feat(simulation): error handling and recovery — panic supervision, state hash, structured errors (#85)

Protocol v17: add state_hash (desync detection) and sim_errors
(structured error reporting) to ObserverSnapshot. Add SimError,
SimErrorKind, SimErrorBuffer types. Wrap main loop app.update() in
catch_unwind — on panic, send a final SimError snapshot before exit.
Report recoverable deserialization errors to client via SimErrorBuffer.
Compute per-tick state hash from player position + NPC count + tick.
Update all test fixtures and golden files for protocol v17.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-27 17:46:27 +01:00
co-authored by Claude Opus 4.6
parent c2cae1f618
commit d31ac1cc70
23 changed files with 557 additions and 7 deletions
+23 -2
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@@ -91,14 +91,20 @@ impl Default for HandshakeState {
}
}
/// Receive inputs from bridge and push to InputQueue
/// Receive inputs from bridge and push to InputQueue.
/// Protocol errors (malformed input) are recoverable: the frame is skipped
/// and a SimError is pushed to the SimErrorBuffer for client reporting (#85).
pub fn receive_bridge_inputs(
bridge: Option<Res<BridgeResource>>,
mut input_queue: ResMut<crate::simulation::input::InputQueue>,
mut running: ResMut<ServerRunning>,
handshake: Res<HandshakeState>,
mut error_buffer: ResMut<SimErrorBuffer>,
time: Option<Res<crate::simulation::time::SimulationTime>>,
) {
let Some(bridge) = bridge else { return };
let current_tick = time.as_ref().map(|t| t.tick).unwrap_or(0);
match bridge.receive_inputs() {
Ok(inputs) => {
if !inputs.is_empty() && *handshake == HandshakeState::Pending {
@@ -134,8 +140,22 @@ pub fn receive_bridge_inputs(
running.0 = false;
}
Err(BridgeError::DeserializationWithDump(ref msg)) => {
// Recoverable: skip this frame's input, don't shut down
// Recoverable: skip this frame's input, report to client (#85)
tracing::error!("Skipping malformed input frame: {}", msg);
error_buffer.push(SimError {
kind: SimErrorKind::ProtocolError,
message: format!("Malformed input frame: {}", msg),
tick: current_tick,
});
}
Err(ref e @ BridgeError::Deserialization(_)) => {
// Recoverable deserialization error without dump
tracing::error!("Skipping malformed input: {}", e);
error_buffer.push(SimError {
kind: SimErrorKind::ProtocolError,
message: format!("Deserialization error: {}", e),
tick: current_tick,
});
}
Err(e) => {
tracing::error!("Bridge receive error: {}", e);
@@ -191,6 +211,7 @@ impl Plugin for BridgePlugin {
app.init_resource::<SnapshotBuffer>()
.init_resource::<ServerRunning>()
.init_resource::<HandshakeState>()
.init_resource::<SimErrorBuffer>()
.init_resource::<crate::perception::query::VisibilityGeometry>()
.init_resource::<crate::perception::query::ActivePerceptionMode>()
.add_systems(
+4
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@@ -314,6 +314,8 @@ mod tests {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
}
}
@@ -450,6 +452,8 @@ mod tests {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
let text = format_snapshot_text(&snap);
assert!(text.contains("Tick 0"));
+67 -2
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@@ -17,7 +17,7 @@ pub use crate::simulation::time::{DayPhase, TickRate};
/// negotiation is unnecessary. Client should reject snapshots with version !=
/// PROTOCOL_VERSION. New fields use #[serde(default)] only during the migration
/// period, then the default is removed once both sides are updated.
pub const PROTOCOL_VERSION: u8 = 16;
pub const PROTOCOL_VERSION: u8 = 17;
/// Handshake message sent as the very first framed message after connection (#555).
/// Client reads this before entering the normal tick loop and validates
@@ -51,10 +51,12 @@ pub struct HandshakeMessage {
/// player_knowledge (#264, partial KG dump for journal/knowledge panel).
/// v15 adds: save_result (#553, save/load operation result for client confirmation).
/// v16 adds: triangle_crisis_events (#250, D-087 triangle escalation for future client rendering).
/// v17 adds: state_hash (#85, desync detection — fast hash of player pos + NPC count + tick),
/// sim_errors (#85, structured error reporting to client).
/// Future fields: ambient sound events, HUD state (D-020 expansion).
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ObserverSnapshot {
/// Protocol version for forward compatibility. Current: 16.
/// Protocol version for forward compatibility. Current: 17.
pub version: u8,
/// Simulation tick when this snapshot was produced
pub tick: u64,
@@ -157,6 +159,19 @@ pub struct ObserverSnapshot {
/// a narrative event or HUD indicator. Empty when no crises occur.
#[serde(default)]
pub triangle_crisis_events: Vec<TriangleCrisisEventWire>,
/// Fast hash of key mutable state for desync detection (#85).
/// Hash inputs: player position, NPC count, tick number.
/// Client compares against its own computed hash — mismatch indicates
/// client and server state have diverged. No auto-recovery in v0.1;
/// client logs mismatches for debugging.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub state_hash: Option<u64>,
/// Simulation errors reported this tick (#85).
/// Non-fatal errors (protocol errors, desync) are collected during
/// the tick and sent to the client for logging/display.
/// Empty in normal operation. Client may display a warning toast.
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub sim_errors: Vec<SimError>,
}
/// Game time data for client display (D-031)
@@ -714,6 +729,56 @@ impl From<crate::content::template::TriangleCrisisEvent> for TriangleCrisisEvent
}
}
/// Structured simulation error for client reporting (#85).
///
/// Sent inside `ObserverSnapshot.sim_errors` for recoverable errors
/// (protocol errors, desync warnings). For fatal errors (panics),
/// a final snapshot is sent with the error before the server exits.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SimError {
/// Error category for client-side handling.
pub kind: SimErrorKind,
/// Human-readable error description.
pub message: String,
/// Tick when the error occurred (0 if unavailable).
pub tick: u64,
}
/// Categories of simulation errors (#85).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum SimErrorKind {
/// Simulation system panic — fatal, server will exit after sending this.
Panic,
/// Protocol/deserialization error — recoverable, server continues.
ProtocolError,
/// Client-server state hash mismatch — informational, no auto-recovery.
DesyncDetected,
}
/// Buffer for collecting simulation errors during a tick (#85).
/// Drained by `compute_observer_snapshot` into `ObserverSnapshot.sim_errors`.
#[derive(Resource, Debug, Default)]
pub struct SimErrorBuffer {
errors: Vec<SimError>,
}
impl SimErrorBuffer {
/// Push a new error into the buffer.
pub fn push(&mut self, error: SimError) {
self.errors.push(error);
}
/// Drain all buffered errors, returning them and clearing the buffer.
pub fn drain(&mut self) -> Vec<SimError> {
std::mem::take(&mut self.errors)
}
/// Check if there are pending errors.
pub fn has_errors(&self) -> bool {
!self.errors.is_empty()
}
}
/// Snapshot buffer resource for staging outgoing ObserverSnapshots
#[derive(Resource, Debug, Default)]
pub struct SnapshotBuffer {
+105 -1
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@@ -176,11 +176,43 @@ fn main() {
// Targets ~20 ticks/sec (2 game-minutes/sec). The TCP bridge uses
// non-blocking reads, so without throttling this loop would spin.
// Remaining frame budget is available for NPC AI and pathfinding.
//
// Panic supervision (#85): each tick is wrapped in catch_unwind.
// On panic, the server sends a structured SimError to the client
// before shutting down, rather than an abrupt disconnect.
let target_frame_time = std::time::Duration::from_millis(50);
loop {
let frame_start = std::time::Instant::now();
app.update();
// Wrap app.update() in catch_unwind to handle system panics (#85).
// AssertUnwindSafe is required because App is not UnwindSafe.
let tick_result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
app.update();
}));
match tick_result {
Ok(()) => {}
Err(panic_payload) => {
// Extract panic message for error reporting
let panic_msg = if let Some(s) = panic_payload.downcast_ref::<&str>() {
s.to_string()
} else if let Some(s) = panic_payload.downcast_ref::<String>() {
s.clone()
} else {
"unknown panic".to_string()
};
tracing::error!("Simulation panic caught: {}", panic_msg);
// Attempt to send a final SimError snapshot to the client.
// Best-effort: if the bridge is unavailable, we just log and exit.
send_panic_error(&app, &panic_msg);
tracing::error!("Server shutting down after panic");
break;
}
}
if !app.world().resource::<ServerRunning>().0 {
break;
}
@@ -200,6 +232,78 @@ fn main() {
tracing::info!("Simulation server shutting down");
}
/// Best-effort: send a final SimError snapshot to the client on panic (#85).
///
/// Builds a minimal ObserverSnapshot with the panic error and sends it
/// through the bridge. If the bridge is unavailable or sending fails,
/// the error is logged but not fatal (we're already crashing).
fn send_panic_error(app: &App, panic_msg: &str) {
use settled_reach_server::bridge::types::*;
use settled_reach_server::simulation::time::{DayPhase, TickRate};
let world = app.world();
// Try to read current tick from SimulationTime
let tick = world
.get_resource::<settled_reach_server::simulation::time::SimulationTime>()
.map(|t| t.tick)
.unwrap_or(0);
let bridge = match world.get_resource::<BridgeResource>() {
Some(b) => b,
None => {
tracing::error!("Cannot send panic error: no BridgeResource");
return;
}
};
// Build a minimal snapshot carrying the panic error
let snapshot = ObserverSnapshot {
version: PROTOCOL_VERSION,
tick,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
tick_rate: TickRate::Paused,
},
player_facing: FacingDirection::North,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities: vec![],
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
conversation_events: vec![],
conversation_ended: vec![],
follow_state: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![SimError {
kind: SimErrorKind::Panic,
message: format!("Simulation panic: {}", panic_msg),
tick,
}],
};
if let Err(e) = bridge.send_snapshot(&snapshot) {
tracing::error!("Failed to send panic error to client: {}", e);
} else {
tracing::info!("Sent panic SimError to client at tick {}", tick);
}
}
/// Print bevy_ecs schedule graph and exit.
/// Invoked by --dump-schedule CLI flag (#346).
///
+25
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@@ -9,6 +9,8 @@
use bevy_ecs::prelude::*;
use std::collections::BTreeSet;
use std::hash::{Hash, Hasher};
use crate::bridge::types::*;
use crate::knowledge::graph::filter_by_access;
use crate::knowledge::types::{AccessRule, KnowledgeState};
@@ -103,6 +105,8 @@ pub fn compute_observer_snapshot(
mut crisis_queue: ResMut<TriangleCrisisEventQueue>,
sim_rng: Option<Res<SimRng>>,
pressure_query: Query<&crate::simulation::pressure::CharacterPressure, With<PlayerCharacter>>,
error_buffer: Option<ResMut<SimErrorBuffer>>,
npc_count_query: Query<Entity, With<crate::npc::Npc>>,
) {
let Ok((
observer_entity,
@@ -396,6 +400,25 @@ pub fn compute_observer_snapshot(
.map(TriangleCrisisEventWire::from)
.collect();
// Compute state hash for desync detection (#85).
// Hash inputs: player position (x, y, z), NPC count, tick number.
// Uses DefaultHasher for speed — not cryptographic, just comparison.
let state_hash = {
let mut hasher = std::collections::hash_map::DefaultHasher::new();
time.tick.hash(&mut hasher);
observer_pos.x.hash(&mut hasher);
observer_pos.y.hash(&mut hasher);
observer_pos.z.hash(&mut hasher);
let npc_count = npc_count_query.iter().count() as u64;
npc_count.hash(&mut hasher);
Some(hasher.finish())
};
// Drain sim errors collected this tick (#85)
let sim_errors = error_buffer
.map(|mut buf| buf.drain())
.unwrap_or_default();
buffer.snapshot = Some(ObserverSnapshot {
version: crate::bridge::types::PROTOCOL_VERSION,
tick: time.tick,
@@ -424,6 +447,8 @@ pub fn compute_observer_snapshot(
player_knowledge,
save_result,
triangle_crisis_events,
state_hash,
sim_errors,
});
}
+2
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@@ -73,6 +73,8 @@ fn snapshot_roundtrip_over_unix_socket() {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
bridge
+2
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@@ -59,6 +59,8 @@ fn snapshot_roundtrip_over_tcp() {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
bridge
+314
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@@ -0,0 +1,314 @@
//! Error handling integration tests (#85).
//!
//! Tests the three error categories:
//! 1. Protocol errors: malformed input → SimError + server continues
//! 2. Desync detection: state_hash field populated in snapshots
//! 3. SimError wire format roundtrip
use bevy_app::prelude::*;
use settled_reach_server::bridge::framing::{read_framed, write_framed};
use settled_reach_server::bridge::tcp::TcpBridge;
use settled_reach_server::bridge::types::*;
use settled_reach_server::bridge::{BridgePlugin, BridgeResource, ServerRunning};
use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
use settled_reach_server::npc::relationships::TrustEventQueue;
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::SimulationPlugin;
use std::io::{BufReader, BufWriter};
use std::net::{TcpListener, TcpStream};
use std::sync::{Arc, Barrier};
use std::thread;
/// Acceptance test (#85): send a malformed message mid-session, assert the
/// server emits a SimError in the next snapshot and continues running.
///
/// Uses barriers to synchronize the server and client threads, ensuring
/// the malformed data arrives before the server's receive_inputs call.
#[test]
fn malformed_input_produces_sim_error_and_server_continues() {
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
// Barriers for tick synchronization between server and client.
// Each barrier is used once: client signals "data sent", server proceeds to tick.
let barrier_tick1 = Arc::new(Barrier::new(2));
let barrier_tick2 = Arc::new(Barrier::new(2));
let barrier_tick3 = Arc::new(Barrier::new(2));
let b1_server = Arc::clone(&barrier_tick1);
let b2_server = Arc::clone(&barrier_tick2);
let b3_server = Arc::clone(&barrier_tick3);
// Server thread
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.init_resource::<TrustEventQueue>();
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
app.world_mut().spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
MonologueState::default(),
));
// Tick 1: wait for client to send valid input, then process
b1_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server should be running after tick 1"
);
// Tick 2: wait for client to send malformed input, then process
b2_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server must continue running after malformed input"
);
// Tick 3: wait for client to send valid input, then process
b3_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server should still be running after tick 3"
);
});
// Client: connect and interact with synchronization
let stream = TcpStream::connect(server_addr).expect("client connect");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
// --- Tick 1: send valid input ---
let valid_inputs = vec![PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
}];
let payload = rmp_serde::to_vec_named(&valid_inputs).expect("serialize");
write_framed(&mut writer, &payload).expect("send valid input");
barrier_tick1.wait(); // Signal: valid input sent
// Read tick 1 snapshot
let snap1_bytes = read_framed(&mut reader)
.expect("read snapshot 1")
.expect("not EOF");
let snap1: ObserverSnapshot =
rmp_serde::from_slice(&snap1_bytes).expect("deserialize snapshot 1");
assert!(
snap1.sim_errors.is_empty(),
"no errors expected on tick 1"
);
// --- Tick 2: send malformed input (properly framed but garbage payload) ---
let garbage_payload: Vec<u8> = vec![0xFF, 0xFE, 0xFD, 0xFC, 0xAB, 0xCD, 0xEF];
write_framed(&mut writer, &garbage_payload).expect("send malformed input");
barrier_tick2.wait(); // Signal: malformed input sent
// Read tick 2 snapshot — should contain SimError
let snap2_bytes = read_framed(&mut reader)
.expect("read snapshot 2")
.expect("not EOF");
let snap2: ObserverSnapshot =
rmp_serde::from_slice(&snap2_bytes).expect("deserialize snapshot 2");
assert!(
!snap2.sim_errors.is_empty(),
"sim_errors must contain the protocol error from malformed input"
);
assert_eq!(
snap2.sim_errors[0].kind,
SimErrorKind::ProtocolError,
"error kind must be ProtocolError"
);
assert!(
snap2.sim_errors[0].message.contains("Malformed input frame")
|| snap2.sim_errors[0].message.contains("Deserialization error"),
"error message should describe the deserialization failure, got: {}",
snap2.sim_errors[0].message,
);
// --- Tick 3: send valid input again — server must still work ---
let valid_inputs2 = vec![PlayerInput {
tick: 2,
action: PlayerAction::MoveSouth,
}];
let payload2 = rmp_serde::to_vec_named(&valid_inputs2).expect("serialize");
write_framed(&mut writer, &payload2).expect("send valid input after error");
barrier_tick3.wait(); // Signal: valid input sent
// Read tick 3 snapshot — no errors, server recovered
let snap3_bytes = read_framed(&mut reader)
.expect("read snapshot 3")
.expect("not EOF");
let snap3: ObserverSnapshot =
rmp_serde::from_slice(&snap3_bytes).expect("deserialize snapshot 3");
assert!(
snap3.sim_errors.is_empty(),
"no errors expected on tick 3 — server recovered"
);
// Clean up
drop(reader);
drop(writer);
server_handle.join().expect("server thread should not panic");
}
/// State hash is populated in every snapshot and is deterministic for same state.
#[test]
fn state_hash_populated_in_snapshot() {
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.init_resource::<TrustEventQueue>();
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
app.world_mut().spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
MonologueState::default(),
));
// Run one tick
app.update();
});
let stream = TcpStream::connect(server_addr).expect("client connect");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
// Send empty input batch (no movement)
let inputs: Vec<PlayerInput> = vec![];
let payload = rmp_serde::to_vec_named(&inputs).expect("serialize");
write_framed(&mut writer, &payload).expect("send empty input");
// Read snapshot
let snap_bytes = read_framed(&mut reader)
.expect("read snapshot")
.expect("not EOF");
let snap: ObserverSnapshot =
rmp_serde::from_slice(&snap_bytes).expect("deserialize snapshot");
assert!(
snap.state_hash.is_some(),
"state_hash must be populated in snapshot"
);
assert_ne!(
snap.state_hash.unwrap(),
0,
"state_hash should be a non-trivial hash value"
);
drop(reader);
drop(writer);
server_handle.join().expect("server thread should not panic");
}
/// SimError roundtrips through MessagePack serialization.
#[test]
fn sim_error_roundtrip() {
let error = SimError {
kind: SimErrorKind::ProtocolError,
message: "test protocol error".into(),
tick: 42,
};
let bytes = rmp_serde::to_vec_named(&error).expect("serialize SimError");
let decoded: SimError = rmp_serde::from_slice(&bytes).expect("deserialize SimError");
assert_eq!(decoded.kind, SimErrorKind::ProtocolError);
assert_eq!(decoded.message, "test protocol error");
assert_eq!(decoded.tick, 42);
}
/// SimErrorKind::Panic variant roundtrips.
#[test]
fn sim_error_panic_variant_roundtrip() {
let error = SimError {
kind: SimErrorKind::Panic,
message: "simulation system panicked".into(),
tick: 100,
};
let bytes = rmp_serde::to_vec_named(&error).expect("serialize");
let decoded: SimError = rmp_serde::from_slice(&bytes).expect("deserialize");
assert_eq!(decoded.kind, SimErrorKind::Panic);
assert_eq!(decoded.message, "simulation system panicked");
assert_eq!(decoded.tick, 100);
}
/// Snapshot with sim_errors populates correctly through serialization.
#[test]
fn snapshot_with_sim_errors_roundtrips() {
use settled_reach_server::simulation::time::{DayPhase, TickRate};
let snapshot = ObserverSnapshot {
version: PROTOCOL_VERSION,
tick: 10,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::North,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities: vec![],
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
conversation_events: vec![],
conversation_ended: vec![],
follow_state: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: Some(0xDEADBEEF),
sim_errors: vec![
SimError {
kind: SimErrorKind::ProtocolError,
message: "bad frame".into(),
tick: 10,
},
],
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
assert_eq!(decoded.state_hash, Some(0xDEADBEEF));
assert_eq!(decoded.sim_errors.len(), 1);
assert_eq!(decoded.sim_errors[0].kind, SimErrorKind::ProtocolError);
assert_eq!(decoded.sim_errors[0].message, "bad frame");
}
+6
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@@ -49,6 +49,8 @@ fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
}
}
@@ -241,6 +243,8 @@ fn generate_msgpack_fixtures() {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
write_fixture(
"snapshot_v2_full",
@@ -403,6 +407,8 @@ fn generate_msgpack_fixtures() {
}],
}),
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
write_fixture(
"snapshot_full",
+2 -1
View File
@@ -72,9 +72,10 @@
"rng_seed": 42,
"scan_events": [],
"sound_events": [],
"state_hash": 8423425600886013858,
"tick": 8,
"triangle_crisis_events": [],
"version": 16,
"version": 17,
"visible_tiles": [
{
"tile_kind": "Wall",
+7 -1
View File
@@ -37,6 +37,8 @@ fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
}
}
@@ -296,6 +298,8 @@ fn snapshot_v2_fields_roundtrip() {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
@@ -350,7 +354,7 @@ fn protocol_version_constant_matches_snapshot() {
let snapshot = test_snapshot(0, vec![]);
assert_eq!(snapshot.version, PROTOCOL_VERSION);
assert_eq!(
PROTOCOL_VERSION, 16,
PROTOCOL_VERSION, 17,
"bump this assertion when protocol version changes"
);
}
@@ -401,6 +405,8 @@ fn all_facing_direction_variants_roundtrip() {
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");