fix(client): address PR #4 review feedback
Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
legacy schema; GameState updated to derive player position from
entity data; main.gd and world_renderer.gd updated accordingly
Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
design (documented in code)
Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -73,6 +73,9 @@ test: test-server test-client
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test-server:
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cd server && cargo nextest run
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fixtures:
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cd server && cargo test --test gen_fixtures -- --ignored
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test-client:
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@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
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@@ -1,31 +1,26 @@
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extends Node
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# Updated each frame from ObserverSnapshot data
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# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities}).
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# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
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var current_snapshot: Dictionary = {}
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var current_tick: int = 0
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var player_position: Vector2 = Vector2.ZERO
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var visible_entities: Array = []
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var fog_state: Dictionary = {}
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var hud_data: Dictionary = {}
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# Player entity ID — the first entity is assumed to be the player (will be
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# refined when the server assigns explicit player entity IDs).
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var player_entity_id: int = 1
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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# Parse player data
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if snapshot.has("player") and snapshot.player.has("position"):
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var pos = snapshot.player.position
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if pos is Array and pos.size() >= 2:
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player_position = Vector2(pos[0], pos[1])
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else:
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push_warning("GameState: malformed player position in snapshot")
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if snapshot.has("tick"):
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current_tick = snapshot.tick
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# Parse entities
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Parse fog state
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if snapshot.has("fog"):
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fog_state = snapshot.fog
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# Parse HUD data
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if snapshot.has("hud"):
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hud_data = snapshot.hud
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# Derive player position from the player entity
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for entity in visible_entities:
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if entity.has("entity_id") and entity.entity_id == player_entity_id:
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player_position = Vector2(entity.x, entity.y)
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break
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@@ -49,7 +49,11 @@ func send_input(player_input: Dictionary) -> void:
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if action_name.is_empty():
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return
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var tick: int = player_input.get("timestamp_msec", 0)
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_outbound_buffer.append(Protocol.encode_player_input(tick, action_name))
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var encoded := Protocol.encode_player_input(tick, action_name)
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if encoded.size() == 0:
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push_error("SimBridge: failed to encode player input (action=%s)" % action_name)
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return
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_outbound_buffer.append(encoded)
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# Poll for snapshot from simulation.
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# In test mode returns hardcoded data. In live mode, returns the last decoded snapshot (if any).
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@@ -83,41 +87,37 @@ func drain_outbound() -> Array[PackedByteArray]:
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return messages
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# Map InputMapper.Action enum values to wire-format action names (matching Rust PlayerAction).
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# OPEN_MENU is client-only — no Rust equivalent, not sent over the wire.
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static func _action_enum_to_wire(action: int) -> String:
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match action:
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0: return "MoveNorth" # InputMapper.Action.MOVE_NORTH
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1: return "MoveSouth" # InputMapper.Action.MOVE_SOUTH
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2: return "MoveEast" # InputMapper.Action.MOVE_EAST
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3: return "MoveWest" # InputMapper.Action.MOVE_WEST
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4: return "Interact" # InputMapper.Action.INTERACT
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5: return "UsePerceptionMode" # InputMapper.Action.USE_PERCEPTION_MODE
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7: return "Pause" # InputMapper.Action.PAUSE
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InputMapper.Action.MOVE_NORTH: return "MoveNorth"
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InputMapper.Action.MOVE_SOUTH: return "MoveSouth"
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InputMapper.Action.MOVE_EAST: return "MoveEast"
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InputMapper.Action.MOVE_WEST: return "MoveWest"
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InputMapper.Action.INTERACT: return "Interact"
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InputMapper.Action.USE_PERCEPTION_MODE: return "UsePerceptionMode"
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InputMapper.Action.PAUSE: return "Pause"
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InputMapper.Action.OPEN_MENU:
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# Client-only action, not part of wire protocol
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push_warning("SimBridge: OPEN_MENU is client-only, not sent to server")
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return ""
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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# Hardcoded test snapshot for development (deterministic per D-010 principle 4)
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# Hardcoded test snapshot matching Protocol format (deterministic per D-010 principle 4).
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# Uses the same {tick, entities} schema as Protocol.decode_snapshot() returns.
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func _test_snapshot() -> Dictionary:
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_test_tick += 1
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return {
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"tick": _test_tick,
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"player": {
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"position": [10, 10],
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"health": 100
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},
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"entities": [
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{
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"id": 1,
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"type": "npc",
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"position": [12, 8],
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"name": "Test NPC"
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"entity_id": 1,
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"x": 10.0,
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"y": 10.0,
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"z": 0,
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"kind": { "variant": "Npc", "data": null },
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},
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],
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"fog": {
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"radius": 8
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},
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"hud": {
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"perception_mode": "baseline",
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"time": "08:00"
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}
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}
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@@ -24,16 +24,6 @@ func _process(_delta: float) -> void:
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# Track camera to player position (D-015)
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camera.position = GameState.player_position * 32 # tile-space to pixel-space
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# Update HUD
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if hud and hud.has_method("update_from_hud_data"):
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hud.update_from_hud_data(GameState.hud_data)
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if snapshot.has("player") and snapshot.player.has("health"):
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hud.update_health(snapshot.player.health)
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# Wire monologue display (D-016 perception data path)
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if snapshot.has("monologue") and monologue_display:
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monologue_display.show_monologue(snapshot.monologue)
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# Send queued input to simulation
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var inputs = InputMapper.flush_queue()
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for input in inputs:
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@@ -31,8 +31,11 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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if entity != null:
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entities.append(entity)
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# GDScript int is signed 64-bit. Rust tick is u64 but will not exceed 2^63
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# in any realistic scenario (would require ~29 billion years at 10 ticks/min).
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var tick: int = raw["tick"]
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return {
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"tick": int(raw["tick"]),
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"tick": tick,
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"entities": entities,
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}
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@@ -44,8 +47,9 @@ static func _decode_entity(raw: Dictionary) -> Variant:
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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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var entity_id: int = raw["entity_id"]
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return {
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"entity_id": int(raw["entity_id"]),
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"entity_id": 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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@@ -108,7 +112,8 @@ static func decode_player_input(bytes: PackedByteArray) -> Variant:
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push_error("Protocol: player_input missing required fields")
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return null
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var tick: int = raw["tick"]
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return {
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"tick": int(raw["tick"]),
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"tick": tick,
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"action": _decode_enum_variant(raw["action"]),
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}
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@@ -0,0 +1 @@
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uid://fkmd537xvwxe
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@@ -15,6 +15,6 @@ func update_from_state() -> void:
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if entity_renderer and entity_renderer.has_method("update_entities"):
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entity_renderer.update_entities(GameState.visible_entities)
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# Update fog overlay
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# Update fog overlay (fog data will come in D-020 expansion)
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if fog_renderer and fog_renderer.has_method("update_fog"):
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fog_renderer.update_fog(GameState.fog_state, GameState.player_position)
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fog_renderer.update_fog({}, GameState.player_position)
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@@ -135,3 +135,36 @@ func test_gdscript_encode_matches_rust_fixture() -> void:
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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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# -- Negative tests: malformed/truncated input -----------------------------------
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func test_decode_snapshot_truncated_bytes() -> void:
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var truncated := PackedByteArray([0x82, 0xa4]) # Incomplete msgpack map
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var result = Protocol.decode_snapshot(truncated)
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assert_that(result).is_null()
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func test_decode_snapshot_wrong_type() -> void:
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# Encode an array instead of a map — should fail validation
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var encoded = Messagepack.encode([1, 2, 3])
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var result = Protocol.decode_snapshot(encoded.value)
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assert_that(result).is_null()
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func test_decode_snapshot_missing_fields() -> void:
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# Map with wrong keys
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var encoded = Messagepack.encode({"foo": "bar"})
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var result = Protocol.decode_snapshot(encoded.value)
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assert_that(result).is_null()
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func test_decode_player_input_empty_bytes() -> void:
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var result = Protocol.decode_player_input(PackedByteArray())
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assert_that(result).is_null()
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func test_encode_returns_empty_on_failure() -> void:
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# Verify that a valid encode produces non-empty bytes
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var bytes = Protocol.encode_player_input(1, "MoveNorth")
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assert_that(bytes.size()).is_greater(0)
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@@ -1,30 +1,24 @@
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## D-030 Layer 1: Fixture-based tests for snapshot parsing
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## Validates that GameState correctly parses ObserverSnapshot data
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## Validates that GameState correctly parses Protocol-format ObserverSnapshot data
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class_name TestSnapshotParsing
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extends GdUnitTestSuite
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# Valid snapshot fixture
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# Valid snapshot in Protocol format (matches Protocol.decode_snapshot output)
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var _valid_snapshot: Dictionary = {
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"tick": 1,
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"player": {
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"position": [10, 15],
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"health": 85
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},
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"entities": [
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{"id": 1, "type": "npc", "position": [12, 8], "name": "Test NPC"},
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{"id": 2, "type": "npc", "position": [5, 20], "name": "Second NPC"},
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{"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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{"entity_id": 2, "x": 5.0, "y": 20.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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],
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"fog": {"radius": 8},
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"hud": {"perception_mode": "baseline", "time": "14:30"}
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}
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func test_apply_valid_snapshot() -> void:
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GameState.player_entity_id = 1
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GameState.apply_snapshot(_valid_snapshot)
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assert_that(GameState.current_tick).is_equal(1)
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.visible_entities.size()).is_equal(2)
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assert_that(GameState.fog_state).is_equal({"radius": 8})
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assert_that(GameState.hud_data).is_equal({"perception_mode": "baseline", "time": "14:30"})
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func test_empty_snapshot_no_crash() -> void:
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# Reset state
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@@ -37,26 +31,25 @@ func test_empty_snapshot_no_crash() -> void:
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assert_that(GameState.player_position).is_equal(Vector2.ZERO)
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assert_that(GameState.visible_entities.size()).is_equal(0)
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func test_malformed_position_no_crash() -> void:
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var bad_snapshot: Dictionary = {
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"player": {"position": "not_an_array"},
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}
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# Reset
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GameState.player_position = Vector2.ZERO
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func test_no_player_entity_position_unchanged() -> void:
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GameState.player_entity_id = 999 # No entity with this ID
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GameState.player_position = Vector2(5, 5)
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# Should not crash — logs warning instead
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GameState.apply_snapshot(bad_snapshot)
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assert_that(GameState.player_position).is_equal(Vector2.ZERO)
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GameState.apply_snapshot(_valid_snapshot)
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# Position stays at previous value since no matching entity
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assert_that(GameState.player_position).is_equal(Vector2(5, 5))
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func test_missing_fields_partial_update() -> void:
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# First apply valid snapshot
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GameState.player_entity_id = 1
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GameState.apply_snapshot(_valid_snapshot)
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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# Apply snapshot with only HUD data — player position unchanged
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GameState.apply_snapshot({"hud": {"perception_mode": "thermal", "time": "22:00"}})
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# Apply snapshot with no entities — player position unchanged (no matching entity)
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GameState.apply_snapshot({"tick": 2})
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.hud_data.perception_mode).is_equal("thermal")
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assert_that(GameState.current_tick).is_equal(2)
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func test_sim_bridge_test_snapshot_deterministic() -> void:
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SimBridge._test_tick = 0
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@@ -65,8 +58,9 @@ func test_sim_bridge_test_snapshot_deterministic() -> void:
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assert_that(snap1.tick).is_equal(1)
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assert_that(snap2.tick).is_equal(2)
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# Snapshot structure is stable
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assert_that(snap1.has("player")).is_true()
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# Snapshot matches Protocol format
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assert_that(snap1.has("tick")).is_true()
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assert_that(snap1.has("entities")).is_true()
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assert_that(snap1.has("fog")).is_true()
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assert_that(snap1.has("hud")).is_true()
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assert_that(snap1.entities.size()).is_greater(0)
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assert_that(snap1.entities[0].has("entity_id")).is_true()
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assert_that(snap1.entities[0].has("kind")).is_true()
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@@ -6,7 +6,8 @@ use std::fs;
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use std::path::Path;
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fn write_fixture(name: &str, bytes: &[u8]) {
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let dir = Path::new("../tests/fixtures/msgpack");
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// Write directly into the Godot project's test fixtures (single source of truth)
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let dir = Path::new("../client/tests/fixtures/msgpack");
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fs::create_dir_all(dir).expect("create fixture dir");
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let path = dir.join(format!("{}.msgpack", name));
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fs::write(&path, bytes).expect("write fixture");
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@@ -1 +0,0 @@
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うtickdヲactionゥMoveNorth
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@@ -1 +0,0 @@
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うtickフネヲaction�UsePerceptionModeァthermal
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