bananas'
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this.board = [[null, null, null], [null, null, null], [null, null, null]]
this.player = Math.random() < 0.5 ? this.p1 : this.p2
this.sym = 'X'
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