feat(client): add Protocol codec with cross-language tests (#77)
Protocol.gd decodes ObserverSnapshot and PlayerInput from Rust's rmp_serde wire format, and encodes PlayerInput for sending to server. Handles rmp_serde enum encoding: unit variants as bare strings, data variants as single-element maps. 8 fixture-based tests verify decode of Rust-generated fixtures, GDScript encode/decode roundtrips, and cross-language compatibility. All 15 tests pass (3 suites). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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class_name Protocol
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## MessagePack codec for the Rust↔Godot wire protocol (D-020).
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##
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## Encodes/decodes ObserverSnapshot and PlayerInput to match
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## rmp_serde's named-field encoding of server/src/bridge/types.rs.
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##
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## Wire format notes (rmp_serde with to_vec_named):
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## Structs → msgpack maps with string keys
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## Unit enum variants (no data) → bare strings ("MoveNorth", "Npc")
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## Data enum variants → single-element maps ({"UsePerceptionMode": "thermal"})
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# -- Decode: bytes from server → GDScript types --------------------------------
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## Decode an ObserverSnapshot from MessagePack bytes.
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## Returns { "tick": int, "entities": Array[Dictionary] } or null on error.
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static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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var result = Messagepack.decode(bytes)
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if result.status != null:
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push_error("Protocol: msgpack decode failed: %s" % result.status)
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return null
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var raw = result.value
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if not raw is Dictionary or not raw.has("tick") or not raw.has("entities"):
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push_error("Protocol: snapshot missing required fields")
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return null
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var entities: Array[Dictionary] = []
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for raw_entity in raw["entities"]:
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var entity = _decode_entity(raw_entity)
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if entity != null:
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entities.append(entity)
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return {
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"tick": int(raw["tick"]),
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"entities": entities,
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}
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## Decode a single VisibleEntity from a raw msgpack map.
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static func _decode_entity(raw: Dictionary) -> Variant:
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if not raw.has("entity_id") or not raw.has("x") or not raw.has("y") \
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or not raw.has("z") or not raw.has("kind"):
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push_warning("Protocol: entity missing required fields: %s" % str(raw.keys()))
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return null
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return {
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"entity_id": int(raw["entity_id"]),
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"x": float(raw["x"]),
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"y": float(raw["y"]),
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"z": int(raw["z"]),
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"kind": _decode_enum_variant(raw["kind"]),
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}
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## Decode an enum variant from rmp_serde's encoding.
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## Unit variants are bare strings, data variants are single-element maps.
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## Returns { "variant": String, "data": Variant } in both cases.
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static func _decode_enum_variant(raw) -> Dictionary:
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if raw is String:
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return { "variant": raw, "data": null }
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elif raw is Dictionary and raw.size() == 1:
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var variant_name: String = raw.keys()[0]
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return { "variant": variant_name, "data": raw[variant_name] }
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else:
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push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
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return { "variant": "Unknown", "data": raw }
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# -- Encode: GDScript types → bytes to server ----------------------------------
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## Encode a PlayerInput to MessagePack bytes.
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## action_name: one of "MoveNorth", "MoveSouth", "MoveEast", "MoveWest",
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## "Interact", "UsePerceptionMode", "Pause", "Unpause"
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## action_data: null for unit variants, String for UsePerceptionMode
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static func encode_player_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray:
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var action_value: Variant
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if action_data != null:
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# Data variant → single-element map
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action_value = { action_name: action_data }
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else:
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# Unit variant → bare string
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action_value = action_name
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var input := {
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"tick": tick,
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"action": action_value,
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}
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var result = Messagepack.encode(input)
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if result.status != null:
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push_error("Protocol: msgpack encode failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
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## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
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static func decode_player_input(bytes: PackedByteArray) -> Variant:
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var result = Messagepack.decode(bytes)
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if result.status != null:
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push_error("Protocol: msgpack decode failed: %s" % result.status)
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return null
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var raw = result.value
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if not raw is Dictionary or not raw.has("tick") or not raw.has("action"):
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push_error("Protocol: player_input missing required fields")
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return null
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return {
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"tick": int(raw["tick"]),
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"action": _decode_enum_variant(raw["action"]),
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}
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## D-030 Layer 1: Cross-language MessagePack tests
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## Validates that Protocol.gd correctly decodes fixtures generated by Rust (rmp_serde).
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## Fixtures generated by: cargo test --test gen_fixtures -- --ignored
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class_name TestProtocol
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extends GdUnitTestSuite
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const FIXTURE_DIR = "res://tests/fixtures/msgpack/"
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func _load_fixture(name: String) -> PackedByteArray:
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var path = FIXTURE_DIR + name + ".msgpack"
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var file = FileAccess.open(path, FileAccess.READ)
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assert_that(file).is_not_null()
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return file.get_buffer(file.get_length())
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# -- Snapshot decoding ----------------------------------------------------------
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func test_decode_snapshot_one_npc() -> void:
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var bytes = _load_fixture("snapshot_one_npc")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(42)
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assert_that(snapshot.entities.size()).is_equal(1)
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var entity = snapshot.entities[0]
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assert_that(entity.entity_id).is_equal(1)
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assert_float(entity.x).is_equal_approx(10.0, 0.001)
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assert_float(entity.y).is_equal_approx(20.0, 0.001)
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assert_that(entity.z).is_equal(0)
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assert_that(entity.kind.variant).is_equal("Npc")
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assert_that(entity.kind.data).is_null()
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func test_decode_snapshot_empty() -> void:
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var bytes = _load_fixture("snapshot_empty")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(0)
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assert_that(snapshot.entities.size()).is_equal(0)
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func test_decode_snapshot_multi_entity() -> void:
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var bytes = _load_fixture("snapshot_multi_entity")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(999)
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assert_that(snapshot.entities.size()).is_equal(3)
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# NPC at (5, 10, 0)
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var npc = snapshot.entities[0]
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assert_that(npc.entity_id).is_equal(1)
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assert_float(npc.x).is_equal_approx(5.0, 0.001)
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assert_float(npc.y).is_equal_approx(10.0, 0.001)
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assert_that(npc.z).is_equal(0)
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assert_that(npc.kind.variant).is_equal("Npc")
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# Object at (15.5, 3, 1)
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var obj = snapshot.entities[1]
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assert_that(obj.entity_id).is_equal(2)
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assert_float(obj.x).is_equal_approx(15.5, 0.001)
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assert_float(obj.y).is_equal_approx(3.0, 0.001)
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assert_that(obj.z).is_equal(1)
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assert_that(obj.kind.variant).is_equal("Object")
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# Terrain at (0, 0, -1)
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var terrain = snapshot.entities[2]
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assert_that(terrain.entity_id).is_equal(3)
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assert_float(terrain.x).is_equal_approx(0.0, 0.001)
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assert_float(terrain.y).is_equal_approx(0.0, 0.001)
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assert_that(terrain.z).is_equal(-1)
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assert_that(terrain.kind.variant).is_equal("Terrain")
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# -- PlayerInput decoding -------------------------------------------------------
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func test_decode_input_move_north() -> void:
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var bytes = _load_fixture("input_move_north")
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var input = Protocol.decode_player_input(bytes)
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assert_that(input).is_not_null()
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assert_that(input.tick).is_equal(100)
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assert_that(input.action.variant).is_equal("MoveNorth")
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assert_that(input.action.data).is_null()
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func test_decode_input_perception_mode() -> void:
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var bytes = _load_fixture("input_perception_mode")
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var input = Protocol.decode_player_input(bytes)
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assert_that(input).is_not_null()
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assert_that(input.tick).is_equal(200)
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assert_that(input.action.variant).is_equal("UsePerceptionMode")
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assert_that(input.action.data).is_equal("thermal")
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# -- PlayerInput encoding -------------------------------------------------------
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func test_encode_decode_roundtrip_unit_variant() -> void:
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var bytes = Protocol.encode_player_input(50, "MoveEast")
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assert_that(bytes.size()).is_greater(0)
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var decoded = Protocol.decode_player_input(bytes)
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assert_that(decoded).is_not_null()
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assert_that(decoded.tick).is_equal(50)
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assert_that(decoded.action.variant).is_equal("MoveEast")
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assert_that(decoded.action.data).is_null()
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func test_encode_decode_roundtrip_data_variant() -> void:
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var bytes = Protocol.encode_player_input(75, "UsePerceptionMode", "infrared")
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assert_that(bytes.size()).is_greater(0)
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var decoded = Protocol.decode_player_input(bytes)
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assert_that(decoded).is_not_null()
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assert_that(decoded.tick).is_equal(75)
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assert_that(decoded.action.variant).is_equal("UsePerceptionMode")
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assert_that(decoded.action.data).is_equal("infrared")
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# -- Cross-language roundtrip: GDScript encode matches Rust decode ---------------
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func test_gdscript_encode_matches_rust_fixture() -> void:
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# Encode the same MoveNorth input as the Rust fixture
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var bytes = Protocol.encode_player_input(100, "MoveNorth")
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# Decode and verify the content matches the Rust fixture
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var rust_bytes = _load_fixture("input_move_north")
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var from_gd = Protocol.decode_player_input(bytes)
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var from_rust = Protocol.decode_player_input(rust_bytes)
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assert_that(from_gd.tick).is_equal(from_rust.tick)
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assert_that(from_gd.action.variant).is_equal(from_rust.action.variant)
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assert_that(from_gd.action.data).is_equal(from_rust.action.data)
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@@ -0,0 +1 @@
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uid://cj0et712osytn
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@@ -0,0 +1 @@
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uid://ct5bcdvoyo65p
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