//! Integration tests for TcpBridge over TCP localhost (D-030 Layer 2: IPC roundtrip). 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::SimBridge; use settled_reach_server::simulation::time::{DayPhase, TickRate}; use std::net::{TcpListener, TcpStream}; use std::thread; #[test] fn snapshot_roundtrip_over_tcp() { // Bind listener first — port is guaranteed ready before spawning threads let listener = TcpListener::bind("127.0.0.1:0").expect("failed to bind"); let server_addr = listener.local_addr().expect("failed to get local address"); // Server thread: accept on pre-bound listener and send snapshot let server_handle = thread::spawn(move || { let bridge = TcpBridge::accept_on(listener).expect("failed to accept"); let snapshot = ObserverSnapshot { version: 4, tick: 42, game_time: GameTime { day: 0, time_of_day: 0, day_phase: DayPhase::Morning, tick_rate: TickRate::Full, }, player_facing: FacingDirection::North, entities: vec![VisibleEntity { entity_id: 100, x: 10.5, y: 20.3, z: 0, kind: EntityKind::Npc, visibility: VisibilitySector::Forward, relationship: RelationshipState::Unknown, observation: EntityVisibility::Visible, }], visible_tiles: vec![], nearby_interactions: vec![], }; bridge .send_snapshot(&snapshot) .expect("failed to send snapshot"); }); // Client: connect and receive snapshot (no sleep needed — listener already bound) let stream = TcpStream::connect(server_addr).expect("failed to connect"); let mut reader = std::io::BufReader::new(stream); let payload = read_framed(&mut reader) .expect("failed to read frame") .expect("unexpected EOF"); let snapshot: ObserverSnapshot = rmp_serde::from_slice(&payload).expect("failed to deserialize"); assert_eq!(snapshot.tick, 42); assert_eq!(snapshot.entities.len(), 1); assert_eq!(snapshot.entities[0].entity_id, 100); assert_eq!(snapshot.entities[0].x, 10.5); assert_eq!(snapshot.entities[0].y, 20.3); server_handle.join().expect("server thread panicked"); } #[test] fn input_roundtrip_over_tcp() { let listener = TcpListener::bind("127.0.0.1:0").expect("failed to bind"); let server_addr = listener.local_addr().expect("failed to get local address"); let server_handle = thread::spawn(move || { let bridge = TcpBridge::accept_on(listener).expect("failed to accept"); let inputs = bridge.receive_inputs().expect("failed to receive inputs"); assert_eq!(inputs.len(), 2); assert_eq!(inputs[0].tick, 10); assert_eq!(inputs[1].tick, 11); inputs }); // Client: connect and send inputs let stream = TcpStream::connect(server_addr).expect("failed to connect"); let mut writer = std::io::BufWriter::new(stream); let inputs = vec![ PlayerInput { tick: 10, action: PlayerAction::MoveNorth, }, PlayerInput { tick: 11, action: PlayerAction::Interact, }, ]; let payload = rmp_serde::to_vec_named(&inputs).expect("failed to serialize"); write_framed(&mut writer, &payload).expect("failed to write frame"); // Drop writer to close connection and signal EOF to server drop(writer); let received_inputs = server_handle.join().expect("server thread panicked"); match &received_inputs[0].action { PlayerAction::MoveNorth => {} _ => panic!("expected MoveNorth action"), } match &received_inputs[1].action { PlayerAction::Interact => {} _ => panic!("expected Interact action"), } } #[test] fn tcp_bridge_eof_returns_error() { let listener = TcpListener::bind("127.0.0.1:0").expect("failed to bind"); let server_addr = listener.local_addr().expect("failed to get local address"); let server_handle = thread::spawn(move || { let bridge = TcpBridge::accept_on(listener).expect("failed to accept"); let result = bridge.receive_inputs(); assert!(result.is_err(), "expected error on EOF"); assert!( matches!( result, Err(settled_reach_server::bridge::BridgeError::Disconnected) ), "expected Disconnected error" ); }); // Client: connect and immediately disconnect without sending data let stream = TcpStream::connect(server_addr).expect("failed to connect"); drop(stream); server_handle.join().expect("server thread panicked"); }