test(simulation): sprint 10 — replay loading, content scaling, serialization v9, observer tests

#483: Replay loading in test-client — JSONL file loading, tick-scheduled
PlayerInput sending, 13 unit tests, 3 sample replay files.
#500: Content scaling test — baseline + extra NPC comparative, tick budget
assertion (D-026), determinism check across content packs.
#514: Serialization tests for protocol v9 — blocked_entities roundtrip,
backward compat (v5→v9, v8→v9), regenerated msgpack fixtures.
Observer perception tests for confrontation + walk-away mechanics.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 12:58:27 +01:00
co-authored by Claude Opus 4.6
parent 273d29f26f
commit 6c62e2228f
23 changed files with 782 additions and 3 deletions
+210
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@@ -2030,3 +2030,213 @@ fn no_cognitive_delay_component_means_empty_pending_recognitions() {
"no CognitiveDelay component should produce empty pending_recognitions"
);
}
// -----------------------------------------------------------------------
// blocked_entities debug field tests (#514)
// -----------------------------------------------------------------------
#[test]
fn blocked_entities_empty_when_all_visible() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(
snapshot.blocked_entities.is_empty(),
"no blocked entities when NPC is in LOS"
);
}
#[test]
fn npc_behind_wall_appears_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Wall between player and NPC
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
// NPC behind the wall
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(
snapshot.blocked_entities.contains(&npc_sid.0),
"NPC behind wall should appear in blocked_entities"
);
// Not in visible entities
let npc_visible = snapshot
.entities
.iter()
.any(|e| e.entity_id == npc_sid.0);
assert!(!npc_visible, "NPC should not be in visible entities");
}
#[test]
fn npc_behind_player_appears_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC far behind player (south, outside vision cone)
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(
snapshot.blocked_entities.contains(&npc_sid.0),
"NPC in blind spot should appear in blocked_entities"
);
}
#[test]
fn different_z_level_not_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC on a different z-level
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(
!snapshot.blocked_entities.contains(&npc_sid.0),
"NPC on different z-level should NOT be in blocked_entities"
);
}
#[test]
fn blocked_entities_sorted_ascending() {
// Multiple blocked NPCs should appear in ascending entity_id order
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Wall blocks north
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
// Two NPCs behind wall + one behind player
let npc_a = world
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
.id();
let npc_a_sid = registry.register(npc_a);
let npc_b = world
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
.id();
let npc_b_sid = registry.register(npc_b);
let npc_c = world
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
.id();
let npc_c_sid = registry.register(npc_c);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(snapshot.blocked_entities.len() >= 3);
// Must be sorted ascending (BTreeSet guarantee)
for i in 1..snapshot.blocked_entities.len() {
assert!(
snapshot.blocked_entities[i - 1] < snapshot.blocked_entities[i],
"blocked_entities not sorted: {:?}",
snapshot.blocked_entities
);
}
// All three NPCs should be present
assert!(snapshot.blocked_entities.contains(&npc_a_sid.0));
assert!(snapshot.blocked_entities.contains(&npc_b_sid.0));
assert!(snapshot.blocked_entities.contains(&npc_c_sid.0));
}
+1
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@@ -59,6 +59,7 @@ fn snapshot_roundtrip_over_unix_socket() {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
};
bridge
+1
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@@ -45,6 +45,7 @@ fn snapshot_roundtrip_over_tcp() {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
};
bridge
+257
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@@ -0,0 +1,257 @@
//! Content scaling test (#500, D-026).
//!
//! Verifies that adding extra NPCs doesn't degrade tick timing beyond
//! acceptable bounds. Runs the Gauntlet baseline, then adds additional
//! NPCs and compares:
//! 1. Tick timing stays within D-026 budget (100ms)
//! 2. Baseline entities still behave identically (deterministic)
//!
//! Run with: cargo test --test content_scaling -- --nocapture
use bevy_app::prelude::*;
use std::time::Instant;
use settled_reach_server::bridge::types::*;
use settled_reach_server::bridge::BridgePlugin;
use settled_reach_server::knowledge::registry::{EntityRegistry, StableEntityId};
use settled_reach_server::knowledge::KnowledgePlugin;
use settled_reach_server::npc::{Contentment, Npc, NpcPlugin, ToleranceThreshold, Want, WantKind};
use settled_reach_server::simulation::interaction::Interactable;
use settled_reach_server::simulation::movement::TilePosition;
use settled_reach_server::simulation::path_follow::MovementSpeed;
use settled_reach_server::simulation::SimulationPlugin;
/// Number of ticks to run for timing measurements.
const TIMING_TICKS: usize = 50;
/// D-026 budget: 100ms per tick maximum.
const MAX_TICK_MS: f64 = 100.0;
/// Extra NPC counts for scaling tiers.
const EXTRA_NPC_COUNTS: &[usize] = &[0, 15, 50];
/// Set up a Gauntlet world and return the app.
fn setup_baseline() -> App {
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.add_plugins(NpcPlugin);
#[cfg(feature = "gauntlet")]
settled_reach_server::test_world::setup_gauntlet(&mut app);
app
}
/// Spawn N extra NPCs spread across the Gauntlet hub area.
/// NPCs are placed in a grid starting at (40, 48) to stay within walkable space.
fn spawn_extra_npcs(app: &mut App, count: usize) {
// Remove registry from world so we can mutate it while also spawning entities.
let mut registry = app
.world_mut()
.remove_resource::<EntityRegistry>()
.expect("EntityRegistry should exist after setup_gauntlet");
let cols = 10;
for i in 0..count {
let x = 40 + (i % cols) as i32;
let y = 48 + (i / cols) as i32;
let pos = TilePosition::new(x, y, 0);
let entity = app
.world_mut()
.spawn((
Npc,
Interactable,
pos,
Want {
primary: WantKind::Safety,
intensity: 5,
description: format!("extra_npc_{}", i),
},
Contentment { level: 0 },
ToleranceThreshold {
current_stress: 0,
threshold: 50,
},
MovementSpeed::default(),
))
.id();
let sid = registry.register(entity);
app.world_mut()
.entity_mut(entity)
.insert(StableEntityId(sid));
}
app.insert_resource(registry);
}
/// Tick the app N times and return average milliseconds per tick.
fn measure_tick_timing(app: &mut App, ticks: usize) -> f64 {
// Warm-up tick (first tick has startup overhead)
app.update();
let start = Instant::now();
for _ in 0..ticks {
app.update();
}
let elapsed = start.elapsed();
elapsed.as_secs_f64() * 1000.0 / ticks as f64
}
/// Collect snapshot entity IDs from the VisibilityGeometry and entity count.
fn count_entities(app: &App) -> usize {
let registry = app.world().resource::<EntityRegistry>();
registry.len() as usize
}
/// Baseline tick timing: Gauntlet with default entities stays within D-026 budget.
#[test]
#[cfg(feature = "gauntlet")]
fn baseline_tick_timing_within_budget() {
let mut app = setup_baseline();
let entity_count = count_entities(&app);
let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
eprintln!(
"Baseline: {} entities, avg {:.3}ms/tick over {} ticks",
entity_count, avg_ms, TIMING_TICKS
);
assert!(
avg_ms < MAX_TICK_MS,
"Baseline tick timing ({:.3}ms) exceeds D-026 budget ({}ms)",
avg_ms,
MAX_TICK_MS
);
}
/// Scaling test: adding NPCs keeps tick timing within D-026 budget.
/// Tests 0 (baseline), 15, and 50 extra NPCs.
#[test]
#[cfg(feature = "gauntlet")]
fn scaling_tick_timing_within_budget() {
let mut results: Vec<(usize, usize, f64)> = Vec::new();
for &extra_count in EXTRA_NPC_COUNTS {
let mut app = setup_baseline();
if extra_count > 0 {
spawn_extra_npcs(&mut app, extra_count);
}
let total_entities = count_entities(&app);
let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
results.push((extra_count, total_entities, avg_ms));
}
eprintln!("\n=== Content Scaling Results (D-026: {}ms budget) ===", MAX_TICK_MS);
eprintln!("{:<12} {:<10} {:<15}", "Extra NPCs", "Total", "Avg ms/tick");
eprintln!("{:-<37}", "");
for &(extra, total, avg_ms) in &results {
let status = if avg_ms < MAX_TICK_MS { "OK" } else { "OVER" };
eprintln!("{:<12} {:<10} {:<15.3} {}", extra, total, avg_ms, status);
}
// Assert all tiers stay within budget
for &(extra, _total, avg_ms) in &results {
assert!(
avg_ms < MAX_TICK_MS,
"Tick timing with +{} NPCs ({:.3}ms) exceeds D-026 budget ({}ms)",
extra,
avg_ms,
MAX_TICK_MS
);
}
// Assert scaling is reasonable: +50 NPCs shouldn't more than 5x the baseline
if results.len() >= 2 {
let baseline_ms = results[0].2;
let max_extra_ms = results.last().unwrap().2;
let scaling_factor = max_extra_ms / baseline_ms;
eprintln!(
"\nScaling factor (baseline → +{} NPCs): {:.2}x",
results.last().unwrap().0,
scaling_factor
);
assert!(
scaling_factor < 5.0,
"Scaling factor {:.2}x exceeds 5x threshold — possible O(n^2) regression",
scaling_factor
);
}
}
/// Determinism test: baseline entities produce identical snapshots regardless
/// of extra NPCs being present. The original Gauntlet entities (StableId 0-51)
/// should have the same positions and visibility after the same number of ticks.
#[test]
#[cfg(feature = "gauntlet")]
fn extra_npcs_dont_affect_baseline_behavior() {
// Run baseline
let mut baseline_app = setup_baseline();
for _ in 0..10 {
baseline_app.update();
}
let baseline_buffer = baseline_app
.world()
.resource::<SnapshotBuffer>()
.snapshot
.clone();
// Run with extra NPCs
let mut scaled_app = setup_baseline();
spawn_extra_npcs(&mut scaled_app, 15);
for _ in 0..10 {
scaled_app.update();
}
let scaled_buffer = scaled_app
.world()
.resource::<SnapshotBuffer>()
.snapshot
.clone();
let baseline_snap = baseline_buffer.expect("baseline should produce a snapshot");
let scaled_snap = scaled_buffer.expect("scaled should produce a snapshot");
// Same tick
assert_eq!(baseline_snap.tick, scaled_snap.tick, "tick count should match");
// Same game time
assert_eq!(
baseline_snap.game_time.time_of_day, scaled_snap.game_time.time_of_day,
"game time should match"
);
// Player position should be identical
let baseline_player = baseline_snap.entities.iter().find(|e| e.kind == EntityKind::Player);
let scaled_player = scaled_snap.entities.iter().find(|e| e.kind == EntityKind::Player);
assert!(baseline_player.is_some(), "baseline should have player");
assert!(scaled_player.is_some(), "scaled should have player");
let bp = baseline_player.unwrap();
let sp = scaled_player.unwrap();
assert_eq!(bp.x, sp.x, "player x should match");
assert_eq!(bp.y, sp.y, "player y should match");
// Original entities (entity_id <= 51) visible in baseline should still be
// visible in scaled run. Extra NPCs may add to the visible set, but
// shouldn't remove baseline visibility.
let baseline_original_ids: Vec<u64> = baseline_snap
.entities
.iter()
.filter(|e| e.entity_id <= 51)
.map(|e| e.entity_id)
.collect();
let scaled_original_ids: Vec<u64> = scaled_snap
.entities
.iter()
.filter(|e| e.entity_id <= 51)
.map(|e| e.entity_id)
.collect();
assert_eq!(
baseline_original_ids, scaled_original_ids,
"Original Gauntlet entities (id<=51) should be identical in both runs"
);
}
+2
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@@ -35,6 +35,7 @@ fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
}
}
@@ -204,6 +205,7 @@ fn generate_msgpack_fixtures() {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
};
write_fixture(
"snapshot_v2_full",
+4 -1
View File
@@ -1,4 +1,7 @@
{
"blocked_entities": [
2
],
"current_monologue": null,
"dialogue_response": null,
"entities": [
@@ -62,7 +65,7 @@
"player_inventory": [],
"player_stance": "Sprint",
"tick": 8,
"version": 8,
"version": 9,
"visible_tiles": [
{
"tile_kind": "Wall",
+92 -1
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@@ -24,6 +24,7 @@ fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
}
}
@@ -250,6 +251,7 @@ fn snapshot_v2_fields_roundtrip() {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
@@ -304,7 +306,7 @@ fn protocol_version_constant_matches_snapshot() {
let snapshot = test_snapshot(0, vec![]);
assert_eq!(snapshot.version, PROTOCOL_VERSION);
assert_eq!(
PROTOCOL_VERSION, 8,
PROTOCOL_VERSION, 9,
"bump this assertion when protocol version changes"
);
}
@@ -342,6 +344,7 @@ fn all_facing_direction_variants_roundtrip() {
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
@@ -469,6 +472,10 @@ fn v5_payload_deserializes_into_v6_struct() {
decoded.pending_recognitions.is_empty(),
"missing pending_recognitions should default to empty"
);
assert!(
decoded.blocked_entities.is_empty(),
"missing blocked_entities should default to empty"
);
}
/// Full 9-slot inventory roundtrip (D-065: 3x3 grid = 9 slots universal)
@@ -1095,6 +1102,90 @@ fn gdscript_generated_fixtures_deserialize() {
eprintln!("Verified {} GDScript-generated fixtures", count);
}
/// blocked_entities Vec<u64> round-trips through MessagePack (#514).
/// Guards the debug field survives serialization.
#[test]
fn blocked_entities_roundtrip() {
let mut snapshot = test_snapshot(0, vec![]);
snapshot.blocked_entities = vec![42, 99, 1024];
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
assert_eq!(
decoded.blocked_entities,
vec![42, 99, 1024],
"blocked_entities should survive roundtrip"
);
}
/// Empty blocked_entities round-trips correctly (#514).
#[test]
fn blocked_entities_empty_roundtrip() {
let snapshot = test_snapshot(0, vec![]);
assert!(snapshot.blocked_entities.is_empty());
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
assert!(
decoded.blocked_entities.is_empty(),
"empty blocked_entities should survive roundtrip"
);
}
/// v8 payloads (without blocked_entities) must deserialize into the v9 struct
/// via #[serde(default)]. Guards backwards compat during migration (#514).
#[test]
fn v8_payload_deserializes_into_v9_struct() {
#[derive(serde::Serialize)]
struct ObserverSnapshotV8 {
version: u8,
tick: u64,
game_time: GameTime,
player_facing: FacingDirection,
player_stance: MovementStance,
player_inventory: Vec<InventoryItem>,
entities: Vec<VisibleEntity>,
visible_tiles: Vec<VisibleTile>,
nearby_interactions: Vec<NearbyInteraction>,
current_monologue: Option<MonologueEvent>,
pending_recognitions: Vec<PendingRecognitionWire>,
dialogue_response: Option<DialogueResponseEvent>,
}
let v8 = ObserverSnapshotV8 {
version: 8,
tick: 100,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::North,
player_stance: MovementStance::Walk,
player_inventory: vec![],
entities: vec![],
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
};
let bytes = rmp_serde::to_vec_named(&v8).expect("serialize v8");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes)
.expect("v8 payload should deserialize into v9 struct via serde(default)");
assert_eq!(decoded.version, 8, "version field preserved from v8");
assert_eq!(decoded.tick, 100);
assert!(
decoded.blocked_entities.is_empty(),
"missing blocked_entities should default to empty"
);
}
/// NearbyInteraction.object_type round-trips through MessagePack (#422).
/// Verifies object_type=Some(Container) survives the wire.
#[test]