feat(server): initialize Rust/bevy_ecs simulation server

Server boilerplate epic (276) complete. Establishes the Rust simulation
server foundation per D-020 (subprocess/IPC architecture).

Structure:
- bevy_ecs 0.18 + bevy_app 0.18, MessagePack serialization (rmp-serde)
- SimulationPlugin with deterministic resources: SimulationTime (D-031),
  SimRng (D-030), InputQueue (D-010)
- Core IPC types: ObserverSnapshot, PlayerInput, SimBridge trait (D-020)
- CauseChain production component for provenance tracking (D-030)
- SimulationTier types with LRU eviction support (D-026)
- NPC 10-axis model components (D-024)
- 15 tests: inline unit tests + integration smoke/serialization tests
- make ci-server passes (clippy, fmt, build, test)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 16:54:40 +01:00
co-authored by Claude Opus 4.6
parent 84925b334a
commit f67caf1986
18 changed files with 2036 additions and 0 deletions
+77
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// Input processing system
// Timestamped player input events for deterministic simulation (D-010 principle 4)
// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode)
use crate::bridge::types::PlayerInput;
use bevy_ecs::prelude::*;
use std::collections::VecDeque;
/// Queue of pending player inputs, ordered by tick
#[derive(Resource, Debug, Default)]
pub struct InputQueue {
queue: VecDeque<PlayerInput>,
}
impl InputQueue {
/// Add a new input to the queue
pub fn push(&mut self, input: PlayerInput) {
self.queue.push_back(input);
}
/// Drain all inputs for ticks <= the given tick
/// Returns inputs in FIFO order
pub fn drain_for_tick(&mut self, tick: u64) -> Vec<PlayerInput> {
let mut result = Vec::new();
while let Some(front) = self.queue.front() {
if front.tick <= tick {
result.push(self.queue.pop_front().unwrap());
} else {
break;
}
}
result
}
/// Get the current queue length
pub fn len(&self) -> usize {
self.queue.len()
}
/// Check if the queue is empty
pub fn is_empty(&self) -> bool {
self.queue.is_empty()
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::bridge::types::PlayerAction;
#[test]
fn drain_returns_inputs_up_to_tick() {
let mut queue = InputQueue::default();
queue.push(PlayerInput {
tick: 1,
action: PlayerAction::MoveNorth,
});
queue.push(PlayerInput {
tick: 2,
action: PlayerAction::MoveSouth,
});
queue.push(PlayerInput {
tick: 5,
action: PlayerAction::Interact,
});
let inputs = queue.drain_for_tick(3);
assert_eq!(inputs.len(), 2);
assert_eq!(queue.len(), 1);
}
#[test]
fn drain_empty_queue_returns_empty() {
let mut queue = InputQueue::default();
let inputs = queue.drain_for_tick(10);
assert!(inputs.is_empty());
}
}
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// Simulation module - Core simulation plugin and systems
// Implements deterministic tick-based simulation (D-010 principle 4)
use bevy_app::prelude::*;
pub mod input;
pub mod rng;
pub mod tier;
pub mod time;
/// Core simulation plugin
/// Manages simulation time, RNG, input processing, and tier transitions
pub struct SimulationPlugin;
impl Plugin for SimulationPlugin {
fn build(&self, app: &mut App) {
// Initialize core simulation resources
app.init_resource::<time::SimulationTime>()
.insert_resource(rng::SimRng::new(0))
.init_resource::<input::InputQueue>()
.add_systems(Update, time::advance_tick);
tracing::debug!("SimulationPlugin initialized");
}
}
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// Simulation RNG system
// Injectable ChaCha RNG resource for deterministic replay (D-030)
// Ensures same seed produces same outcomes
use bevy_ecs::prelude::*;
use rand::SeedableRng;
use rand_chacha::ChaCha20Rng;
/// Simulation RNG resource
/// ChaCha20 RNG with stored seed for deterministic replay
#[derive(Resource)]
pub struct SimRng {
pub rng: ChaCha20Rng,
seed: u64,
}
impl SimRng {
/// Create a new SimRng with the given seed
pub fn new(seed: u64) -> Self {
Self {
rng: ChaCha20Rng::seed_from_u64(seed),
seed,
}
}
/// Get the seed used to initialize this RNG
pub fn seed(&self) -> u64 {
self.seed
}
}
#[cfg(test)]
mod tests {
use super::*;
use rand::Rng;
#[test]
fn same_seed_same_sequence() {
let mut rng1 = SimRng::new(42);
let mut rng2 = SimRng::new(42);
let vals1: Vec<u32> = (0..100).map(|_| rng1.rng.random()).collect();
let vals2: Vec<u32> = (0..100).map(|_| rng2.rng.random()).collect();
assert_eq!(vals1, vals2);
}
#[test]
fn different_seed_different_sequence() {
let mut rng1 = SimRng::new(42);
let mut rng2 = SimRng::new(43);
let val1: u32 = rng1.rng.random();
let val2: u32 = rng2.rng.random();
assert_ne!(val1, val2);
}
}
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// Simulation tier system
// Implements D-026: Active/Background/State-saved/Ungenerated tiers
// Timestamp-based LRU eviction for simulation space management
use bevy_ecs::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum SimulationTier {
Active,
Background,
StateSaved,
Ungenerated,
}
#[derive(Component, Debug, Clone)]
pub struct LastInteraction {
pub tick: u64,
}
#[derive(Component, Debug, Clone)]
pub struct ScopeTag {
pub tags: Vec<ScopeKind>,
}
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ScopeKind {
Neighborhood,
ActiveQuest,
Colleague,
KnownContact,
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn tier_can_be_added_and_queried() {
let mut world = bevy_ecs::world::World::new();
let entity = world.spawn(SimulationTier::Active).id();
assert_eq!(
*world.get::<SimulationTier>(entity).unwrap(),
SimulationTier::Active
);
}
#[test]
fn tier_can_transition() {
let mut world = bevy_ecs::world::World::new();
let entity = world.spawn(SimulationTier::Active).id();
world.entity_mut(entity).insert(SimulationTier::Background);
assert_eq!(
*world.get::<SimulationTier>(entity).unwrap(),
SimulationTier::Background
);
}
}
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// Simulation time system
// Implements D-031: 10 ticks = 1 game-minute, 4 day phases
// Injectable time resource for deterministic replay (D-030)
use bevy_ecs::prelude::*;
pub const TICKS_PER_GAME_MINUTE: u64 = 10;
pub const MINUTES_PER_PHASE: u64 = 360;
pub const MINUTES_PER_DAY: u64 = 1440;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum DayPhase {
Morning,
Afternoon,
Evening,
Night,
}
/// Simulation time resource
/// Tracks current tick and pause state for deterministic simulation
#[derive(Resource, Debug, Clone, Default)]
pub struct SimulationTime {
pub tick: u64,
pub paused: bool,
}
impl SimulationTime {
pub fn game_minutes(&self) -> u64 {
self.tick / TICKS_PER_GAME_MINUTE
}
pub fn time_of_day_minutes(&self) -> u64 {
self.game_minutes() % MINUTES_PER_DAY
}
pub fn day_phase(&self) -> DayPhase {
let tod = self.time_of_day_minutes();
match tod {
0..360 => DayPhase::Morning,
360..720 => DayPhase::Afternoon,
720..1080 => DayPhase::Evening,
_ => DayPhase::Night,
}
}
pub fn day(&self) -> u64 {
self.game_minutes() / MINUTES_PER_DAY
}
}
/// Advance the simulation tick if not paused
pub fn advance_tick(mut time: ResMut<SimulationTime>) {
if !time.paused {
time.tick += 1;
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn tick_to_minute_conversion() {
let time = SimulationTime {
tick: 10,
paused: false,
};
assert_eq!(time.game_minutes(), 1);
}
#[test]
fn day_phase_boundaries() {
let time = SimulationTime {
tick: 0,
paused: false,
};
assert_eq!(time.day_phase(), DayPhase::Morning);
let time = SimulationTime {
tick: 360 * TICKS_PER_GAME_MINUTE,
paused: false,
};
assert_eq!(time.day_phase(), DayPhase::Afternoon);
let time = SimulationTime {
tick: 720 * TICKS_PER_GAME_MINUTE,
paused: false,
};
assert_eq!(time.day_phase(), DayPhase::Evening);
let time = SimulationTime {
tick: 1080 * TICKS_PER_GAME_MINUTE,
paused: false,
};
assert_eq!(time.day_phase(), DayPhase::Night);
}
#[test]
fn pause_prevents_tick_advance() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime {
tick: 0,
paused: true,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(advance_tick);
schedule.run(&mut world);
assert_eq!(world.resource::<SimulationTime>().tick, 0);
}
#[test]
fn unpause_allows_tick_advance() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime {
tick: 0,
paused: false,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(advance_tick);
schedule.run(&mut world);
assert_eq!(world.resource::<SimulationTime>().tick, 1);
}
}