## #411: Integration test — full input roundtrip through live server. ## Validates the complete path: encode inputs → TCP wire → server deserialize → ## simulation systems → ObserverSnapshot → client decode. ## Catches integration seams that unit tests miss by exercising both movement ## and interaction actions against the real server binary. ## Requires: server binary built (cargo build in server/) class_name TestInputRoundtrip extends GdUnitTestSuite const CONNECT_TIMEOUT: float = 3.0 # Ceiling, not a sleep — the wait loop exits the moment the expected state # arrives. NOTE: raising this can never fix a missing move. The 2026-07-16 # gate flake ("MoveEast never registers") was the stance cooldown silently # discarding the input (see COOLDOWN_TICKS below), not slowness — a dropped # move stays dropped no matter how long the wait. const RESPONSE_TIMEOUT: float = 10.0 # Server move cooldown: the proof-room player is Walk stance (ticks_per_move # = 2, server stance.rs). A move input arriving within that window is # silently throttled away (movement.rs::apply_move -> # PlayerMoveCooldown::try_move — TRACE-level log only, input consumed). # Space consecutive sends past it (2 ticks + 1 margin for apply/snapshot # lag) so back-to-back moves can never race the cooldown. Same fix as # test_sprint2_proof.gd (T-1068) — root-caused again in the T-180 hunt with # server trace logs: "Received input: tick=2 action=MoveEast" followed by # "Movement throttled by stance Walk cooldown". const COOLDOWN_TICKS: int = 3 const MAX_PORT_ATTEMPTS: int = 5 var _server_pid: int = -1 var _bridge: LocalBridge = null var _test_port: int = 0 func _server_binary_path() -> String: var project_dir := ProjectSettings.globalize_path("res://") return project_dir.path_join("../server/target/debug/settled-reach-server") static func _random_test_port() -> int: return 49152 + (randi() % (65535 - 49152 + 1)) func _spawn_server(server_path: String) -> bool: _test_port = _random_test_port() var addr := "127.0.0.1:%d" % _test_port _server_pid = OS.create_process(server_path, [addr]) if _server_pid <= 0: _server_pid = -1 return false return true func after_test() -> void: if _bridge != null: _bridge.disconnect_from_server() _bridge = null if _server_pid > 0 and OS.is_process_running(_server_pid): OS.kill(_server_pid) _server_pid = -1 ## Spawn the server, connect, and complete the protocol handshake. ## Binary absence is handled by per-test `_do_skip` — by the time this runs the ## binary exists, so any failure here is a real failure (asserted loudly). ## The server binds its port AFTER plugin/simulation init (~250ms), so a ## random-port collision surfaces as a mid-connect process death, not an ## instant spawn failure — a death during the connect window therefore ## retries on a fresh port instead of failing the test (the push gate hit ## exactly that race: "Failed to bind ... Address already in use"). func _connect_to_server() -> bool: var server_path := _server_binary_path() var connected := false for _attempt in range(MAX_PORT_ATTEMPTS): if not _spawn_server(server_path): continue _bridge = LocalBridge.new() var elapsed := 0.0 while elapsed < CONNECT_TIMEOUT: if not OS.is_process_running(_server_pid): push_warning( "Server died pre-connect (port %d likely in use) — retrying" % _test_port ) break if _bridge.get_status() == StreamPeerTCP.STATUS_NONE: _bridge.connect_to_server("127.0.0.1", _test_port) _bridge.poll() if _bridge.get_status() == StreamPeerTCP.STATUS_CONNECTED: connected = true break if _bridge.get_status() == StreamPeerTCP.STATUS_ERROR: _bridge.disconnect_from_server() _bridge.reset() await get_tree().create_timer(0.1).timeout elapsed += 0.1 if connected: break _bridge.disconnect_from_server() _bridge = null if _server_pid > 0 and OS.is_process_running(_server_pid): OS.kill(_server_pid) _server_pid = -1 assert_bool(connected).override_failure_message( "TCP connect to spawned server failed within %.1fs across %d port attempts" % [CONNECT_TIMEOUT, MAX_PORT_ATTEMPTS] ).is_true() if not connected: return false # Handshake + startup exchange (#555, #175) — required before input is accepted var handshake_ok := await _do_handshake() assert_bool(handshake_ok).override_failure_message( "protocol handshake + StartupMessage exchange must complete (#555, #175)" ).is_true() return handshake_ok ## Protocol handshake (#555, #175): the server sends a HandshakeMessage as the ## first framed message; the client validates it and replies with a ## StartupMessage carrying world_seed before any input is accepted. ## Mirrors sim_bridge.gd's HANDSHAKING state. func _do_handshake(world_seed: int = 42) -> bool: var msg := PackedByteArray() var elapsed := 0.0 while elapsed < CONNECT_TIMEOUT: _bridge.poll() msg = _bridge.poll_message() if msg.size() > 0: break await get_tree().create_timer(0.05).timeout elapsed += 0.05 if msg.is_empty(): push_warning("No HandshakeMessage received within %.1fs" % CONNECT_TIMEOUT) return false var MP = load("res://addons/messagepack/messagepack.gd") var decoded: Variant = MP.decode(msg) if decoded.status != null or not (decoded.value is Dictionary): push_warning("Malformed HandshakeMessage") return false var startup_bytes := Protocol.encode_startup_message(world_seed) if startup_bytes.is_empty(): return false return _bridge.send_message(startup_bytes) == OK ## Send a batch input and receive a snapshot that reflects it. ## The server free-runs at ~20 ticks/sec and STREAMS a snapshot every tick — ## it is not request/response. Drain stale queued snapshots first, then: ## - expect_position != null (Vector2, render coords): wait until the player ## reaches that position and assert it. Deterministic under load — tick ## margins race the free-running server when the test process is descheduled ## between drain and send. Afterwards, hold until the server clock is ## COOLDOWN_TICKS past the landing tick so the caller's next move can never ## race the stance cooldown (which silently discards early move attempts). ## - expect_position == null: wait for a snapshot at least 2 ticks past the ## drain point (enough for no-op actions like Interact). func _send_and_receive( action_name: String, tick: int = 0, action_data: Variant = null, expect_position: Variant = null ) -> Variant: # Drain queued stale snapshots, remembering the newest tick seen. var last_tick: int = -1 _bridge.poll() var pending := _bridge.poll_message() while pending.size() > 0: var stale: Variant = Protocol.decode_snapshot(pending) if stale != null: last_tick = stale.tick _bridge.poll() pending = _bridge.poll_message() var input_entry := {"tick": tick, "action_name": action_name} if action_data != null: input_entry["action_data"] = action_data var inputs: Array = [input_entry] var encoded := Protocol.encode_player_inputs(inputs) assert_that(encoded.size()).is_greater(0) var send_err := _bridge.send_message(encoded) assert_that(send_err).is_equal(OK) # Wait for a snapshot that reflects the processed input. Wall-clock # deadline: the old sleep-count accounting only accrued on EMPTY polls, # so a streaming server made the effective window unbounded in theory and # load-dependent in practice — measure real time instead. var min_tick: int = last_tick + 2 var snapshot: Variant = null var deadline_ms: int = Time.get_ticks_msec() + int(RESPONSE_TIMEOUT * 1000.0) while Time.get_ticks_msec() < deadline_ms: _bridge.poll() var msg := _bridge.poll_message() if msg.size() > 0: var decoded: Variant = Protocol.decode_snapshot(msg) if decoded == null: continue # undecodable frame — keep draining if expect_position != null: snapshot = decoded # keep latest so a timeout reports actual state var player := _find_player(decoded) if ( not player.is_empty() and is_equal_approx(player.x, expect_position.x) and is_equal_approx(player.y, expect_position.y) ): break elif decoded.tick >= min_tick: snapshot = decoded break continue await get_tree().create_timer(0.05).timeout assert_that(snapshot).override_failure_message( "no snapshot received within %.1fs after '%s'" % [RESPONSE_TIMEOUT, action_name] ).is_not_null() if expect_position != null and snapshot != null: var player := _find_player(snapshot) var actual := Vector2(player.x, player.y) if not player.is_empty() else Vector2.INF assert_that(actual.is_equal_approx(expect_position)).override_failure_message( "player must reach %s after '%s' — last seen %s" % [expect_position, action_name, actual] ).is_true() # Space the next move past the per-stance cooldown (see COOLDOWN_TICKS). # The server silently drops a move arriving within ticks_per_move ticks # of the previous one; without this hold, back-to-back sends race the # cooldown and an occasional move is throttled, leaving the player one # tile short (the T-180 gate flake). The player is stationary meanwhile, # so the fresher snapshot is still valid for the caller. var landed_tick: int = int(snapshot.tick) var spacing_deadline_ms: int = Time.get_ticks_msec() + int(RESPONSE_TIMEOUT * 1000.0) while Time.get_ticks_msec() < spacing_deadline_ms: _bridge.poll() var m := _bridge.poll_message() if m.size() > 0: var d: Variant = Protocol.decode_snapshot(m) if d != null: snapshot = d if int(d.tick) >= landed_tick + COOLDOWN_TICKS: break continue await get_tree().create_timer(0.05).timeout return snapshot ## Find the player entity in a snapshot by kind. static func _find_player(snapshot: Dictionary) -> Dictionary: for entity in snapshot.entities: if entity.kind.variant == "Player": return entity return {} # -- Movement roundtrip: send movement, verify position changes ---------------- func test_movement_roundtrip( _do_skip := not FileAccess.file_exists(_server_binary_path()), _skip_reason := "server binary not built — run `cargo build` in server/" ) -> void: var ok := await _connect_to_server() if not ok: return # Use Interact (server no-op) to get a baseline snapshot without moving. var baseline: Dictionary = await _send_and_receive("Interact", 0) var player := _find_player(baseline) assert_that(player.size()).is_greater(0) # Player starts at (16,16) → render coords (16.5, 16.5) var start_x: float = player.x var start_y: float = player.y assert_float(start_x).is_equal_approx(16.5, 0.001) assert_float(start_y).is_equal_approx(16.5, 0.001) # Send MoveNorth — player should move to (16, 15) → (16.5, 15.5) var snap1: Dictionary = await _send_and_receive("MoveNorth", 1, null, Vector2(16.5, 15.5)) var p1 := _find_player(snap1) assert_that(p1.size()).is_greater(0) assert_float(p1.x).is_equal_approx(16.5, 0.001) assert_float(p1.y).is_equal_approx(15.5, 0.001) # Send MoveEast — player should move to (17, 15) → (17.5, 15.5) var snap2: Dictionary = await _send_and_receive("MoveEast", 2, null, Vector2(17.5, 15.5)) var p2 := _find_player(snap2) assert_that(p2.size()).is_greater(0) assert_float(p2.x).is_equal_approx(17.5, 0.001) assert_float(p2.y).is_equal_approx(15.5, 0.001) # Verify position actually changed from baseline assert_that(p2.x != start_x or p2.y != start_y).is_true() # -- Interact roundtrip: server accepts without crashing ----------------------- func test_interact_roundtrip( _do_skip := not FileAccess.file_exists(_server_binary_path()), _skip_reason := "server binary not built — run `cargo build` in server/" ) -> void: var ok := await _connect_to_server() if not ok: return # Send Interact action — unit variant, no target data. # Server accepts it (currently a no-op) and responds with a valid snapshot. var snapshot: Dictionary = await _send_and_receive("Interact", 0) assert_that(snapshot.entities.size()).is_greater(0) # Player should be at start position (Interact doesn't move) var player := _find_player(snapshot) assert_that(player.size()).is_greater(0) assert_float(player.x).is_equal_approx(16.5, 0.001) assert_float(player.y).is_equal_approx(16.5, 0.001) # Send Interact again at next tick — server should still accept it var snap2: Dictionary = await _send_and_receive("Interact", 1) assert_that(snap2).is_not_null() # -- Mixed sequence: movement then interact in one session --------------------- func test_move_then_interact( _do_skip := not FileAccess.file_exists(_server_binary_path()), _skip_reason := "server binary not built — run `cargo build` in server/" ) -> void: var ok := await _connect_to_server() if not ok: return # Move player first — (16,16) → (16,15) → render (16.5, 15.5) var snap1: Dictionary = await _send_and_receive("MoveNorth", 0, null, Vector2(16.5, 15.5)) var p1 := _find_player(snap1) assert_that(p1.size()).is_greater(0) var moved_x: float = p1.x var moved_y: float = p1.y # Now send Interact — player should stay where they moved to var snap2: Dictionary = await _send_and_receive("Interact", 1) var p2 := _find_player(snap2) assert_that(p2.size()).is_greater(0) assert_float(p2.x).is_equal_approx(moved_x, 0.001) assert_float(p2.y).is_equal_approx(moved_y, 0.001)