12 new tests covering framing roundtrips, cross-layer Protocol+framing integration, and diagonal wire mapping. 4 new diagonal movement fixtures generated from Rust for D-030 Layer 1 cross-language verification. 33/33 tests pass. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
190 lines
6.5 KiB
GDScript
190 lines
6.5 KiB
GDScript
## D-030 Layer 1: Cross-language MessagePack tests
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## Validates that Protocol.gd correctly decodes fixtures generated by Rust (rmp_serde).
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## Fixtures generated by: cargo test --test gen_fixtures -- --ignored
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class_name TestProtocol
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extends GdUnitTestSuite
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const FIXTURE_DIR = "res://tests/fixtures/msgpack/"
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func _load_fixture(name: String) -> PackedByteArray:
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var path = FIXTURE_DIR + name + ".msgpack"
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var file = FileAccess.open(path, FileAccess.READ)
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assert_that(file).is_not_null()
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return file.get_buffer(file.get_length())
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# -- Snapshot decoding ----------------------------------------------------------
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func test_decode_snapshot_one_npc() -> void:
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var bytes = _load_fixture("snapshot_one_npc")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(42)
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assert_that(snapshot.entities.size()).is_equal(1)
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var entity = snapshot.entities[0]
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assert_that(entity.entity_id).is_equal(1)
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assert_float(entity.x).is_equal_approx(10.0, 0.001)
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assert_float(entity.y).is_equal_approx(20.0, 0.001)
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assert_that(entity.z).is_equal(0)
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assert_that(entity.kind.variant).is_equal("Npc")
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assert_that(entity.kind.data).is_null()
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func test_decode_snapshot_empty() -> void:
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var bytes = _load_fixture("snapshot_empty")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(0)
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assert_that(snapshot.entities.size()).is_equal(0)
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func test_decode_snapshot_multi_entity() -> void:
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var bytes = _load_fixture("snapshot_multi_entity")
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var snapshot = Protocol.decode_snapshot(bytes)
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assert_that(snapshot).is_not_null()
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assert_that(snapshot.tick).is_equal(999)
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assert_that(snapshot.entities.size()).is_equal(3)
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# NPC at (5, 10, 0)
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var npc = snapshot.entities[0]
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assert_that(npc.entity_id).is_equal(1)
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assert_float(npc.x).is_equal_approx(5.0, 0.001)
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assert_float(npc.y).is_equal_approx(10.0, 0.001)
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assert_that(npc.z).is_equal(0)
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assert_that(npc.kind.variant).is_equal("Npc")
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# Object at (15.5, 3, 1)
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var obj = snapshot.entities[1]
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assert_that(obj.entity_id).is_equal(2)
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assert_float(obj.x).is_equal_approx(15.5, 0.001)
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assert_float(obj.y).is_equal_approx(3.0, 0.001)
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assert_that(obj.z).is_equal(1)
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assert_that(obj.kind.variant).is_equal("Object")
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# Terrain at (0, 0, -1)
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var terrain = snapshot.entities[2]
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assert_that(terrain.entity_id).is_equal(3)
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assert_float(terrain.x).is_equal_approx(0.0, 0.001)
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assert_float(terrain.y).is_equal_approx(0.0, 0.001)
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assert_that(terrain.z).is_equal(-1)
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assert_that(terrain.kind.variant).is_equal("Terrain")
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# -- PlayerInput decoding -------------------------------------------------------
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func test_decode_input_move_north() -> void:
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var bytes = _load_fixture("input_move_north")
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var input = Protocol.decode_player_input(bytes)
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assert_that(input).is_not_null()
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assert_that(input.tick).is_equal(100)
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assert_that(input.action.variant).is_equal("MoveNorth")
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assert_that(input.action.data).is_null()
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func test_decode_input_perception_mode() -> void:
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var bytes = _load_fixture("input_perception_mode")
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var input = Protocol.decode_player_input(bytes)
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assert_that(input).is_not_null()
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assert_that(input.tick).is_equal(200)
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assert_that(input.action.variant).is_equal("UsePerceptionMode")
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assert_that(input.action.data).is_equal("thermal")
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# -- PlayerInput encoding -------------------------------------------------------
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func test_encode_decode_roundtrip_unit_variant() -> void:
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var bytes = Protocol.encode_player_input(50, "MoveEast")
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assert_that(bytes.size()).is_greater(0)
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var decoded = Protocol.decode_player_input(bytes)
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assert_that(decoded).is_not_null()
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assert_that(decoded.tick).is_equal(50)
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assert_that(decoded.action.variant).is_equal("MoveEast")
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assert_that(decoded.action.data).is_null()
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func test_encode_decode_roundtrip_data_variant() -> void:
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var bytes = Protocol.encode_player_input(75, "UsePerceptionMode", "infrared")
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assert_that(bytes.size()).is_greater(0)
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var decoded = Protocol.decode_player_input(bytes)
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assert_that(decoded).is_not_null()
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assert_that(decoded.tick).is_equal(75)
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assert_that(decoded.action.variant).is_equal("UsePerceptionMode")
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assert_that(decoded.action.data).is_equal("infrared")
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# -- Cross-language roundtrip: GDScript encode matches Rust decode ---------------
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func test_gdscript_encode_matches_rust_fixture() -> void:
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# Encode the same MoveNorth input as the Rust fixture
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var bytes = Protocol.encode_player_input(100, "MoveNorth")
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# Decode and verify the content matches the Rust fixture
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var rust_bytes = _load_fixture("input_move_north")
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var from_gd = Protocol.decode_player_input(bytes)
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var from_rust = Protocol.decode_player_input(rust_bytes)
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assert_that(from_gd.tick).is_equal(from_rust.tick)
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assert_that(from_gd.action.variant).is_equal(from_rust.action.variant)
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assert_that(from_gd.action.data).is_equal(from_rust.action.data)
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# -- Negative tests: malformed/truncated input -----------------------------------
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func test_decode_snapshot_truncated_bytes() -> void:
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var truncated := PackedByteArray([0x82, 0xa4]) # Incomplete msgpack map
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var result = Protocol.decode_snapshot(truncated)
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assert_that(result).is_null()
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func test_decode_snapshot_wrong_type() -> void:
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# Encode an array instead of a map — should fail validation
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var encoded = Messagepack.encode([1, 2, 3])
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var result = Protocol.decode_snapshot(encoded.value)
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assert_that(result).is_null()
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func test_decode_snapshot_missing_fields() -> void:
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# Map with wrong keys
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var encoded = Messagepack.encode({"foo": "bar"})
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var result = Protocol.decode_snapshot(encoded.value)
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assert_that(result).is_null()
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func test_decode_player_input_empty_bytes() -> void:
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var result = Protocol.decode_player_input(PackedByteArray())
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assert_that(result).is_null()
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func test_encode_produces_nonempty_bytes() -> void:
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var bytes = Protocol.encode_player_input(1, "MoveNorth")
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assert_that(bytes.size()).is_greater(0)
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# -- Diagonal movement fixtures (D-030 Layer 1 cross-language) -----------------
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func test_decode_diagonal_fixtures() -> void:
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# All 4 diagonal fixtures: clockwise NE, SE, SW, NW
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var diagonals: Array = [
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["input_move_northeast", "MoveNortheast"],
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["input_move_southeast", "MoveSoutheast"],
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["input_move_southwest", "MoveSouthwest"],
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["input_move_northwest", "MoveNorthwest"],
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]
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for pair in diagonals:
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var bytes = _load_fixture(pair[0])
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var input: Variant = Protocol.decode_player_input(bytes)
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assert_that(input).is_not_null()
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assert_that(input.tick).is_equal(100)
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assert_that(input.action.variant).is_equal(pair[1])
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assert_that(input.action.data).is_null()
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