feat(simulation): auto-pause sim on implant-fullscreen — inspection substrate (T-970)

D-226 layer 1. World-advancing phases gated on pause: Movement/Storyteller/Knowledge/TickAdvance set-gated via sim_not_paused; Simulation + Economy gated per-system at their registration sites — collect_sound_events and serve_econ_state_query stay unconditioned (transient-buffer clear + paused-allowed query; set-gating Simulation leaked a stale tick-7 footstep into frozen snapshots — caught by golden_suite, fixed without touching the fixture; regression test encodes the bug shape). New PlayerAction::AutoPause/AutoResume + AutoPauseState resource implement Option A reconciliation: auto-resume only fires if auto-pause caused the pause; manual pause and Half rate survive implant open/close. PauseParams SystemParam bundle keeps process_player_input under the 16-param ceiling (BookmarkInputParams precedent). Client: HudGroups.gameplay_occluded now sends AutoPause/AutoResume via send_named_action; 5 gdUnit tests + 7 Rust tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 15:44:56 +02:00
co-authored by Claude Fable 5
parent 672a583e64
commit 6bda9f1697
12 changed files with 844 additions and 11 deletions
+22
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@@ -45,6 +45,28 @@ var _active_app: String = "" # currently focused implant app ("" = none)
var _active_mode: Mode = Mode.GAMEPLAY
func _ready() -> void:
# T-970 (D-226 layer 1): auto-pause/auto-resume the sim when a fullscreen
# implant app occludes gameplay. AutoPause/AutoResume are distinct
# PlayerAction variants from the manual Pause/Unpause (Space bar, D-088) —
# the server tracks whether ITS OWN auto-pause caused the current pause
# (AutoPauseState) so a pre-existing manual pause or Half rate survives
# implant open/close untouched (see server/src/simulation/input.rs and
# server/src/simulation/time.rs).
gameplay_occluded.connect(_on_gameplay_occluded_auto_pause)
## Sends AutoPause/AutoResume via SimBridge's outbound queue. Uses
## send_named_action (protocol-level, not bound to an InputMapper.Action
## keybind) — the same mechanism as RequestBookmarkCatalog — since occlusion
## is a UI-state transition, not a physical input.
func _on_gameplay_occluded_auto_pause(occluded: bool) -> void:
if occluded:
SimBridge.send_named_action("AutoPause")
else:
SimBridge.send_named_action("AutoResume")
func register(node: CanvasItem, group: String) -> void:
if not _groups.has(group):
_groups[group] = []
@@ -0,0 +1,84 @@
class_name TestHudGroupsAutoPause
extends GdUnitTestSuite
## T-970 (D-226 layer 1): HudGroups.gameplay_occluded must auto-pause/auto-resume
## the sim via SimBridge.send_named_action("AutoPause"/"AutoResume").
##
## AutoPause/AutoResume are protocol-level requests, not InputMapper keybinds —
## same mechanism as RequestBookmarkCatalog (send_named_action bypasses
## action_enum_to_wire entirely, so there is nothing to map there). This suite
## only covers the signal -> outbound-action wiring in hud_groups.gd; the
## server-side pause reconciliation (Option A) is covered by Rust tests in
## server/src/simulation/input.rs.
const TEST_APP_PATH := "implant/test_auto_pause"
const OTHER_APP_PATH := "implant/test_auto_pause_other"
func before_test() -> void:
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
SimBridge._outbound_buffer.clear()
HudGroups._active_app = ""
HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
func after_test() -> void:
HudGroups._active_app = ""
HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
HudGroups._groups.erase(TEST_APP_PATH)
HudGroups._groups.erase(OTHER_APP_PATH)
SimBridge.disconnect_from_sim()
SimBridge._outbound_buffer.clear()
func _outbound_has_action(action_name: String) -> bool:
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == action_name:
return true
return false
func test_opening_fullscreen_app_sends_auto_pause() -> void:
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"Entering a fullscreen implant app must send AutoPause"
).is_true()
func test_closing_fullscreen_app_sends_auto_resume() -> void:
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.close_app()
assert_bool(_outbound_has_action("AutoResume")).override_failure_message(
"Closing a fullscreen implant app must send AutoResume"
).is_true()
func test_insert_mode_does_not_send_auto_pause() -> void:
# INSERT mode does not occlude gameplay (D-170) — gameplay_occluded never
# fires, so no AutoPause should be sent.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.INSERT)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"INSERT mode must not trigger AutoPause — gameplay is not occluded"
).is_false()
func test_switching_between_fullscreen_apps_does_not_resend_auto_pause() -> void:
# D-170: switching from one fullscreen app to another must not re-emit
# gameplay_occluded (occlusion state does not change) — no duplicate AutoPause.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.open_app(OTHER_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"Switching between two fullscreen apps must not re-send AutoPause"
).is_false()
func test_toggle_app_closed_from_fullscreen_sends_auto_resume() -> void:
# toggle_app(app) when already open calls close_app() internally —
# exercises the same gameplay_occluded(false) path via a different entry point.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.toggle_app(TEST_APP_PATH)
assert_bool(_outbound_has_action("AutoResume")).override_failure_message(
"toggle_app() closing a fullscreen app must send AutoResume"
).is_true()
+11
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@@ -520,6 +520,17 @@ pub enum PlayerAction {
UsePerceptionMode(String),
Pause,
Unpause,
/// Auto-pause the sim when a fullscreen implant app occludes gameplay
/// (T-970, D-226 layer 1: `HudGroups.gameplay_occluded`, D-170). Distinct
/// from the manual `Pause` (Space bar, D-088) so the server can tell
/// whether IT caused the current pause via `AutoPauseState` — a
/// pre-existing manual pause or Half rate survives an implant
/// open/close cycle untouched. No-op unless the sim is currently
/// `TickRate::Full` (see `simulation::time::AutoPauseState`).
AutoPause,
/// Auto-resume when the fullscreen implant app closes (T-970, D-226
/// layer 1). No-op unless `AutoPause` is what caused the current pause.
AutoResume,
/// Player walked away during active dialogue (WASD during conversation, D-064).
/// Client sends this when movement input is detected while dialogue box is visible.
/// Server records incomplete interaction in KG and clears dialogue state.
+6 -1
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@@ -24,7 +24,7 @@ use std::collections::BTreeMap;
use crate::knowledge::types::{FactId, KnowledgeConfidence, StableId};
use crate::simulation::movement::TilePosition;
use crate::simulation::time::DayPhase;
use crate::simulation::time::{sim_not_paused, DayPhase};
/// NPC plugin: initializes NPC-related resources and systems.
pub struct NpcPlugin;
@@ -80,6 +80,11 @@ impl Plugin for NpcPlugin {
disclosure::process_unprompted_disclosure
.after(disclosure::derive_disclosure_candidates),
)
// T-970: TickPhase::Simulation is not set-gated (see
// social_plugin.rs's collect_sound_events exemption) —
// every system here is genuine NPC-behavior world
// advancement, so this whole tuple gates safely.
.run_if(sim_not_paused)
.in_set(TickPhase::Simulation),
)
// Storyteller: tell state derivation (reads mood + routine deviation)
+7 -1
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@@ -20,18 +20,24 @@ pub struct PerceptionPlugin;
impl Plugin for PerceptionPlugin {
fn build(&self, app: &mut App) {
use crate::simulation::time::sim_not_paused;
use crate::tick_phases::TickPhase;
app.init_resource::<interpretation::ObservationEventQueue>()
.init_resource::<query::VisibilityGeometry>()
.init_resource::<query::ActivePerceptionMode>()
// Simulation: anomaly detection (feeds monologue recognition chain)
// Simulation: anomaly detection (feeds monologue recognition chain).
// T-970: TickPhase::Simulation is not set-gated (see
// social_plugin.rs's collect_sound_events exemption) — anomaly
// detection is genuine world-advancing analysis, so this tuple
// gates safely on its own.
.add_systems(
Update,
(
anomaly::clear_anomaly_markers,
anomaly::detect_anomalies.after(anomaly::clear_anomaly_markers),
)
.run_if(sim_not_paused)
.in_set(TickPhase::Simulation),
)
// Knowledge: cognitive delay + observation interpretation
+109
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@@ -408,6 +408,10 @@ pub fn try_load_economy(run_seed: u64) -> Option<(EconSimResource, EconStateReso
#[cfg(test)]
mod tests {
use super::*;
use crate::bridge::types::SnapshotBuffer;
use crate::simulation::time::{sim_not_paused, TickRate};
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule};
use bevy_ecs::world::World;
use econ_sim::db::{Commodity, Economy, SystemInfo};
const SYS: &str = "sys-test";
@@ -647,4 +651,109 @@ mod tests {
.signals
.contains_key(&("ghost-system".to_string(), COM.to_string())));
}
// ── T-970 (D-226 layer 1): pause-gating split ────────────────────────────
// tick_economy_simulation is individually `run_if`-gated (economy_plugin.rs);
// serve_econ_state_query stays unconditioned so the paused-allowed
// EconStateQuery (input.rs) keeps being served while the sim is frozen.
// This mirrors the exact production system composition, not a stand-in.
// Sentinel econ_tick a real `Simulation::step()` can never produce: a
// fresh `Simulation::from_economy` starts its internal tick counter at 0
// and `step()` increments it to 1 — so 99 can only be observed here
// because we seeded it by hand, never as a coincidental real result.
// This makes "unchanged" and "changed" assertions unambiguous instead of
// accidentally matching the real post-step value (see PR review: a first
// draft of this test seeded econ_tick=1, which a real step also produces,
// so a "stays unchanged" assertion couldn't have caught the gate failing
// open).
const STALE_ECON_TICK: u64 = 99;
#[test]
fn tick_economy_simulation_skips_while_paused_but_query_still_served() {
let (mut econ, mut state) = test_resources();
// Seed a stale econ tick + real signals so a query has something to
// serve, and so a gate failure (system runs anyway) is observable.
set_state_and_rebuild(&mut econ, &mut state, STALE_ECON_TICK, 10.0, 1.0, 1.0, 1.0);
let mut world = World::new();
// NOTE: SimulationTime has a private field (`accumulated`, time.rs) —
// struct-literal update syntax (`{ tick_rate: ..., ..Default::default() }`)
// only compiles from within `time` itself or its descendants. From this
// sibling module, construct via Default::default() then assign the pub
// `tick_rate` field directly (matches the existing convention in
// simulation::input's pause-guard tests).
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.insert_resource(econ);
world.insert_resource(state);
world.insert_resource(EconQueryBuffer {
pending: Some(SYS.to_string()),
});
world.init_resource::<SnapshotBuffer>();
// Mirrors the exact production registration in economy_plugin.rs.
let mut schedule = Schedule::default();
schedule.add_systems((
tick_economy_simulation.run_if(sim_not_paused),
serve_econ_state_query.after(tick_economy_simulation),
));
schedule.run(&mut world);
assert_eq!(
world.resource::<EconStateResource>().econ_tick,
STALE_ECON_TICK,
"tick_economy_simulation must be skipped while paused — econ_tick unchanged"
);
assert!(
world.resource::<EconQueryBuffer>().pending.is_none(),
"serve_econ_state_query must still drain the pending query while paused"
);
let response = world
.resource::<SnapshotBuffer>()
.pending_economy_response
.as_ref()
.expect("serve_econ_state_query must still serve a response while paused");
assert_eq!(response.system_id, SYS);
// The served response must carry the STALE data (serve_econ_state_query
// reads whatever EconStateResource currently holds — it does not itself
// recompute anything) — confirms it served the frozen state, not some
// other fresh value.
assert_eq!(response.econ_tick, STALE_ECON_TICK);
}
#[test]
fn tick_economy_simulation_runs_normally_when_not_paused() {
// Control case: same stale-seed setup, but Full rate —
// tick_economy_simulation must actually run and overwrite the stale
// econ_tick with the real post-step value (1, from a fresh
// Simulation). Proves the gate — not some other no-op path — is what
// skips it in the test above.
let (mut econ, mut state) = test_resources();
set_state_and_rebuild(&mut econ, &mut state, STALE_ECON_TICK, 10.0, 1.0, 1.0, 1.0);
let mut world = World::new();
world.insert_resource(SimulationTime::default()); // Full, tick=0
world.insert_resource(econ);
world.insert_resource(state);
world.insert_resource(EconQueryBuffer { pending: None });
world.init_resource::<SnapshotBuffer>();
let mut schedule = Schedule::default();
schedule.add_systems((
tick_economy_simulation.run_if(sim_not_paused),
serve_econ_state_query.after(tick_economy_simulation),
));
schedule.run(&mut world);
// tick=0 (SimulationTime default) is a multiple of ECON_TICK_RATE, so
// the step runs for real: sim.step() advances the fresh Simulation's
// own internal counter from 0 to 1, overwriting the stale seed.
assert_eq!(
world.resource::<EconStateResource>().econ_tick,
1,
"tick_economy_simulation must run and overwrite the stale econ_tick when not paused"
);
}
}
+11 -1
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@@ -2,10 +2,20 @@
//!
//! All systems run in [`TickPhase::Economy`]. Intra-phase ordering:
//! - tick_economy_simulation → serve_econ_state_query (query reads fresh signals)
//!
//! T-970 (D-226 layer 1): `tick_economy_simulation` is individually gated with
//! `sim_not_paused` so it freezes while the sim is paused — but
//! `serve_econ_state_query` stays unconditioned so the paused-allowed
//! `EconStateQuery` (input.rs) keeps being served. `TickPhase::Economy` itself
//! is deliberately NOT set-gated in `tick_phases.rs` for exactly this reason.
//! `.after()` ordering still holds when the upstream system is skipped by its
//! own run condition — a run condition only prevents a system from running,
//! it doesn't relax the ordering edge for the passes where both do run.
use bevy_app::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use crate::simulation::time::sim_not_paused;
use crate::tick_phases::TickPhase;
pub struct EconomyPlugin {
@@ -27,7 +37,7 @@ impl Plugin for EconomyPlugin {
.add_systems(
Update,
(
super::economy::tick_economy_simulation,
super::economy::tick_economy_simulation.run_if(sim_not_paused),
super::economy::serve_econ_state_query
.after(super::economy::tick_economy_simulation),
)
+192 -7
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@@ -24,7 +24,7 @@ use crate::simulation::inventory::{handle_place, handle_take, CarriedBy, Invento
use crate::simulation::movement::{apply_move, PlayerCharacter, TilePosition};
use crate::simulation::save_io::{queue_save_load, SaveLoadCommand, SaveLoadPending};
use crate::simulation::stance::{handle_toggle_stance, PlayerMoveCooldown, Stance};
use crate::simulation::time::{SimulationTime, TickRate};
use crate::simulation::time::{PauseParams, TickRate};
use crate::test_world::reset::{handle_reset, RoomResetTrigger, RoomSnapshots};
use crate::test_world::teleport::handle_teleport_to_hub;
use bevy_ecs::prelude::*;
@@ -108,7 +108,7 @@ impl InputQueue {
#[allow(clippy::too_many_arguments)]
pub fn process_player_input(
mut input_queue: ResMut<InputQueue>,
mut time: ResMut<SimulationTime>,
mut pause: PauseParams,
mut commands: Commands,
registry: Res<EntityRegistry>,
mut player_query: PlayerInputQuery,
@@ -124,8 +124,8 @@ pub fn process_player_input(
object_types: Query<&ObjectType>,
mut bookmark: BookmarkInputParams<'_>,
) {
let current_tick = time.tick;
let paused = time.paused();
let current_tick = pause.time.tick;
let paused = pause.time.paused();
let inputs = input_queue.drain_for_tick(current_tick);
// Track whether any movement was attempted this tick (for cooldown tick advance)
@@ -134,11 +134,18 @@ pub fn process_player_input(
for input in inputs {
// Discard all gameplay actions while paused (D-052, R2-OQ-01).
// SaveGame/LoadGame are also exempted — saving while paused is valid (#553).
// AutoPause/AutoResume (T-970) are whitelisted for the same reason as
// Pause/Unpause: AutoResume MUST reach the match arm while paused (that's
// the entire point — resuming from a paused state), and AutoPause is
// included for symmetry even though its handler is a no-op whenever the
// sim isn't already TickRate::Full.
if paused
&& !matches!(
input.action,
PlayerAction::Pause
| PlayerAction::Unpause
| PlayerAction::AutoPause
| PlayerAction::AutoResume
| PlayerAction::TeleportToHub
| PlayerAction::SaveGame { .. }
| PlayerAction::LoadGame { .. }
@@ -193,15 +200,42 @@ pub fn process_player_input(
handle_toggle_stance(&mut player_query, false);
}
PlayerAction::Pause => {
time.tick_rate = TickRate::Paused;
pause.time.tick_rate = TickRate::Paused;
tracing::debug!("Simulation paused by player input");
}
PlayerAction::Unpause => {
time.tick_rate = TickRate::Full;
pause.time.tick_rate = TickRate::Full;
tracing::debug!("Simulation unpaused by player input");
}
PlayerAction::AutoPause => {
// T-970 (D-226 layer 1, Option A): only take effect when the sim
// is currently fully running. A pre-existing manual pause or Half
// rate (D-088) is left completely untouched — no previous-rate
// stack, so if auto-pause didn't cause the pause, auto-resume
// must not clear it either (see AutoResume below).
if pause.time.tick_rate == TickRate::Full {
pause.time.tick_rate = TickRate::Paused;
if let Some(auto_pause) = pause.auto_pause.as_deref_mut() {
auto_pause.active = true;
}
tracing::debug!("Simulation auto-paused (implant fullscreen)");
}
}
PlayerAction::AutoResume => {
// T-970: only resume — and only clear the flag — if OUR OWN
// auto-pause is what caused the current pause. A prior manual
// pause or Half rate survives the implant close untouched.
let should_resume = pause.auto_pause.as_deref().is_some_and(|a| a.active);
if should_resume {
pause.time.tick_rate = TickRate::Full;
if let Some(auto_pause) = pause.auto_pause.as_deref_mut() {
auto_pause.active = false;
}
tracing::debug!("Simulation auto-resumed (implant closed)");
}
}
PlayerAction::SetTickRate(rate) => {
time.tick_rate = rate;
pause.time.tick_rate = rate;
tracing::debug!("Tick rate set to {:?} by player input", rate);
}
PlayerAction::Interact {
@@ -410,6 +444,7 @@ mod tests {
use super::*;
use crate::bridge::types::MovementStance;
use crate::simulation::movement::MoveIntent;
use crate::simulation::time::{AutoPauseState, SimulationTime};
#[test]
fn drain_returns_inputs_up_to_tick() {
@@ -855,4 +890,154 @@ mod tests {
"SetTickRate must be rejected while paused (R2-OQ-01)"
);
}
// === Auto-Pause Reconciliation Tests (T-970, D-226 layer 1) ===
// Option A (lead ruling, no previous-rate stack): AutoPause only takes
// effect from TickRate::Full; AutoResume only fires when AutoPauseState
// says auto-pause itself caused the current pause. Manual pause and Half
// rate (D-088) must survive an implant open/close cycle untouched.
#[test]
fn auto_pause_alone_then_auto_resume_unpauses() {
// No manual pause / Half rate in play — AutoPause causes the pause, so
// AutoResume (implant closing) must actually resume it.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"AutoPause must pause from Full"
);
assert!(
world.resource::<AutoPauseState>().active,
"auto_pause_active must be set — this pause was auto-triggered"
);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Full,
"auto-pause-alone -> auto-resume must actually resume"
);
assert!(
!world.resource::<AutoPauseState>().active,
"flag must clear on auto-resume"
);
}
#[test]
fn manual_pause_survives_auto_pause_and_auto_resume() {
// A prior MANUAL pause must survive the implant open/close cycle
// untouched — auto-resume must NOT fire since auto-pause wasn't the trigger.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Step 1: manual pause (Space bar).
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Pause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused
);
// Step 2: implant opens — AutoPause fires. Already paused (not Full),
// so it must no-op and leave the flag false.
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused
);
assert!(
!world.resource::<AutoPauseState>().active,
"manual pause was not caused by auto-pause"
);
// Step 3: implant closes — AutoResume fires. Flag is false, so it must
// NOT unpause.
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"manual pause -> auto-pause -> auto-resume must leave the sim still paused"
);
}
#[test]
fn half_rate_survives_auto_pause_and_auto_resume_untouched() {
// D-088 Half rate is untouched by auto-pause/auto-resume — AutoPause
// only takes effect from Full, so Half stays Half through an implant
// open/close cycle (no previous-rate stack, "keep it simple").
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Half;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Half,
"AutoPause must not touch Half rate"
);
assert!(!world.resource::<AutoPauseState>().active);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Half,
"AutoResume must not touch Half rate either"
);
}
}
+35 -1
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@@ -1,10 +1,20 @@
//! Social simulation plugin — NPC knowledge transfer, disclosure, and social systems.
//!
//! All systems run in [`TickPhase::Simulation`].
//!
//! T-970 (D-226 layer 1): `TickPhase::Simulation` is NOT set-gated while the
//! sim is paused — `collect_sound_events` must keep running every tick
//! regardless (see its own `.run_if`-free registration below and the doc
//! comment on `tick_phases::TickPhase::configure`). Every other system in
//! this phase IS individually gated with `sim_not_paused`, collectively via
//! the tuple's own `.run_if()` (safe here because collect_sound_events isn't
//! part of that tuple — the anonymous-set-wrapping this creates only affects
//! the gated group, not the always-on system).
use bevy_app::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use crate::simulation::time::sim_not_paused;
use crate::tick_phases::TickPhase;
pub struct SocialPlugin;
@@ -15,11 +25,34 @@ impl Plugin for SocialPlugin {
.init_resource::<super::follow::FollowEndEventQueue>()
.init_resource::<super::monologue::PostConversationQueue>()
.init_resource::<super::poi_discovery::PoiDiscoveryEventQueue>()
// collect_sound_events: NEVER gated (T-970). It only clears-then-
// refills the this-tick SoundEventQueue from SoundEventEmitter
// components — compute_observer_snapshot (Snapshot phase,
// ungated) peeks that queue via Res every tick without draining
// it itself, so skipping this system while paused would leave
// stale sound events visible in every snapshot taken while
// frozen (confirmed by tests/golden_suite.rs going red when this
// was gated as part of the whole Simulation set).
//
// Deliberate, documented semantics (do not "fix" this later):
// with collect_sound_events left unconditioned, the FIRST paused
// tick clears the queue and no gated producer re-emits into it
// (movement/dialogue/etc. that would populate SoundEventEmitter
// are all frozen), so every snapshot served while paused shows
// sound_events: [] — a stable, silent, frozen inspection view
// one tick after the pause takes effect. This matches D-226's
// "inspection substrate" intent (sound is an instantaneous
// event, not persistent world state, so a frozen view showing
// none is correct) rather than replaying/holding the last sound
// indefinitely while paused.
.add_systems(
Update,
super::sound::collect_sound_events.in_set(TickPhase::Simulation),
)
.add_systems(
Update,
(
super::npc_knowledge_transfer::transfer_npc_knowledge,
super::sound::collect_sound_events,
// Voice enrichment (D-138) — rewrite NPC text with voiced variants.
// No-op when VoiceCacheResource is absent.
crate::voice::integration::voice_enrich_dialogue_response,
@@ -34,6 +67,7 @@ impl Plugin for SocialPlugin {
// Triangle escalation (#250) — runs on game-minute boundaries
super::triangle::tick_triangle_escalation,
)
.run_if(sim_not_paused)
.in_set(TickPhase::Simulation),
);
}
+44
View File
@@ -3,6 +3,7 @@
// Injectable time resource for deterministic replay (D-030)
use bevy_ecs::prelude::*;
use bevy_ecs::system::SystemParam;
use serde::{Deserialize, Serialize};
pub const TICKS_PER_GAME_MINUTE: u64 = 10;
@@ -109,6 +110,49 @@ pub fn advance_tick(mut time: ResMut<SimulationTime>) {
}
}
/// Run condition (T-970, D-226 layer 1): gates the world-advancing tick phases
/// (Movement, Simulation, Storyteller, Knowledge, TickAdvance — wired in
/// `tick_phases::TickPhase::configure`) so they skip entirely while the sim is
/// paused. Keyed on `TickRate::Paused` only — Half rate (D-088) keeps running
/// these phases exactly as it does today; this adds a hard schedule-level stop
/// for Paused, matching what `advance_tick` above already does for the clock.
pub fn sim_not_paused(time: Res<SimulationTime>) -> bool {
!time.paused()
}
/// Tracks whether the CURRENT `TickRate::Paused` state was caused by the
/// auto-pause mechanism (T-970, D-226 layer 1: fullscreen implant apps
/// auto-pause the sim, D-170) rather than a manual player pause (D-088, Space
/// bar) or a pre-existing Half rate.
///
/// Reconciliation is "Option A" (lead ruling — no previous-rate stack):
/// - `PlayerAction::AutoPause` (`simulation::input`) only pauses — and sets
/// `active = true` — when the sim is currently `TickRate::Full`. A
/// pre-existing manual pause or Half rate is left completely untouched.
/// - `PlayerAction::AutoResume` only unpauses — and clears `active` — when
/// `active` is already true, i.e. only when auto-pause itself is what
/// caused the pause. A manual pause (or Half rate, which `AutoPause` never
/// touches) survives an implant open/close cycle untouched.
#[derive(Resource, Debug, Default)]
pub struct AutoPauseState {
pub active: bool,
}
/// Bundled SystemParam for pause-related input handling (T-970).
///
/// Bevy's blanket `IntoSystem` impl covers functions up to 16 parameters
/// (mirrors `bookmark::BookmarkInputParams`'s reason for existing).
/// `process_player_input` was already at exactly 16 — bundling `time` and
/// `auto_pause` together here (rather than adding `auto_pause` as its own
/// 17th top-level parameter) keeps it under the ceiling. The two fields
/// belong together anyway: `AutoPauseState` only makes sense in terms of
/// `SimulationTime.tick_rate`.
#[derive(SystemParam)]
pub struct PauseParams<'w> {
pub time: ResMut<'w, SimulationTime>,
pub auto_pause: Option<ResMut<'w, AutoPauseState>>,
}
#[cfg(test)]
mod tests {
use super::*;
+3
View File
@@ -15,6 +15,9 @@ pub struct TimePlugin;
impl Plugin for TimePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<super::time::SimulationTime>()
// T-970 (D-226 layer 1): tracks whether the current pause was
// auto-triggered (implant fullscreen) vs. manual (D-088).
.init_resource::<super::time::AutoPauseState>()
.init_resource::<super::chunk_streaming::ChunkLoadRadius>()
.init_resource::<super::chunk_streaming::ChunkStreamingCadence>()
.init_resource::<super::ticker::TickerPool>()
+320
View File
@@ -32,6 +32,8 @@ use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use crate::simulation::time::sim_not_paused;
/// The 10 phases of the server tick cycle.
///
/// Ordered linearly: each phase completes before the next begins.
@@ -85,5 +87,323 @@ impl TickPhase {
)
.chain(),
);
// T-970 (D-226 layer 1): freeze the world-advancing phases while the
// sim is paused (TickRate::Paused). PreInput (gen-drain, D-206), Input
// (accepts AutoResume/Unpause), Snapshot, and PostSnapshot stay
// ungated so the client keeps getting served while frozen.
//
// Movement, Storyteller, Knowledge, TickAdvance are gated at the SET
// level, one `configure_sets` call each (NOT a single call over a
// tuple of all four — see the note below on why grouping is unsafe).
//
// Simulation and Economy are deliberately NOT set-gated here — each
// needs a per-system split instead, because at least one system in
// each phase must keep running every tick regardless of pause state:
// - Economy: `serve_econ_state_query` (economy_plugin.rs) must keep
// answering the paused-allowed `EconStateQuery`.
// - Simulation: `collect_sound_events` (social_plugin.rs) must keep
// clearing `SoundEventQueue` every tick — it is a this-tick-only
// transient buffer (cleared then refilled each pass) that
// `compute_observer_snapshot` (Snapshot, ungated) only *peeks* at
// via `Res` — it does not drain it itself. Freezing the system that
// clears it left stale sound events visible in every snapshot taken
// while paused, which is exactly the class of bug T-970 exists to
// avoid: it broke `tests/golden_suite.rs`'s determinism fixture
// (`sound_events[0]: unexpected in actual`) even on a trace that
// only pauses on the last tick. Each individual Simulation-phase
// system EXCEPT collect_sound_events is gated at its own
// registration site instead (npc/mod.rs, perception/mod.rs,
// bridge/mod.rs, social_plugin.rs) — audited for the same
// peek-only-Res-of-a-phase-cleared-resource pattern; none of the
// others exhibited it against this fixture.
//
// IMPORTANT: `.run_if()` is attached to each of the four SET-gated
// phases INDIVIDUALLY here — NOT to a tuple of them as a whole (i.e.
// NOT `(Movement, Storyteller, Knowledge, TickAdvance).run_if(...)`).
// Bevy's `configure_sets` treats a >1-element group's collective
// `run_if` as a request to wrap every member in a brand-new anonymous
// parent set (`ScheduleGraph::apply_collective_conditions` only
// attaches the condition directly to the existing set when the group
// has exactly one element; for more, it mints an anonymous set and
// makes every member a child of it). That turned out to be a red
// herring for the actual bug above (an always-true dummy condition on
// the same grouped shape stayed green), but there is no upside to the
// grouped form and it is one more moving part than the single-set
// form needs, so each set gets its own call.
app.configure_sets(Update, Movement.run_if(sim_not_paused));
app.configure_sets(Update, Storyteller.run_if(sim_not_paused));
app.configure_sets(Update, Knowledge.run_if(sim_not_paused));
app.configure_sets(Update, TickAdvance.run_if(sim_not_paused));
}
}
#[cfg(test)]
mod tests {
use super::TickPhase;
use crate::simulation::time::{SimulationTime, TickRate};
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
#[derive(Resource, Default)]
struct PhaseCounters {
pre_input: u32,
input: u32,
movement: u32,
simulation: u32,
economy: u32,
storyteller: u32,
snapshot: u32,
post_snapshot: u32,
knowledge: u32,
tick_advance: u32,
}
fn mark_pre_input(mut c: ResMut<PhaseCounters>) {
c.pre_input += 1;
}
fn mark_input(mut c: ResMut<PhaseCounters>) {
c.input += 1;
}
fn mark_movement(mut c: ResMut<PhaseCounters>) {
c.movement += 1;
}
fn mark_simulation(mut c: ResMut<PhaseCounters>) {
c.simulation += 1;
}
fn mark_economy(mut c: ResMut<PhaseCounters>) {
c.economy += 1;
}
fn mark_storyteller(mut c: ResMut<PhaseCounters>) {
c.storyteller += 1;
}
fn mark_snapshot(mut c: ResMut<PhaseCounters>) {
c.snapshot += 1;
}
fn mark_post_snapshot(mut c: ResMut<PhaseCounters>) {
c.post_snapshot += 1;
}
fn mark_knowledge(mut c: ResMut<PhaseCounters>) {
c.knowledge += 1;
}
fn mark_tick_advance(mut c: ResMut<PhaseCounters>) {
c.tick_advance += 1;
}
/// Builds a bare App with only the phase skeleton + one marker system per
/// phase — no other plugin — so this test exercises exactly the gating
/// wired in `TickPhase::configure`, nothing else.
fn build_test_app() -> App {
let mut app = App::new();
TickPhase::configure(&mut app);
app.init_resource::<PhaseCounters>();
app.insert_resource(SimulationTime::default());
app.add_systems(Update, mark_pre_input.in_set(TickPhase::PreInput));
app.add_systems(Update, mark_input.in_set(TickPhase::Input));
app.add_systems(Update, mark_movement.in_set(TickPhase::Movement));
app.add_systems(Update, mark_simulation.in_set(TickPhase::Simulation));
app.add_systems(Update, mark_economy.in_set(TickPhase::Economy));
app.add_systems(Update, mark_storyteller.in_set(TickPhase::Storyteller));
app.add_systems(Update, mark_snapshot.in_set(TickPhase::Snapshot));
app.add_systems(Update, mark_post_snapshot.in_set(TickPhase::PostSnapshot));
app.add_systems(Update, mark_knowledge.in_set(TickPhase::Knowledge));
app.add_systems(Update, mark_tick_advance.in_set(TickPhase::TickAdvance));
app
}
#[test]
fn world_advancing_phases_skip_while_paused_keep_alive_phases_still_run() {
// T-970: Movement/Storyteller/Knowledge/TickAdvance must freeze on
// TickRate::Paused via TickPhase::configure's SET-level gate.
// PreInput/Input/Snapshot/PostSnapshot must keep running every pass
// regardless. Simulation and Economy are deliberately NOT gated by
// TickPhase::configure at all — each needs a per-system split
// instead (economy_plugin.rs's tick_economy_simulation vs.
// serve_econ_state_query; social_plugin.rs's collect_sound_events
// exemption, proven by `simulation_phase_gates_everything_except_sound_event_collection`
// below) — so this bare-`configure()` test app, which registers no
// other plugin, correctly observes both as ungated here.
let mut app = build_test_app();
// Pass 1 (Full rate): every phase runs once.
app.update();
{
let c = app.world().resource::<PhaseCounters>();
assert_eq!(c.pre_input, 1);
assert_eq!(c.input, 1);
assert_eq!(c.movement, 1);
assert_eq!(c.simulation, 1);
assert_eq!(c.economy, 1);
assert_eq!(c.storyteller, 1);
assert_eq!(c.snapshot, 1);
assert_eq!(c.post_snapshot, 1);
assert_eq!(c.knowledge, 1);
assert_eq!(c.tick_advance, 1);
}
// Pause, then pass 2.
app.world_mut().resource_mut::<SimulationTime>().tick_rate = TickRate::Paused;
app.update();
let c = app.world().resource::<PhaseCounters>();
// Keep-alive phases ran again.
assert_eq!(
c.pre_input, 2,
"PreInput must keep running while paused (gen-drain, D-206)"
);
assert_eq!(
c.input, 2,
"Input must keep running while paused (accepts AutoResume/Unpause)"
);
assert_eq!(
c.economy, 2,
"Economy SET must stay ungated at the phase level — the split lives in economy_plugin.rs"
);
assert_eq!(
c.simulation, 2,
"Simulation SET must stay ungated at the phase level — the split lives in social_plugin.rs (collect_sound_events)"
);
assert_eq!(
c.snapshot, 2,
"Snapshot must keep running while paused (bridge assembly)"
);
assert_eq!(
c.post_snapshot, 2,
"PostSnapshot must keep running while paused (bridge send)"
);
// World-advancing phases must NOT have run again — still 1.
assert_eq!(c.movement, 1, "Movement must skip while paused");
assert_eq!(c.storyteller, 1, "Storyteller must skip while paused");
assert_eq!(c.knowledge, 1, "Knowledge must skip while paused");
assert_eq!(c.tick_advance, 1, "TickAdvance must skip while paused");
}
/// Proves the exact mechanism that broke `tests/golden_suite.rs`
/// (`sound_events[0]: unexpected in actual`) and its fix: gating
/// `collect_sound_events` (or any system with the same "clear a
/// this-tick transient buffer" job) as part of a wholesale `Simulation`
/// SET-level condition leaves the buffer un-cleared while paused, and an
/// UNGATED downstream reader (like `compute_observer_snapshot`, which
/// only peeks the queue via `Res`, never draining it itself) then serves
/// stale data. Modeled with two tiny stand-in systems reproducing that
/// exact shape — not the real sound module — to keep this test
/// self-contained and fast.
#[test]
fn simulation_phase_gates_everything_except_sound_event_collection() {
#[derive(Resource, Default)]
struct StaleBuffer {
events: Vec<u32>,
}
// Records the buffer length observed by the Snapshot-phase reader on
// each pass — a plain Vec can't be a Resource directly (orphan rule).
#[derive(Resource, Default)]
struct SeenLengths(Vec<usize>);
// Stand-in for collect_sound_events: clears-then-refills every tick
// it runs. Registered WITHOUT a run_if — it must always run.
fn clear_buffer(mut buf: ResMut<StaleBuffer>) {
buf.events.clear();
}
// Stand-in for a genuine "world advancing" Simulation-phase system —
// gated normally.
fn other_simulation_work(mut c: ResMut<PhaseCounters>) {
c.simulation += 1;
}
// Stand-in for compute_observer_snapshot: an UNGATED Snapshot-phase
// reader that only peeks the buffer (never drains it) — the role
// that observed the staleness in the real bug.
fn peek_buffer_into_snapshot(buf: Res<StaleBuffer>, mut seen: ResMut<SeenLengths>) {
seen.0.push(buf.events.len());
}
let mut app = App::new();
TickPhase::configure(&mut app);
app.init_resource::<PhaseCounters>();
app.init_resource::<StaleBuffer>();
app.init_resource::<SeenLengths>();
app.insert_resource(SimulationTime::default());
// Mirrors social_plugin.rs's actual split: collect_sound_events
// ungated, everything else in Simulation gated individually.
app.add_systems(Update, clear_buffer.in_set(TickPhase::Simulation));
app.add_systems(
Update,
other_simulation_work
.run_if(crate::simulation::time::sim_not_paused)
.in_set(TickPhase::Simulation),
);
app.add_systems(
Update,
peek_buffer_into_snapshot.in_set(TickPhase::Snapshot),
);
// Tick 1 (Full), buffer starts empty: baseline pass.
app.update();
assert_eq!(
*app.world().resource::<SeenLengths>().0.last().unwrap(),
0,
"tick 1: buffer starts empty"
);
assert_eq!(app.world().resource::<PhaseCounters>().simulation, 1);
// Simulate "a footstep just happened": an event lands in the buffer
// as a tick's leftover state — exactly what collect_sound_events
// would have harvested from a SoundEventEmitter earlier that same
// tick, in the real system. Then pause (mirrors tick 8 in
// golden_suite.rs: Pause is processed via Input, which runs before
// Simulation in the very same pass, so Simulation's gate already
// observes Paused by the time it's evaluated this tick).
app.world_mut().resource_mut::<StaleBuffer>().events.push(1);
app.world_mut().resource_mut::<SimulationTime>().tick_rate =
crate::simulation::time::TickRate::Paused;
app.update();
assert_eq!(
app.world().resource::<PhaseCounters>().simulation,
1,
"other_simulation_work must skip while paused (still 1, from tick 1's Full pass)"
);
assert_eq!(
*app.world().resource::<SeenLengths>().0.last().unwrap(),
0,
"clear_buffer (collect_sound_events stand-in) must still run while paused, \
clearing the leftover event instead of leaking it into the paused \
tick's snapshot — this is the exact T-970 golden_suite.rs regression \
(sound_events[0]: unexpected in actual). If Simulation were set-gated \
as a whole again, clear_buffer would also skip and this would \
observe 1, not 0."
);
}
#[test]
fn gated_phases_resume_after_unpause() {
// Round-trip: paused -> unpaused must resume exactly where it left
// off, no double-counting or lost passes.
let mut app = build_test_app();
app.update(); // Full: 1 everywhere
app.world_mut().resource_mut::<SimulationTime>().tick_rate = TickRate::Paused;
app.update(); // Paused: world-advancing phases stay at 1
app.world_mut().resource_mut::<SimulationTime>().tick_rate = TickRate::Full;
app.update(); // Full again: world-advancing phases go to 2
let c = app.world().resource::<PhaseCounters>();
assert_eq!(c.movement, 2, "Movement must resume after unpause");
assert_eq!(c.storyteller, 2, "Storyteller must resume after unpause");
assert_eq!(c.knowledge, 2, "Knowledge must resume after unpause");
assert_eq!(c.tick_advance, 2, "TickAdvance must resume after unpause");
// Keep-alive phases (plus Simulation/Economy, ungated at this SET
// level — see the per-system splits in social_plugin.rs /
// economy_plugin.rs) ran all 3 passes.
assert_eq!(c.pre_input, 3);
assert_eq!(c.input, 3);
assert_eq!(c.economy, 3);
assert_eq!(c.simulation, 3);
}
}