feat(ci): add make fixtures-client target for GDScript->Rust cross-encoder validation (#475)

Closes the bidirectional protocol compatibility loop (D-030 Layer 1):
- GDScript fixture generator (20 fixtures: inputs, boundary ticks, batch)
- Rust decoder test verifying all GDScript-encoded fixtures deserialize
- Makefile target with generation + verification in one step

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 02:20:24 +01:00
co-authored by Claude Opus 4.6
parent 58072bc119
commit da63aa580e
24 changed files with 277 additions and 1 deletions
+11 -1
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@@ -4,7 +4,8 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
decisions-sync decisions-coverage decisions-active decisions-orphan \
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client
# --- Configuration ---
@@ -37,6 +38,7 @@ help:
@echo " make validate-content Validate content YAML against schemas"
@echo " make check-fact-ids Check fact_id references against knowledge catalogs"
@echo " make content-ron Convert content YAML to RON (build-time)"
@echo " make fixtures-client Generate GDScript->Rust cross-encoder fixtures (#475)"
@echo ""
@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
@@ -111,6 +113,14 @@ test-server:
fixtures:
cd server && cargo test --test gen_fixtures -- --ignored
fixtures-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@echo "Generating GDScript fixtures for Rust decoder..."
$(GODOT) --headless --path client -s res://tests/gen_client_fixtures.gd
@echo "Verifying Rust can decode GDScript fixtures..."
cd server && cargo test --test serialization gdscript_generated_fixtures
@echo "--- Fixtures-client: PASS ---"
test-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
+144
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@@ -0,0 +1,144 @@
## Generate MessagePack fixtures from GDScript encoder for Rust decoder testing.
## Run with: make fixtures-client
## (or: godot --headless --path client -s res://tests/gen_client_fixtures.gd)
##
## Reverse direction of server/tests/gen_fixtures.rs: GDScript encodes -> Rust decodes.
## Together with the Rust-generated fixtures, this closes the cross-encoder
## compatibility loop (D-030 Layer 1, #475).
##
## Loads Messagepack encoder directly (not via class_name) because -s scripts
## run before the project's class_name registry is fully populated.
extends SceneTree
var _Msgpack: GDScript
var _count := 0
var _output_dir: String
func _init():
_run.call_deferred()
func _run():
_Msgpack = load("res://addons/messagepack/messagepack.gd")
var project_root := ProjectSettings.globalize_path("res://")
var repo_root := project_root.rstrip("/").get_base_dir()
_output_dir = repo_root.path_join("server/tests/fixtures/gdscript")
DirAccess.make_dir_recursive_absolute(_output_dir)
_generate_inputs()
_generate_boundary_inputs()
_generate_batch()
print("Generated %d GDScript fixtures at %s" % [_count, _output_dir])
quit()
func _write_fixture(name: String, bytes: PackedByteArray) -> void:
var path := _output_dir.path_join(name + ".msgpack")
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
push_error("Failed to write fixture: %s (error: %d)" % [path, FileAccess.get_open_error()])
return
file.store_buffer(bytes)
file.close()
print(" Wrote %s (%d bytes)" % [name, bytes.size()])
_count += 1
## Encode a single PlayerInput to MessagePack bytes.
## Mirrors Protocol.encode_player_input() from protocol.gd.
func _encode_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray:
var action: Variant
if action_data != null:
action = {action_name: action_data}
elif action_name == "Interact":
action = {"Interact": {"target_entity_id": null, "verb": null}}
else:
action = action_name
var result = _Msgpack.encode({"tick": tick, "action": action})
if result.status != null:
push_error("Encode failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode an array of PlayerInputs to MessagePack bytes.
## Mirrors Protocol.encode_player_inputs() from protocol.gd.
func _encode_inputs(inputs: Array) -> PackedByteArray:
var wire_inputs: Array = []
for input in inputs:
var action_name: String = input["action_name"]
var action_data: Variant = input.get("action_data")
var action: Variant
if action_data != null:
action = {action_name: action_data}
elif action_name == "Interact":
action = {"Interact": {"target_entity_id": null, "verb": null}}
else:
action = action_name
wire_inputs.append({"tick": input["tick"], "action": action})
var result = _Msgpack.encode(wire_inputs)
if result.status != null:
push_error("Batch encode failed: %s" % result.status)
return PackedByteArray()
return result.value
func _generate_inputs() -> void:
# Unit variants: movement directions (tick=100)
_write_fixture("input_move_north",
_encode_input(100, "MoveNorth"))
for dir_name in ["MoveNortheast", "MoveSoutheast", "MoveSouthwest", "MoveNorthwest"]:
_write_fixture("input_%s" % dir_name.to_snake_case(),
_encode_input(100, dir_name))
# Data variant: UsePerceptionMode (tick=200)
_write_fixture("input_perception_mode",
_encode_input(200, "UsePerceptionMode", "thermal"))
# Struct variant: Interact with null fields (tick=100)
_write_fixture("input_interact",
_encode_input(100, "Interact"))
# Other unit variants
_write_fixture("input_pause",
_encode_input(100, "Pause"))
_write_fixture("input_toggle_stance_up",
_encode_input(100, "ToggleStanceUp"))
func _generate_boundary_inputs() -> void:
# Tick values at MessagePack encoding format boundaries.
# GDScript encodes 256-32767 as int_16 (0xd1); Rust encodes as uint_16 (0xcd).
# GDScript encodes 65536-2147483647 as int_32 (0xd2); Rust as uint_32 (0xce).
# Both are valid MessagePack. Rust's rmp_serde must accept both.
var boundary_ticks: Array = [
[0, "boundary_tick_0"],
[127, "boundary_tick_127"],
[128, "boundary_tick_128"],
[255, "boundary_tick_255"],
[256, "boundary_tick_256"], # int_16 asymmetry start
[32767, "boundary_tick_32767"], # int_16 asymmetry end
[32768, "boundary_tick_32768"],
[65535, "boundary_tick_65535"],
[65536, "boundary_tick_65536"], # int_32 asymmetry start
[2147483647, "boundary_tick_2147483647"], # int_32 asymmetry end
]
for pair in boundary_ticks:
_write_fixture(pair[1],
_encode_input(pair[0], "Pause"))
func _generate_batch() -> void:
# Vec<PlayerInput> with two actions (mirrors Rust input_batch_two fixture)
_write_fixture("input_batch_two",
_encode_inputs([
{"tick": 0, "action_name": "MoveNorth"},
{"tick": 0, "action_name": "Interact"},
]))
+13
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@@ -69,6 +69,19 @@ make test-client # gdUnit4 tests (headless runner pending)
Server tests use Rust's built-in test framework with `#[cfg(test)]` inline tests and `tests/` integration tests (D-030). Client tests use gdUnit4 (D-030).
### Cross-Encoder Fixtures
```bash
make fixtures # Regenerate Rust->GDScript fixtures (server/tests/gen_fixtures.rs)
make fixtures-client # Generate GDScript->Rust fixtures + verify Rust decoder (#475)
```
The bidirectional protocol is validated by two sets of committed fixtures:
- **Rust encodes, GDScript decodes:** `client/tests/fixtures/msgpack/` (generated by `make fixtures`)
- **GDScript encodes, Rust decodes:** `server/tests/fixtures/gdscript/` (generated by `make fixtures-client`)
Regenerate both after any protocol change. Commit the updated fixtures alongside the code change.
### Lint
```bash
Binary file not shown.
@@ -0,0 +1 @@
うtickヲaction・Pause
@@ -0,0 +1 @@
うtickフ€ヲaction・Pause
@@ -0,0 +1 @@
‚¤tickÒÿÿÿ¦action¥Pause
@@ -0,0 +1 @@
うtickフヲaction・Pause
Binary file not shown.
@@ -0,0 +1 @@
うtickムヲaction・Pause
Binary file not shown.
@@ -0,0 +1 @@
‚¤tickÍÿÿ¦action¥Pause
Binary file not shown.
Binary file not shown.
+1
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@@ -0,0 +1 @@
うtickdヲaction→Interactげtarget_entity_idタ、verbタ
@@ -0,0 +1 @@
うtickdヲactionゥMoveNorth
@@ -0,0 +1 @@
うtickdヲactionュMoveNortheast
@@ -0,0 +1 @@
うtickdヲactionュMoveNorthwest
@@ -0,0 +1 @@
うtickdヲactionュMoveSoutheast
@@ -0,0 +1 @@
うtickdヲactionュMoveSouthwest
+1
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@@ -0,0 +1 @@
うtickdヲaction・Pause
@@ -0,0 +1 @@
うtickフネヲactionUsePerceptionModeァthermal
@@ -0,0 +1 @@
うtickdヲactionョToggleStanceUp
+94
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@@ -1004,6 +1004,100 @@ fn malformed_input_in_batch_rejects_entire_batch() {
);
}
/// GDScript-generated fixtures must deserialize correctly (D-030 Layer 1, #475).
/// Validates the reverse direction: GDScript encoder -> Rust decoder.
/// Together with all_fixtures_deserialize (Rust -> GDScript), this closes the
/// cross-encoder compatibility loop.
///
/// Fixtures generated by: make fixtures-client
/// (runs client/tests/gen_client_fixtures.gd via Godot headless)
#[test]
fn gdscript_generated_fixtures_deserialize() {
let fixture_dir = std::path::Path::new("tests/fixtures/gdscript");
if !fixture_dir.exists() {
eprintln!(
"SKIP: GDScript fixtures not found at {}. Run `make fixtures-client` to generate.",
fixture_dir.display()
);
return;
}
let mut count = 0;
for entry in fs::read_dir(&fixture_dir).expect("read gdscript fixture dir") {
let entry = entry.expect("read dir entry");
let path = entry.path();
if path.extension().and_then(|e| e.to_str()) != Some("msgpack") {
continue;
}
let name = path.file_stem().unwrap().to_str().unwrap().to_string();
let bytes = fs::read(&path).unwrap_or_else(|_| panic!("read fixture {}", name));
if name.starts_with("input_batch") {
let inputs: Vec<PlayerInput> = rmp_serde::from_slice(&bytes).unwrap_or_else(|e| {
panic!("deserialize GDScript batch fixture {}: {}", name, e)
});
assert!(
!inputs.is_empty(),
"batch fixture {} should not be empty",
name
);
} else if name.starts_with("input_") || name.starts_with("boundary_tick_") {
let input: PlayerInput = rmp_serde::from_slice(&bytes).unwrap_or_else(|e| {
panic!("deserialize GDScript input fixture {}: {}", name, e)
});
// Verify specific fixtures for extra confidence
match name.as_str() {
"input_move_north" => {
assert_eq!(input.tick, 100);
assert!(matches!(input.action, PlayerAction::MoveNorth));
}
"input_perception_mode" => {
assert_eq!(input.tick, 200);
assert!(
matches!(input.action, PlayerAction::UsePerceptionMode(ref s) if s == "thermal")
);
}
"input_interact" => {
assert_eq!(input.tick, 100);
assert!(matches!(input.action, PlayerAction::Interact { .. }));
}
"boundary_tick_256" => {
assert_eq!(input.tick, 256, "int_16 asymmetry: tick=256");
}
"boundary_tick_32767" => {
assert_eq!(input.tick, 32767, "int_16 asymmetry: tick=32767");
}
"boundary_tick_65536" => {
assert_eq!(input.tick, 65536, "int_32 asymmetry: tick=65536");
}
"boundary_tick_2147483647" => {
assert_eq!(
input.tick, 2147483647,
"int_32 asymmetry: tick=2^31-1"
);
}
_ => {} // Other fixtures: deserialization success is sufficient
}
} else {
panic!(
"unknown GDScript fixture naming convention: {} — add a deserialization branch",
name
);
}
count += 1;
}
if count == 0 {
eprintln!(
"SKIP: no .msgpack files found in {}. Run `make fixtures-client` to generate.",
fixture_dir.display()
);
return;
}
eprintln!("Verified {} GDScript-generated fixtures", count);
}
/// NearbyInteraction.object_type round-trips through MessagePack (#422).
/// Verifies object_type=Some(Container) survives the wire.
#[test]