feat(simulation): sprint 9 gauntlet — test infrastructure and first 3 rooms
Add Gauntlet test world with 3 rooms (Inventory Warehouse, Occlusion Corridor, Pause Chamber) + Central Hub, room constants module, room reset trigger mechanism, Layer 3 subprocess integration test, golden file comparison engine and test suite, and content runtime validation. Tickets: #482, #484, #485, #487, #488, #489, #490 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -3,6 +3,9 @@
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//! Tests the full pipeline: discover content → deserialize YAML → spawn ECS entities.
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//! Uses real content files from content/ directory for structural content,
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//! and a test fixture for isolated NPC profile spawning.
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//!
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//! Also includes runtime validation (#489): boot the full plugin stack with real
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//! content, tick 10 times over TCP, and assert a valid ObserverSnapshot.
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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@@ -416,3 +419,130 @@ fn spawn_real_content_with_relationships_and_secrets() {
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.expect("Nils should have Want");
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assert_eq!(nils_want.primary, npc::WantKind::Power);
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}
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// -----------------------------------------------------------------------
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// Test: Runtime validation — boot + tick 10 + snapshot (#489)
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//
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// Smoke test for production content. Boots the full plugin stack with real
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// content over TCP, ticks 10 times, and asserts a valid ObserverSnapshot.
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// Catches runtime panics from broken entity references, missing components,
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// or content schema issues that pass YAML validation but fail at tick time.
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// -----------------------------------------------------------------------
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#[test]
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fn content_runtime_boot_tick_10_snapshot() {
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use settled_reach_server::bridge::framing::{read_framed, write_framed};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
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use settled_reach_server::knowledge::KnowledgeGraph;
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use settled_reach_server::perception::cognitive_delay::CognitiveDelay;
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use settled_reach_server::perception::vision_cone::Facing;
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use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
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use settled_reach_server::simulation::listening::ListeningFocus;
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use settled_reach_server::simulation::monologue::{
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MonologueBuffer, MonologueState, SprintAnomalyQueue,
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};
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
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use std::io::{BufReader, BufWriter};
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use std::net::{TcpListener, TcpStream};
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use std::thread;
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let root = content_root();
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if !root.join("content.yaml").exists() {
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eprintln!("Skipping: content directory not found at {:?}", root);
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return;
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}
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let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
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let server_addr = listener.local_addr().expect("get local addr");
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// Server thread: full plugin stack with real content
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let server_handle = thread::spawn(move || {
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let bridge = TcpBridge::accept_on(listener).expect("accept connection");
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.add_plugins(settled_reach_server::knowledge::KnowledgePlugin);
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app.add_plugins(settled_reach_server::npc::NpcPlugin);
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app.insert_resource(ContentConfig {
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content_root: root,
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..Default::default()
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});
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app.add_plugins(ContentPlugin);
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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// Spawn player with all required observer pipeline components
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let profile = MovementProfile::smuggler();
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app.world_mut().spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueState::default(),
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MonologueBuffer::default(),
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SprintAnomalyQueue::default(),
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CognitiveDelay::default(),
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ListeningFocus::new(TilePosition::new(16, 16, 0)),
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profile,
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profile.initial_stance(),
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PlayerMoveCooldown::default(),
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));
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// Tick 10 times — any panic here means content has a runtime bug
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for _ in 0..10 {
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app.update();
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}
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});
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// Client: connect and receive 10 snapshots
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let stream = TcpStream::connect(server_addr).expect("client connect");
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let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
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let mut writer = BufWriter::new(stream);
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let mut last_snapshot = None;
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for tick in 0..10 {
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let payload = read_framed(&mut reader)
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.unwrap_or_else(|e| panic!("read error at tick {}: {}", tick, e))
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.unwrap_or_else(|| panic!("unexpected EOF at tick {}", tick));
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let snapshot: ObserverSnapshot = rmp_serde::from_slice(&payload)
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.unwrap_or_else(|e| panic!("deserialization error at tick {}: {}", tick, e));
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last_snapshot = Some(snapshot);
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// Send empty input for next tick
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let empty: Vec<PlayerInput> = vec![];
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let input_payload = rmp_serde::to_vec(&empty).expect("serialize empty input");
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if let Err(_) = write_framed(&mut writer, &input_payload) {
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// Server may have shut down after tick 10 — that's fine
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break;
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}
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}
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drop(reader);
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drop(writer);
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// Server thread must not have panicked
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server_handle
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.join()
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.expect("server thread panicked — content triggered a runtime error during tick processing");
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// Validate final snapshot
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let snapshot = last_snapshot.expect("should have received at least one snapshot");
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assert_eq!(
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snapshot.version, PROTOCOL_VERSION,
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"snapshot protocol version mismatch"
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);
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// Content-spawned NPCs should be visible (they all spawn at 0,0,0 by default)
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// The player is at 16,16 — content NPCs are far away but the player entity itself
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// should always be in the snapshot
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assert!(
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!snapshot.entities.is_empty(),
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"snapshot should contain at least the player entity"
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);
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}
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