SKILL·D99AAE

verify-web-app-runtime

pjt222
Aktualisiert 3 days ago
26
3
26
Auf GitHub ansehen
Testentestingdesign

Über

Diese Fähigkeit bietet Laufzeitverifizierung für visuelle Web-Funktionen wie WebGL und Canvas, indem sie headless Chromium-Tests ausführt, die das tatsächliche Pixel-Output und Konsolenverhalten prüfen. Sie konfiguriert automatisch notwendige GPU-Flags, validiert Canvas-Sichtbarkeit und nicht-schwarze Inhalte und stellt sicher, dass Tests mit frischen Seitenladungen laufen. Nutzen Sie sie in CI-Pipelines, wenn PRs Shader, Rendering oder Audio betreffen, um eine automatisierte Prüfung zu erhalten, die belegt, dass die Anwendung tatsächlich korrekt Pixel rendert.

Schnellinstallation

Claude Code

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Primär
npx skills add pjt222/agent-almanac -a claude-code
Plugin-BefehlAlternativ
/plugin add https://github.com/pjt222/agent-almanac
Git CloneAlternativ
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/verify-web-app-runtime

Kopieren Sie diesen Befehl und fügen Sie ihn in Claude Code ein, um diese Fähigkeit zu installieren

Dokumentation

Verify Web App Runtime

Prove that a web app's visual runtime actually works — not that its elements exist, not that its unit tests pass, but that real pixels land on a real canvas with the expected GPU capabilities, in a headless browser with a CI-friendly exit code. This skill encodes the gotchas that bite every cold start of headless WebGL verification, each as an explicit procedure step.

When to Use

  • A PR changes WebGL/WebGL2 shaders, a GPGPU simulation, canvas drawing, or a WebAudio graph, and "does it still render?" must be answered before merge
  • A static code review or unit test suite cannot observe the failure mode (black canvas, silent GPGPU fallback, visibility-gated render loop)
  • CI needs a one-command runtime gate: exits 0 when the app draws, 1 when not
  • A headless machine (no GPU) must verify a WebGL2 app end-to-end
  • NOT for extracting data from third-party pages — that is headless-web-scraping

Inputs

  • Required: URL of the running app, including any base path (e.g. http://localhost:5173/myapp/ — a missing base path 404s silently)
  • Required: Interaction steps to reach the surface under test — a JSON array of click / wait / assert_attr step objects (clicks double as the WebAudio user gesture)
  • Optional: Output directory for screenshots and reports (default: ./verify-runtime-out)
  • Optional: Luminance thresholds (default: a grayscale pixel > 25 counts as lit; >= 1% lit pixels passes)
  • Optional: Console error keywords (default: gpgpu, webgl error, nan, fallback)
  • Optional: Whether EXT_color_buffer_half_float is required (default: yes; pass --skip-half-float for apps without a GPGPU path)

The packaged verifier at scripts/verify_runtime.py implements every step below; the procedure explains what it asserts and why, so each check can also be reproduced or adapted standalone.

Procedure

Step 1: Start the app and insist on a fresh-load test surface (never HMR)

HMR does not reset GPGPU textures: a hot-reloaded tab keeps the previous simulation state (e.g. particle position textures survive the module swap), so anything observed through HMR proves nothing about a cold start. Only a fresh page load in a fresh browser is a valid test surface.

npm run dev &                       # or: npm run build && npm run preview
curl -sf http://localhost:5173/myapp/ >/dev/null && echo "server up"

Expected: The app answers on a stable URL. All verification below happens via fresh browser.launch() + page.goto() — never by observing a tab that hot-reloaded.

On failure: If the URL 404s, check the base path — Vite apps often serve under /<repo-name>/, and the bare origin silently serves nothing. If only an HMR-updated tab shows the change, restart the dev server or build a preview before verifying.

Step 2: Launch headless Chromium with the SwiftShader/ANGLE flags

Headless Chromium has no GPU; without software rendering flags, getContext('webgl2') returns null and every downstream check fails for the wrong reason.

CHROMIUM_ARGS = [
    "--use-gl=angle",
    "--use-angle=swiftshader",
    "--enable-unsafe-swiftshader",
    "--ignore-gpu-blocklist",
]
browser = playwright.chromium.launch(headless=True, args=CHROMIUM_ARGS)

Expected: A WebGL2 context is obtainable in the headless page (verified by the probe in Step 3).

On failure: Copy the four flags exactly — a misspelled flag is silently ignored by Chromium and the symptom is identical (webgl2: false). If the flags are correct and WebGL2 is still unavailable, update the browser: python -m playwright install chromium.

Step 3: Probe EXT_color_buffer_half_float before trusting a GPGPU path

GPGPU pipelines render to half-float framebuffers. If the extension is missing, well-built apps fall back silently to a non-GPGPU mode — the page looks alive, but the screenshots verify the wrong code path.

webgl = page.evaluate("""() => {
    const gl = document.createElement('canvas').getContext('webgl2');
    return gl ? {webgl2: true, halfFloat: !!gl.getExtension('EXT_color_buffer_half_float')}
              : {webgl2: false};
}""")

Expected: {"webgl2": true, "halfFloat": true}. SwiftShader supports the extension, so a headless pass here is representative.

On failure: webgl2: false means Step 2's flags did not take effect. halfFloat: false means any GPGPU verification is invalid — the app is exercising its fallback. Fail the run (the packaged script does) rather than screenshot the fallback; relax with --skip-half-float only for apps that have no GPGPU path at all.

Step 4: Assert the page is visible — rAF loops are visibility-gated

Well-behaved apps pause their requestAnimationFrame loop when document.hidden is true. A hidden page produces a black canvas that looks exactly like a rendering bug.

info = page.evaluate("() => ({visibility: document.visibilityState})")
assert info["visibility"] == "visible"

Expected: visibilityState === 'visible' in every context, checked before trusting any pixel assertion.

On failure: A black canvas with a hidden page is a test-harness artifact, not an app bug. Call page.bring_to_front() and re-check; do not run other foreground automation against the same headless browser while verifying.

Step 5: Drive interactions with real clicks (the WebAudio user gesture)

Reach the surface under test through the UI, exactly as a user would. Browsers refuse to start an AudioContext without a user gesture — real Playwright clicks count, programmatic dispatchEvent calls do not.

[
  {"action": "click", "role": "button", "name": "Switch to 3D view", "settle": 2.5},
  {"action": "click", "role": "button", "name": "Sand", "exact": true, "settle": 4},
  {"action": "assert_attr", "role": "button", "name": "Sand", "exact": true,
   "attr": "aria-pressed", "equals": "true"}
]

The "Switch to 3D view" / "Sand" names above are examples from the origin project — replace them with your app's controls. settle (seconds) lets a simulation reach a representative state before pixels are judged.

python3 scripts/verify_runtime.py --url http://localhost:5173/myapp/ \
    --steps steps.json --out /tmp/verify-out

Expected: Every click resolves its target (ARIA role + accessible name preferred, CSS selector as fallback), and every assert_attr step passes — e.g. the mode button reports aria-pressed="true", proving the app accepted the mode switch rather than ignoring the click.

On failure: A click timeout usually means a wrong accessible name — dump candidates with page.get_by_role("button").all_inner_texts(). An assert_attr mismatch means the UI ignored the interaction: check the console log for errors thrown by the click handler.

Step 6: Screenshot the canvas and assert non-black luminance

A present canvas can still be empty. Element presence, canvas dimensions, and even a running rAF loop all pass while the app draws nothing. Only sampled pixels prove rendering.

from PIL import Image
grayscale = Image.open("norm_canvas.png").convert("L")
histogram = grayscale.histogram()
total_pixels = grayscale.size[0] * grayscale.size[1]
lit = sum(histogram[26:]) / total_pixels * 100   # pixels brighter than 25
assert lit >= 1.0, f"canvas effectively black (lit={lit:.1f}%)"

Expected: More than 1% of canvas pixels brighter than grayscale 25. The origin run measured ~9% lit for a healthy particle scene — comfortably above threshold without being tuned to the content.

On failure: Screenshot the full page too and compare: if the page shows content but the canvas crop is black, the draw loop is not producing pixels (check Steps 3 and 4 first). If a legitimately sparse scene sits under 1%, raise settle so more of the scene accumulates, or lower --lit-percent-min deliberately and note why.

Step 7: Run a second reduced_motion: reduce context and confirm the settled pose

Apps that honor prefers-reduced-motion must show a calm, settled state. Verify it in a separate fresh context — never by toggling emulation on the already-running page.

context = browser.new_context(viewport={"width": 1280, "height": 900},
                              reduced_motion="reduce")

The packaged script re-runs all previous assertions in this context, then takes two canvas screenshots one second apart and requires them near-identical (<= 2% of pixels changed) — a still pose, not a paused-by-accident one.

Expected: Reduced-motion context passes the same luminance/visibility checks and the two screenshots differ by <= 2% of pixels.

On failure: A large diff means animation continues despite prefers-reduced-motion — check that the app queries the media feature and that the settled pose is reachable without animation. If the app deliberately keeps subtle motion, raise --still-max-changed-percent and document the decision.

Step 8: Scan console output for GPU error signals

Pixels can look right while the console reports a degraded path. Collect console and pageerror events for the whole run and match them against error keywords.

gpu_errors = [line for line in logs
              if any(keyword in line.lower()
                     for keyword in ["gpgpu", "webgl error", "nan", "fallback"])]

Expected: Zero matching lines. The packaged script appends any hits to the failure list and writes the full log to <out>/console.log.

On failure: Read the matched lines in console.log. nan in a shader or simulation log means numeric blow-up even if this frame looked fine; fallback means Step 3's guarantee was violated at app level. Substring matches on innocent words (e.g. "nan" inside a longer token) are tuned away with explicit --console-error-keyword flags.

Step 9: Run the packaged verifier end-to-end and read the verdict

pip install playwright pillow
python -m playwright install chromium
python3 skills/verify-web-app-runtime/scripts/verify_runtime.py \
    --url http://localhost:5173/myapp/ \
    --steps steps.json \
    --out /tmp/verify-out

Expected: Per-context summary lines, FAILURES: none, exit code 0. /tmp/verify-out/ contains norm_page.png, norm_canvas.png, rm_page.png, rm_canvas.png, rm_canvas_still.png, console.log, and report.json. The origin run against a healthy build reported: half-float present, mode active, visibility visible, ~9% pixels lit, zero GPGPU errors.

On failure: The exit code is 1 and every failed assertion is listed — work through them in procedure order (flags before probe, probe before pixels), since early failures cause misleading later ones. report.json holds the raw evidence for each context.

Validation

  • Verifier exits 0 against a known-good build of the app
  • Verifier exits 1 when pointed at a deliberately broken surface (e.g. a blank page), proving the assertions can fail
  • report.json shows "webgl2": true and "halfFloat": true (or the run explicitly used --skip-half-float)
  • visibilityState is visible in both contexts
  • Lit-pixel percentage >= 1% on the canvas crop in both contexts
  • Reduced-motion stillness diff <= 2% changed pixels
  • console.log contains no lines matching the error keywords
  • Screenshots for both contexts exist in the output directory

Common Pitfalls

  • Verifying through HMR: Hot module replacement preserves GPGPU state (position textures survive the swap), so an HMR-updated tab can render correctly while a cold start is broken — or vice versa. Always verify a fresh page load in a fresh browser.
  • Trusting element presence: expect(canvas).toBeVisible() passes on a pitch-black canvas. Only the luminance assertion (Step 6) proves rendering. Know its converse limit too: an undrawn canvas composites as transparent, so over a bright page background it screenshots as fully lit — which is why Validation requires demonstrating the verifier can also fail.
  • Missing SwiftShader flags: Without the four Step 2 flags, headless WebGL2 is simply null — and the resulting black canvas is indistinguishable from an app bug. Rule the harness out first.
  • Ignoring the half-float probe: Skipping Step 3 lets a silent GPGPU fallback masquerade as a pass — the pixels came from the wrong code path.
  • Asserting mid-animation: A simulation needs settle time before its pixels are representative; screenshots taken during a transition flake. Use per-step settle values, not fixed global sleeps.
  • Expecting audio without a gesture: AudioContext stays suspended until a user gesture; drive the UI with real Playwright clicks (Step 5) before asserting anything audio-dependent.
  • Overbroad console keywords: The default nan keyword substring-matches innocent tokens. Tune with --console-error-keyword instead of ignoring console failures wholesale.

Related Skills

  • run-copilot-review-loop — companion skill from the same review workflow: after runtime verification passes, drive the bot review of the PR to a clean pass
  • headless-web-scraping — the distinction: scraping is data extraction from (usually third-party) pages; this skill is runtime verification of your own app's pixels, GPU capabilities, and console — same headless browser, opposite purpose
  • Headless WebGL Verification guide — background on why headless WebGL needs SwiftShader/ANGLE and how the verification pattern generalizes

This skill is a core skill of the frontend-runtime-verifier agent and is exercised by the visual-pr-review team. See references/EXAMPLES.md for the full origin recipe, the steps-DSL reference, a no-GPGPU variant, and a CI integration example.

<!-- Keep under 500 lines. Extract large examples to references/EXAMPLES.md if needed. -->

GitHub Repository

pjt222/agent-almanac
Pfad: i18n/de/skills/verify-web-app-runtime
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agentsagentskillsai-assisted-developmentclaude-codeskillsteams
FAQ

Frequently asked questions

What is the verify-web-app-runtime skill?

verify-web-app-runtime is a Claude Skill by pjt222. Skills package instructions and resources that Claude loads on demand, so Claude can perform verify-web-app-runtime-related tasks without extra prompting.

How do I install verify-web-app-runtime?

Use the install commands on this page: add verify-web-app-runtime to Claude Code as a plugin, or clone its repository into your skills directory, then restart Claude so it picks up the skill.

What category does verify-web-app-runtime belong to?

verify-web-app-runtime is in the Testing category, tagged testing and design.

Is verify-web-app-runtime free to use?

Yes. verify-web-app-runtime is listed on AIMCP and free to install. It runs inside Claude, so no separate service account is required to use the skill itself.

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