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* chore(docs): replace d2 diagram pipeline with mermaid Remove docs/_diagrams/ and d2 build step from Makefile. The HTML template already initialises mermaid.js; diagrams are now inline code fences rendered client-side. * docs(architecture): add mermaid diagram + web/CDP platform docs Replace SVG img tag with inline mermaid flowchart showing both native (Maestro sidecar + in-app SDK) and web (Chrome CDP) paths. Update Processes, Transports table, and per-step cycle sections. * docs(design-principles): update principles 1-4 for web platform Principles 1, 2, 3, and 4 referenced Maestro and native-only concepts. Add web/CDP context and update driver-is-an-interface to name both sidecar and chrome implementations. * docs(manual): add web prerequisites and folio-web example Update --platform flag to list android, ios, web. Add web prerequisites section (Chrome, no SDK needed) and folio-web quick-start to getting-started. * chore(gitignore): untrack inspect dist/index.html build artifact index.html is regenerated by vite on every build with a new content hash, making it permanently dirty. Only .gitkeep is needed for //go:embed to compile on a fresh checkout. Also remove duplicate dist/* line and stale d2 diagram ignore entries. * feat(docs): click-to-zoom for mermaid diagrams * docs(architecture): change diagram layout from LR to TB * docs(getting-started): link npm and Maven Central package headers * update docs root * docs(spec): rewrite npm package README Update usage example to current API, drop stale version-compatibility and license sections. * build(docs): output pages as pagename/index.html for clean URLs Split DOCS_OUT into INDEX_OUT (index.md files stay as index.html) and PAGE_OUT (all other pages become pagename/index.html). The __ROOT__ depth computation already handles the extra directory level correctly. * chore(docs): update sidebar links to directory-style URLs * docs: update cross-links from .html to directory-style paths * ci(docs): remove d2 install step * feat(docs): dark/light mode toggle Add theme toggle button (top-right, fixed). Persists preference in localStorage; falls back to prefers-color-scheme. Flash-free via inline script in <head> that sets data-theme before first paint. * fix(docs): fix inspect image path broken by directory URL restructure * feat(docs): click-to-fullscreen for all article images * fix(inspect): allow AssetsFS override in ServerOptions; drop unused request param from serveIndex * fix(inspect): use in-memory FS in tests so TestAssets_FallbackToIndexHTML passes without web build
54 lines
3.6 KiB
Markdown
54 lines
3.6 KiB
Markdown
---
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title: Design principles
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---
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# Design principles
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## 1. The app owns introspection; the driver owns input
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On native platforms, the in-app SDK knows the state: view hierarchy, coverage, logs, exceptions, custom extractors. Maestro causes the state to change through taps, swipes, typed text, and deep links. The Go runner decides what to do.
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Splitting these responsibilities is what makes the system work across iOS and Android with one spec surface. Neither Maestro nor the SDK alone is sufficient.
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- Maestro can read a coarse accessibility tree, but not the real `UIView` or `View` hierarchy, not coverage, not in-process logs.
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- The SDK can see everything inside the app, but cannot dispatch UI events the way the OS would. Touch injection through Maestro goes through XCTest or UIAutomator, which the OS treats as real input.
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On web, Chrome DevTools Protocol handles both input and introspection. No in-app SDK is needed.
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## 2. One TypeScript surface across platforms
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Spec authors write against `state.ax`, `state.logs`, `state.snapshots`, and so on, regardless of iOS, Android, or web. Platform differences (back button semantics, system alerts, coverage format) are absorbed in the Go runner and the drivers.
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Corollary: if a concept only exists on one platform, it does not belong in the spec API. It belongs behind a feature flag or an extractor.
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## 3. The driver is an interface
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`DeviceDriver` has two production implementations: `sidecar` (Maestro gRPC, for native) and `chrome` (CDP, for web), plus a `mock` for tests. The runner never knows which is wired in. Adding a new platform means adding a new implementation; nothing else changes.
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## 4. Hot loops bypass Maestro (native)
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On native, per-step introspection (hierarchy dump, coverage read, pause and resume) goes over a local Unix socket directly to the SDK. Only physical UI events go through Maestro's gRPC.
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A 30-minute run is about 10,000 steps. Every step has at least one hierarchy dump and one coverage read. If those went through Maestro, the JVM sidecar would be the bottleneck. Instead the hot path is a 2 ms round-trip to an in-process Swift or Kotlin SDK.
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On web, CDP is fast enough that a separate introspection channel is not needed.
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## 5. Deterministic where it can be
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A seeded PRNG drives action selection. Spec evaluation is pure given state and snapshots. The bundle hash and seed are recorded in `meta.json`.
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sanderling does not attempt byte-exact replay. Animation timing, keyboard popup timing, and system daemons are non-deterministic on mobile, and the cost of trying to suppress that is not worth the payoff. Same seed produces a similar trajectory, which is usually enough to reproduce the bug.
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## 6. Fail honest
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If coverage is not available (release build, instrumentation off), tell the user. Do not pretend exploration is guided when it is random. If the SDK is not linked, say so. If a property is unparseable, fail the run at startup, not step 1000.
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The alternative, graceful degradation that silently weakens guarantees, is how testing tools lose trust.
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## 7. Specs are authoritative; no hidden setup
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There is exactly one authoring surface: the TypeScript spec. There is no separate YAML for login, no fixtures directory, no `setup.sh`. Login, onboarding, permission prompts, and teardown are all expressed as action generators or extractors, evaluated in the same loop as the rest of the spec.
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This is intentional. A test harness with two authoring languages (YAML plus code, JSON plus code) splits concerns in a way that always drifts. Something works in one surface and not the other, and debugging requires holding both in your head.
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