Files
settled-reach/server/tests/gen_fixtures.rs
T
jpmschweitzer f5c5ac635c Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/src/bridge/types.rs
2026-02-25 10:09:27 +01:00

341 lines
11 KiB
Rust

//! Generate MessagePack fixture files for cross-language testing (D-030 Layer 1).
//! Run with: cargo test --test gen_fixtures -- --ignored
use settled_reach_server::bridge::types::*;
use settled_reach_server::simulation::time::{DayPhase, TickRate};
use std::fs;
use std::path::Path;
fn write_fixture(name: &str, bytes: &[u8]) {
// Write directly into the Godot project's test fixtures (single source of truth)
let dir = Path::new("../client/tests/fixtures/msgpack");
fs::create_dir_all(dir).expect("create fixture dir");
let path = dir.join(format!("{}.msgpack", name));
fs::write(&path, bytes).expect("write fixture");
eprintln!("Wrote {} ({} bytes)", path.display(), bytes.len());
}
/// Helper to create a minimal v2 snapshot for fixtures
fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
ObserverSnapshot {
version: PROTOCOL_VERSION,
tick,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::North,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities,
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
conversation_events: vec![],
conversation_ended: vec![],
follow_state: None,
examine_result: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
}
}
#[test]
#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
fn generate_msgpack_fixtures() {
// Snapshot with one NPC entity
let snapshot = fixture_snapshot(
42,
vec![VisibleEntity {
entity_id: 1,
x: 10.0,
y: 20.0,
z: 0,
kind: EntityKind::Npc,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
);
write_fixture(
"snapshot_one_npc",
&rmp_serde::to_vec_named(&snapshot).unwrap(),
);
// Empty snapshot
let empty = fixture_snapshot(0, vec![]);
write_fixture("snapshot_empty", &rmp_serde::to_vec_named(&empty).unwrap());
// PlayerInput: MoveNorth
let input_north = PlayerInput {
tick: 100,
action: PlayerAction::MoveNorth,
};
write_fixture(
"input_move_north",
&rmp_serde::to_vec_named(&input_north).unwrap(),
);
// PlayerInput: UsePerceptionMode
let input_perception = PlayerInput {
tick: 200,
action: PlayerAction::UsePerceptionMode("thermal".to_string()),
};
write_fixture(
"input_perception_mode",
&rmp_serde::to_vec_named(&input_perception).unwrap(),
);
// Snapshot with Player entity
let snapshot_player = fixture_snapshot(
1,
vec![VisibleEntity {
entity_id: 100,
x: 16.5,
y: 16.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
);
write_fixture(
"snapshot_player",
&rmp_serde::to_vec_named(&snapshot_player).unwrap(),
);
// Snapshot with multiple entities and all EntityKind variants
let snapshot_multi = fixture_snapshot(
999,
vec![
VisibleEntity {
entity_id: 1,
x: 16.5,
y: 16.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Known,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 2,
x: 5.0,
y: 10.0,
z: 0,
kind: EntityKind::Npc,
visibility: VisibilitySector::Peripheral,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 3,
x: 15.5,
y: 3.0,
z: 1,
kind: EntityKind::Object,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 4,
x: 0.0,
y: 0.0,
z: -1,
kind: EntityKind::Terrain,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
],
);
write_fixture(
"snapshot_multi_entity",
&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
);
// v2 snapshot with visible_tiles and game_time populated
let snapshot_v2_full = ObserverSnapshot {
version: PROTOCOL_VERSION,
tick: 500,
game_time: GameTime {
day: 1,
time_of_day: 720,
day_phase: DayPhase::Evening,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::Southeast,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities: vec![VisibleEntity {
entity_id: 1,
x: 10.5,
y: 10.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
visible_tiles: vec![
VisibleTile {
x: 10,
y: 10,
z: 0,
visibility: VisibilitySector::Forward,
tile_kind: TileKind::Floor,
zone_id: Some(1),
},
VisibleTile {
x: 11,
y: 10,
z: 0,
visibility: VisibilitySector::Peripheral,
tile_kind: TileKind::Floor,
zone_id: Some(1),
},
VisibleTile {
x: 10,
y: 9,
z: 0,
visibility: VisibilitySector::Forward,
tile_kind: TileKind::Floor,
zone_id: None,
},
],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
conversation_events: vec![],
conversation_ended: vec![],
follow_state: None,
examine_result: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
};
write_fixture(
"snapshot_v2_full",
&rmp_serde::to_vec_named(&snapshot_v2_full).unwrap(),
);
// Batch input: Vec<PlayerInput> with two actions (D-030 Layer 1 bidirectional symmetry)
let input_batch = vec![
PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
},
PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: None,
verb: None,
},
},
];
write_fixture(
"input_batch_two",
&rmp_serde::to_vec_named(&input_batch).unwrap(),
);
// PlayerInput: DialogueResponse (#539)
let input_dialogue_response = PlayerInput {
tick: 300,
action: PlayerAction::DialogueResponse {
target_entity_id: 42,
response_id: "kael-davan_d_001".to_string(),
},
};
write_fixture(
"input_dialogue_response",
&rmp_serde::to_vec_named(&input_dialogue_response).unwrap(),
);
// Diagonal movement fixtures (clockwise: NE, SE, SW, NW)
for (name, action) in [
("input_move_northeast", PlayerAction::MoveNortheast),
("input_move_southeast", PlayerAction::MoveSoutheast),
("input_move_southwest", PlayerAction::MoveSouthwest),
("input_move_northwest", PlayerAction::MoveNorthwest),
] {
let input = PlayerInput { tick: 100, action };
write_fixture(name, &rmp_serde::to_vec_named(&input).unwrap());
}
// === Boundary value fixtures (#472) ===
// 14 raw integer values at encoding format boundaries (Appendix C).
// These are Rust-encoded MessagePack that GDScript must decode correctly.
// Covers every encoding format transition and the int16/int32 asymmetry zones.
let boundary_raw: [(u64, &str); 14] = [
// pos fixint boundaries
(0, "boundary_raw_0"),
(127, "boundary_raw_127"),
// uint 8 boundaries
(128, "boundary_raw_128"),
(255, "boundary_raw_255"),
// int16/uint16 asymmetry zone (GDScript: int_16, Rust: uint_16)
(256, "boundary_raw_256"),
(32767, "boundary_raw_32767"),
// uint 16 boundaries
(32768, "boundary_raw_32768"),
(65535, "boundary_raw_65535"),
// int32/uint32 asymmetry zone (GDScript: int_32, Rust: uint_32)
(65536, "boundary_raw_65536"),
(2147483647, "boundary_raw_2147483647"),
// uint 32 boundaries
(2147483648, "boundary_raw_2147483648"),
(4294967295, "boundary_raw_4294967295"),
// int 64 boundaries
(4294967296, "boundary_raw_4294967296"),
(u64::MAX >> 1, "boundary_raw_i64_max"), // 2^63-1 = i64::MAX
];
for (value, name) in &boundary_raw {
// Encode as u64 (matches how entity_id/tick are encoded in snapshots)
let bytes = rmp_serde::to_vec(value).expect("encode boundary value");
write_fixture(name, &bytes);
}
// 5 snapshot fixtures at boundary tick values.
// Tests that GDScript can decode full ObserverSnapshot structs when the tick
// field crosses encoding format boundaries.
let boundary_snapshots: [(u64, &str); 5] = [
(0, "snapshot_boundary_tick_0"), // pos fixint
(127, "snapshot_boundary_tick_127"), // pos fixint max
(32767, "snapshot_boundary_tick_32767"), // int16/uint16 asymmetry
(2147483647, "snapshot_boundary_tick_2b31m1"), // int32/uint32 asymmetry
(4294967296, "snapshot_boundary_tick_2b32"), // int64 minimum
];
for (tick, name) in &boundary_snapshots {
let snapshot = fixture_snapshot(*tick, vec![]);
write_fixture(name, &rmp_serde::to_vec_named(&snapshot).unwrap());
}
}