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:
@@ -2030,3 +2030,213 @@ fn no_cognitive_delay_component_means_empty_pending_recognitions() {
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"no CognitiveDelay component should produce empty pending_recognitions"
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);
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}
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// -----------------------------------------------------------------------
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// blocked_entities debug field tests (#514)
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// -----------------------------------------------------------------------
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#[test]
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fn blocked_entities_empty_when_all_visible() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
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.id();
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registry.register(npc);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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run_observer_pipeline(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(
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snapshot.blocked_entities.is_empty(),
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"no blocked entities when NPC is in LOS"
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);
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}
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#[test]
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fn npc_behind_wall_appears_in_blocked_entities() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// Wall between player and NPC
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world
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.resource_mut::<WalkabilityMap>()
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.set_walkable(&TilePosition::new(16, 14, 0), false);
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// NPC behind the wall
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
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.id();
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let npc_sid = registry.register(npc);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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run_observer_pipeline(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(
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snapshot.blocked_entities.contains(&npc_sid.0),
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"NPC behind wall should appear in blocked_entities"
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);
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// Not in visible entities
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let npc_visible = snapshot
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.entities
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.iter()
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.any(|e| e.entity_id == npc_sid.0);
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assert!(!npc_visible, "NPC should not be in visible entities");
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}
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#[test]
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fn npc_behind_player_appears_in_blocked_entities() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// NPC far behind player (south, outside vision cone)
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
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.id();
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let npc_sid = registry.register(npc);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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run_observer_pipeline(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(
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snapshot.blocked_entities.contains(&npc_sid.0),
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"NPC in blind spot should appear in blocked_entities"
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);
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}
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#[test]
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fn different_z_level_not_in_blocked_entities() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// NPC on a different z-level
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)))
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.id();
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let npc_sid = registry.register(npc);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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run_observer_pipeline(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(
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!snapshot.blocked_entities.contains(&npc_sid.0),
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"NPC on different z-level should NOT be in blocked_entities"
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);
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}
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#[test]
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fn blocked_entities_sorted_ascending() {
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// Multiple blocked NPCs should appear in ascending entity_id order
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// Wall blocks north
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world
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.resource_mut::<WalkabilityMap>()
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.set_walkable(&TilePosition::new(16, 14, 0), false);
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// Two NPCs behind wall + one behind player
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let npc_a = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
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.id();
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let npc_a_sid = registry.register(npc_a);
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let npc_b = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
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.id();
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let npc_b_sid = registry.register(npc_b);
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let npc_c = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
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.id();
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let npc_c_sid = registry.register(npc_c);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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run_observer_pipeline(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(snapshot.blocked_entities.len() >= 3);
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// Must be sorted ascending (BTreeSet guarantee)
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for i in 1..snapshot.blocked_entities.len() {
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assert!(
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snapshot.blocked_entities[i - 1] < snapshot.blocked_entities[i],
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"blocked_entities not sorted: {:?}",
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snapshot.blocked_entities
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);
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}
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// All three NPCs should be present
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assert!(snapshot.blocked_entities.contains(&npc_a_sid.0));
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assert!(snapshot.blocked_entities.contains(&npc_b_sid.0));
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assert!(snapshot.blocked_entities.contains(&npc_c_sid.0));
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}
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@@ -59,6 +59,7 @@ fn snapshot_roundtrip_over_unix_socket() {
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current_monologue: None,
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pending_recognitions: vec![],
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dialogue_response: None,
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blocked_entities: vec![],
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};
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bridge
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@@ -45,6 +45,7 @@ fn snapshot_roundtrip_over_tcp() {
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current_monologue: None,
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pending_recognitions: vec![],
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dialogue_response: None,
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blocked_entities: vec![],
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};
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bridge
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@@ -0,0 +1,257 @@
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//! Content scaling test (#500, D-026).
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//!
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//! Verifies that adding extra NPCs doesn't degrade tick timing beyond
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//! acceptable bounds. Runs the Gauntlet baseline, then adds additional
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//! NPCs and compares:
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//! 1. Tick timing stays within D-026 budget (100ms)
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//! 2. Baseline entities still behave identically (deterministic)
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//!
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//! Run with: cargo test --test content_scaling -- --nocapture
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use bevy_app::prelude::*;
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use std::time::Instant;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::BridgePlugin;
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use settled_reach_server::knowledge::registry::{EntityRegistry, StableEntityId};
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use settled_reach_server::knowledge::KnowledgePlugin;
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use settled_reach_server::npc::{Contentment, Npc, NpcPlugin, ToleranceThreshold, Want, WantKind};
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use settled_reach_server::simulation::interaction::Interactable;
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use settled_reach_server::simulation::movement::TilePosition;
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use settled_reach_server::simulation::path_follow::MovementSpeed;
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use settled_reach_server::simulation::SimulationPlugin;
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/// Number of ticks to run for timing measurements.
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const TIMING_TICKS: usize = 50;
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/// D-026 budget: 100ms per tick maximum.
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const MAX_TICK_MS: f64 = 100.0;
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/// Extra NPC counts for scaling tiers.
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const EXTRA_NPC_COUNTS: &[usize] = &[0, 15, 50];
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/// Set up a Gauntlet world and return the app.
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fn setup_baseline() -> App {
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.add_plugins(KnowledgePlugin);
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app.add_plugins(NpcPlugin);
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#[cfg(feature = "gauntlet")]
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settled_reach_server::test_world::setup_gauntlet(&mut app);
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app
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}
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/// Spawn N extra NPCs spread across the Gauntlet hub area.
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/// NPCs are placed in a grid starting at (40, 48) to stay within walkable space.
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fn spawn_extra_npcs(app: &mut App, count: usize) {
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// Remove registry from world so we can mutate it while also spawning entities.
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let mut registry = app
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.world_mut()
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.remove_resource::<EntityRegistry>()
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.expect("EntityRegistry should exist after setup_gauntlet");
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let cols = 10;
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for i in 0..count {
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let x = 40 + (i % cols) as i32;
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let y = 48 + (i / cols) as i32;
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let pos = TilePosition::new(x, y, 0);
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let entity = app
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.world_mut()
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.spawn((
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Npc,
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Interactable,
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pos,
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Want {
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primary: WantKind::Safety,
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intensity: 5,
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description: format!("extra_npc_{}", i),
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},
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Contentment { level: 0 },
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ToleranceThreshold {
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current_stress: 0,
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threshold: 50,
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},
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MovementSpeed::default(),
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))
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.id();
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let sid = registry.register(entity);
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app.world_mut()
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.entity_mut(entity)
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.insert(StableEntityId(sid));
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}
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app.insert_resource(registry);
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}
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/// Tick the app N times and return average milliseconds per tick.
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fn measure_tick_timing(app: &mut App, ticks: usize) -> f64 {
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// Warm-up tick (first tick has startup overhead)
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app.update();
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let start = Instant::now();
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for _ in 0..ticks {
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app.update();
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}
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let elapsed = start.elapsed();
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elapsed.as_secs_f64() * 1000.0 / ticks as f64
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}
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/// Collect snapshot entity IDs from the VisibilityGeometry and entity count.
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fn count_entities(app: &App) -> usize {
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let registry = app.world().resource::<EntityRegistry>();
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registry.len() as usize
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}
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/// Baseline tick timing: Gauntlet with default entities stays within D-026 budget.
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#[test]
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#[cfg(feature = "gauntlet")]
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fn baseline_tick_timing_within_budget() {
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let mut app = setup_baseline();
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let entity_count = count_entities(&app);
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let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
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eprintln!(
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"Baseline: {} entities, avg {:.3}ms/tick over {} ticks",
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entity_count, avg_ms, TIMING_TICKS
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);
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assert!(
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avg_ms < MAX_TICK_MS,
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"Baseline tick timing ({:.3}ms) exceeds D-026 budget ({}ms)",
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avg_ms,
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MAX_TICK_MS
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);
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}
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/// Scaling test: adding NPCs keeps tick timing within D-026 budget.
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/// Tests 0 (baseline), 15, and 50 extra NPCs.
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#[test]
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#[cfg(feature = "gauntlet")]
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fn scaling_tick_timing_within_budget() {
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let mut results: Vec<(usize, usize, f64)> = Vec::new();
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for &extra_count in EXTRA_NPC_COUNTS {
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let mut app = setup_baseline();
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if extra_count > 0 {
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spawn_extra_npcs(&mut app, extra_count);
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}
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let total_entities = count_entities(&app);
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let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
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results.push((extra_count, total_entities, avg_ms));
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}
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eprintln!("\n=== Content Scaling Results (D-026: {}ms budget) ===", MAX_TICK_MS);
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eprintln!("{:<12} {:<10} {:<15}", "Extra NPCs", "Total", "Avg ms/tick");
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eprintln!("{:-<37}", "");
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for &(extra, total, avg_ms) in &results {
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let status = if avg_ms < MAX_TICK_MS { "OK" } else { "OVER" };
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eprintln!("{:<12} {:<10} {:<15.3} {}", extra, total, avg_ms, status);
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}
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// Assert all tiers stay within budget
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for &(extra, _total, avg_ms) in &results {
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assert!(
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avg_ms < MAX_TICK_MS,
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"Tick timing with +{} NPCs ({:.3}ms) exceeds D-026 budget ({}ms)",
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extra,
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avg_ms,
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MAX_TICK_MS
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);
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}
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|
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// Assert scaling is reasonable: +50 NPCs shouldn't more than 5x the baseline
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if results.len() >= 2 {
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let baseline_ms = results[0].2;
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let max_extra_ms = results.last().unwrap().2;
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let scaling_factor = max_extra_ms / baseline_ms;
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eprintln!(
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"\nScaling factor (baseline → +{} NPCs): {:.2}x",
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results.last().unwrap().0,
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scaling_factor
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);
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assert!(
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scaling_factor < 5.0,
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"Scaling factor {:.2}x exceeds 5x threshold — possible O(n^2) regression",
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scaling_factor
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||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Determinism test: baseline entities produce identical snapshots regardless
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/// of extra NPCs being present. The original Gauntlet entities (StableId 0-51)
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/// should have the same positions and visibility after the same number of ticks.
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#[test]
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#[cfg(feature = "gauntlet")]
|
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fn extra_npcs_dont_affect_baseline_behavior() {
|
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// Run baseline
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let mut baseline_app = setup_baseline();
|
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for _ in 0..10 {
|
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baseline_app.update();
|
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}
|
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let baseline_buffer = baseline_app
|
||||
.world()
|
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.resource::<SnapshotBuffer>()
|
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.snapshot
|
||||
.clone();
|
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|
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// Run with extra NPCs
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let mut scaled_app = setup_baseline();
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spawn_extra_npcs(&mut scaled_app, 15);
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for _ in 0..10 {
|
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scaled_app.update();
|
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}
|
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let scaled_buffer = scaled_app
|
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.world()
|
||||
.resource::<SnapshotBuffer>()
|
||||
.snapshot
|
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.clone();
|
||||
|
||||
let baseline_snap = baseline_buffer.expect("baseline should produce a snapshot");
|
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let scaled_snap = scaled_buffer.expect("scaled should produce a snapshot");
|
||||
|
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// Same tick
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assert_eq!(baseline_snap.tick, scaled_snap.tick, "tick count should match");
|
||||
|
||||
// Same game time
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||||
assert_eq!(
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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);
|
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assert!(baseline_player.is_some(), "baseline should have player");
|
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assert!(scaled_player.is_some(), "scaled should have player");
|
||||
|
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let bp = baseline_player.unwrap();
|
||||
let sp = scaled_player.unwrap();
|
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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"
|
||||
);
|
||||
}
|
||||
@@ -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",
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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]
|
||||
|
||||
Reference in New Issue
Block a user