//! E2E integration test: full game loop with input processing and snapshot generation //! Tests the complete pipeline: client sends input -> server processes -> server sends snapshot 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}; use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin}; 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::thread; #[test] fn player_moves_north_through_full_pipeline() { // Bind listener first — port guaranteed ready, no sleep needed let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener"); let server_addr = listener.local_addr().expect("get local addr"); // Spawn server thread let server_handle = thread::spawn(move || { let bridge = TcpBridge::accept_on(listener).expect("accept connection"); // Build app let mut app = App::new(); app.add_plugins(SimulationPlugin); app.add_plugins(BridgePlugin); app.add_plugins(KnowledgePlugin); 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(), )); // Run one tick: receive input, process, validate movement, generate snapshot, send app.update(); }); // Client: connect and send input (no sleep — listener was pre-bound) 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 PlayerInput: MoveNorth at tick 0 let inputs = vec![PlayerInput { tick: 0, action: PlayerAction::MoveNorth, }]; let payload = rmp_serde::to_vec_named(&inputs).expect("serialize inputs"); write_framed(&mut writer, &payload).expect("send inputs"); // Receive ObserverSnapshot let response = read_framed(&mut reader) .expect("read snapshot") .expect("not EOF"); let snapshot: ObserverSnapshot = rmp_serde::from_slice(&response).expect("deserialize snapshot"); // Snapshot captures state at end of tick 0 (before advance_tick increments to 1) assert_eq!(snapshot.version, 4); assert_eq!(snapshot.tick, 0); assert_eq!(snapshot.entities.len(), 1); // v2 fields populated assert_eq!(snapshot.game_time.day, 0); assert_eq!(snapshot.game_time.day_phase, settled_reach_server::simulation::time::DayPhase::Morning); assert_eq!(snapshot.game_time.tick_rate, settled_reach_server::simulation::time::TickRate::Full); let player_entity = &snapshot.entities[0]; // Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0) // Render coords: (16.5, 15.5, 0) assert_eq!(player_entity.x, 16.5); assert_eq!(player_entity.y, 15.5); assert_eq!(player_entity.z, 0); assert!(matches!(player_entity.kind, EntityKind::Player)); assert!(matches!(player_entity.visibility, VisibilitySector::Forward)); // Clean up drop(reader); drop(writer); server_handle.join().expect("server thread panicked"); }