Expand wire protocol with version field, GameTime (day/phase/paused), FacingDirection (8-directional), VisibleTile, VisibilitySector (Forward/Peripheral), and visibility tag on VisibleEntity. Regenerate all msgpack fixtures for client compatibility. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
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@@ -1,21 +1,86 @@
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// Bridge type definitions
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// ObserverSnapshot: data crossing the client-server boundary
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// Bridge type definitions — v2 (Sprint 2: See)
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// ObserverSnapshot: data crossing the client-server boundary (D-020)
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// PlayerInput: semantic actions from client
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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pub use crate::simulation::time::DayPhase;
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/// The ONLY data structure crossing the client-server boundary (D-020)
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/// Contains all information visible to the observer at a given tick.
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///
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/// TODO: Planned fields — fog/visibility data, ambient sound events,
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/// internal monologue triggers, HUD state (D-020 expansion).
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/// v2 adds: game_time, player_facing, visible_tiles, visibility sectors.
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/// Future fields: ambient sound events, internal monologue triggers,
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/// HUD state (D-020 expansion).
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ObserverSnapshot {
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/// Protocol version for forward compatibility. Current: 2.
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pub version: u8,
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/// Simulation tick when this snapshot was produced
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pub tick: u64,
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/// All entities visible to the observer
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/// Game time data for client HUD display (D-031)
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pub game_time: GameTime,
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/// Player character's facing direction for vision cone (D-015)
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pub player_facing: FacingDirection,
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/// All entities visible to the observer (filtered by LOS + vision cone)
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pub entities: Vec<VisibleEntity>,
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/// Tiles visible to the observer for fog rendering
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pub visible_tiles: Vec<VisibleTile>,
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}
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/// Game time data for client display (D-031)
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/// 10 ticks = 1 game-minute, 4 day phases of 360 minutes each.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct GameTime {
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/// Current day (0-indexed)
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pub day: u64,
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/// Time of day in game-minutes (0..1439)
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pub time_of_day: u64,
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/// Current day phase (Morning/Afternoon/Evening/Night)
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pub day_phase: DayPhase,
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/// Whether simulation is paused
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pub paused: bool,
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}
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/// 8-directional facing direction, matching movement system.
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/// Used for vision cone computation (D-015) and snapshot wire format.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum FacingDirection {
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North,
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Northeast,
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East,
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Southeast,
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South,
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Southwest,
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West,
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Northwest,
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}
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impl Default for FacingDirection {
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fn default() -> Self {
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FacingDirection::North
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}
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}
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/// A tile visible to the observer with its visibility quality
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct VisibleTile {
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pub x: i32,
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pub y: i32,
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pub z: i32,
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/// Which vision cone sector this tile falls in (D-015)
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pub visibility: VisibilitySector,
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}
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/// Vision cone sectors per D-015.
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/// Behind = not visible at all (tile absent from visible_tiles list).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum VisibilitySector {
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/// Full LOS, full detail (forward arc)
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Forward,
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/// Reduced range, dimmer rendering (side arcs)
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Peripheral,
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}
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/// A visible entity in the simulation
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@@ -28,10 +93,12 @@ pub struct VisibleEntity {
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pub y: f32,
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pub z: i32,
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pub kind: EntityKind,
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/// Which vision cone sector this entity falls in (D-015)
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pub visibility: VisibilitySector,
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}
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/// Category of visible entity
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub enum EntityKind {
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Player,
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Npc,
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@@ -2,6 +2,7 @@
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//! Run with: cargo test --test gen_fixtures -- --ignored
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::simulation::time::DayPhase;
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use std::fs;
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use std::path::Path;
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@@ -14,30 +15,45 @@ fn write_fixture(name: &str, bytes: &[u8]) {
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eprintln!("Wrote {} ({} bytes)", path.display(), bytes.len());
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}
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/// Helper to create a minimal v2 snapshot for fixtures
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fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: 2,
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tick,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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paused: false,
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},
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player_facing: FacingDirection::North,
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entities,
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visible_tiles: vec![],
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}
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}
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#[test]
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#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
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fn generate_msgpack_fixtures() {
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// Snapshot with one NPC entity
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let snapshot = ObserverSnapshot {
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tick: 42,
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entities: vec![VisibleEntity {
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let snapshot = fixture_snapshot(
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42,
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vec![VisibleEntity {
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entity_id: 1,
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x: 10.0,
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y: 20.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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}],
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};
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);
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write_fixture(
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"snapshot_one_npc",
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&rmp_serde::to_vec_named(&snapshot).unwrap(),
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);
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// Empty snapshot
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let empty = ObserverSnapshot {
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tick: 0,
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entities: vec![],
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};
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let empty = fixture_snapshot(0, vec![]);
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write_fixture("snapshot_empty", &rmp_serde::to_vec_named(&empty).unwrap());
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// PlayerInput: MoveNorth
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@@ -60,32 +76,34 @@ fn generate_msgpack_fixtures() {
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&rmp_serde::to_vec_named(&input_perception).unwrap(),
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);
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// Snapshot with Player entity (EntityKind::Player added by server team)
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let snapshot_player = ObserverSnapshot {
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tick: 1,
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entities: vec![VisibleEntity {
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// Snapshot with Player entity
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let snapshot_player = fixture_snapshot(
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1,
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vec![VisibleEntity {
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entity_id: 100,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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}],
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};
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);
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write_fixture(
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"snapshot_player",
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&rmp_serde::to_vec_named(&snapshot_player).unwrap(),
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);
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// Snapshot with multiple entities and all EntityKind variants
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let snapshot_multi = ObserverSnapshot {
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tick: 999,
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entities: vec![
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let snapshot_multi = fixture_snapshot(
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999,
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vec![
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VisibleEntity {
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entity_id: 1,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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},
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VisibleEntity {
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entity_id: 2,
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@@ -93,6 +111,7 @@ fn generate_msgpack_fixtures() {
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y: 10.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Peripheral,
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},
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VisibleEntity {
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entity_id: 3,
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@@ -100,6 +119,7 @@ fn generate_msgpack_fixtures() {
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y: 3.0,
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z: 1,
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kind: EntityKind::Object,
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visibility: VisibilitySector::Forward,
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},
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VisibleEntity {
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entity_id: 4,
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@@ -107,12 +127,58 @@ fn generate_msgpack_fixtures() {
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y: 0.0,
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z: -1,
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kind: EntityKind::Terrain,
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visibility: VisibilitySector::Forward,
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},
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],
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);
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write_fixture(
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"snapshot_multi_entity",
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&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
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);
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// v2 snapshot with visible_tiles and game_time populated
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let snapshot_v2_full = ObserverSnapshot {
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version: 2,
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tick: 500,
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game_time: GameTime {
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day: 1,
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time_of_day: 720,
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day_phase: DayPhase::Evening,
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paused: false,
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},
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player_facing: FacingDirection::Southeast,
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entities: vec![VisibleEntity {
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entity_id: 1,
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x: 10.5,
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y: 10.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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}],
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visible_tiles: vec![
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VisibleTile {
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x: 10,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Forward,
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},
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VisibleTile {
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x: 11,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Peripheral,
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},
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VisibleTile {
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x: 10,
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y: 9,
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z: 0,
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visibility: VisibilitySector::Forward,
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},
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],
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};
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write_fixture(
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"snapshot_multi_entity",
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&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
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"snapshot_v2_full",
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&rmp_serde::to_vec_named(&snapshot_v2_full).unwrap(),
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);
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// Batch input: Vec<PlayerInput> with two actions (D-030 Layer 1 bidirectional symmetry)
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+113
-12
@@ -1,24 +1,44 @@
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//! IPC serialization round-trip tests (D-030 Layer 1: fixture-based).
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::simulation::time::DayPhase;
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use std::fs;
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/// Helper to create a minimal v2 snapshot for tests
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fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: 2,
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tick,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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paused: false,
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},
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player_facing: FacingDirection::North,
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entities,
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visible_tiles: vec![],
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}
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}
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#[test]
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fn observer_snapshot_roundtrip() {
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let snapshot = ObserverSnapshot {
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tick: 42,
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entities: vec![VisibleEntity {
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let snapshot = test_snapshot(
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42,
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vec![VisibleEntity {
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entity_id: 1,
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x: 10.0,
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y: 20.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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}],
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};
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);
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 2);
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assert_eq!(decoded.tick, 42);
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assert_eq!(decoded.entities.len(), 1);
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assert_eq!(decoded.entities[0].entity_id, 1);
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@@ -39,10 +59,7 @@ fn player_input_roundtrip() {
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#[test]
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fn empty_snapshot_roundtrip() {
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let snapshot = ObserverSnapshot {
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tick: 0,
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entities: vec![],
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};
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let snapshot = test_snapshot(0, vec![]);
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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@@ -140,11 +157,9 @@ fn all_entity_kind_variants_roundtrip() {
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y: 0.0,
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z: 0,
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kind,
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visibility: VisibilitySector::Forward,
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};
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let snapshot = ObserverSnapshot {
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tick: 0,
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entities: vec![entity],
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};
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let snapshot = test_snapshot(0, vec![entity]);
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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let re_bytes = rmp_serde::to_vec_named(&decoded).expect("re-serialize");
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@@ -154,3 +169,89 @@ fn all_entity_kind_variants_roundtrip() {
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);
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}
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}
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/// v2 snapshot fields round-trip correctly
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#[test]
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fn snapshot_v2_fields_roundtrip() {
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let snapshot = ObserverSnapshot {
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version: 2,
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tick: 100,
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game_time: GameTime {
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day: 3,
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time_of_day: 720,
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day_phase: DayPhase::Evening,
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paused: true,
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},
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player_facing: FacingDirection::Southeast,
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entities: vec![VisibleEntity {
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entity_id: 1,
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x: 5.5,
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y: 10.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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}],
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visible_tiles: vec![
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VisibleTile {
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x: 5,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Forward,
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},
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VisibleTile {
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x: 6,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Peripheral,
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},
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],
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};
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 2);
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assert_eq!(decoded.game_time.day, 3);
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assert_eq!(decoded.game_time.time_of_day, 720);
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assert_eq!(decoded.game_time.day_phase, DayPhase::Evening);
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assert!(decoded.game_time.paused);
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assert_eq!(decoded.player_facing, FacingDirection::Southeast);
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assert_eq!(decoded.visible_tiles.len(), 2);
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assert_eq!(decoded.visible_tiles[0].visibility, VisibilitySector::Forward);
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assert_eq!(decoded.visible_tiles[1].visibility, VisibilitySector::Peripheral);
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assert_eq!(decoded.entities[0].visibility, VisibilitySector::Forward);
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}
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/// All FacingDirection variants round-trip
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#[test]
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fn all_facing_direction_variants_roundtrip() {
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let directions = [
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FacingDirection::North,
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FacingDirection::Northeast,
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FacingDirection::East,
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FacingDirection::Southeast,
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FacingDirection::South,
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FacingDirection::Southwest,
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FacingDirection::West,
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FacingDirection::Northwest,
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];
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for dir in directions {
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let snapshot = ObserverSnapshot {
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version: 2,
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tick: 0,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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paused: false,
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},
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player_facing: dir,
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entities: vec![],
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visible_tiles: vec![],
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};
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.player_facing, dir);
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}
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}
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