Three fixes to make the gameplay loop functional end-to-end: - Add Interactable component to NPC spawn so E-prompt detection works - Build monologue trigger system (enter_location + time_idle) with MonologueBuffer/MonologueState components, wire through ObserverSnapshot as current_monologue field, decode on client and display via HUD - Change PlayerAction::Interact from unit to struct variant carrying optional target_entity_id and verb fields Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures. All 200 tests pass (170 unit + 30 integration). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
142 lines
4.5 KiB
Rust
142 lines
4.5 KiB
Rust
//! Integration tests for LocalBridge over Unix sockets (D-030 Layer 2: IPC roundtrip).
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use settled_reach_server::bridge::framing::{read_framed, write_framed};
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use settled_reach_server::bridge::local::LocalBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::SimBridge;
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use settled_reach_server::simulation::time::{DayPhase, TickRate};
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use std::os::unix::net::UnixStream;
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use std::path::PathBuf;
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use std::thread;
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use std::time::Duration;
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/// Generate unique socket path for test isolation
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fn test_socket_path(test_name: &str) -> PathBuf {
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let pid = std::process::id();
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let timestamp = std::time::SystemTime::now()
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.duration_since(std::time::UNIX_EPOCH)
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.unwrap()
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.as_millis();
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PathBuf::from(format!(
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"/tmp/sr-test-{}-{}-{}.sock",
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test_name, pid, timestamp
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))
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}
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#[test]
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fn snapshot_roundtrip_over_unix_socket() {
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let socket_path = test_socket_path("snapshot");
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// Server thread: accept connection and send snapshot
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let server_path = socket_path.clone();
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let server_handle = thread::spawn(move || {
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let bridge = LocalBridge::accept(&server_path).expect("failed to accept");
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let snapshot = ObserverSnapshot {
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version: PROTOCOL_VERSION,
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tick: 42,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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tick_rate: TickRate::Full,
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},
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player_facing: FacingDirection::North,
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entities: vec![VisibleEntity {
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entity_id: 100,
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x: 10.5,
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y: 20.3,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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}],
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visible_tiles: vec![],
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nearby_interactions: vec![],
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current_monologue: None,
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};
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bridge
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.send_snapshot(&snapshot)
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.expect("failed to send snapshot");
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});
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// Give server time to bind
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thread::sleep(Duration::from_millis(50));
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// Client: connect and receive snapshot
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let stream = UnixStream::connect(&socket_path).expect("failed to connect");
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let mut reader = std::io::BufReader::new(stream);
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let payload = read_framed(&mut reader)
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.expect("failed to read frame")
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.expect("unexpected EOF");
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let snapshot: ObserverSnapshot =
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rmp_serde::from_slice(&payload).expect("failed to deserialize");
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assert_eq!(snapshot.tick, 42);
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assert_eq!(snapshot.entities.len(), 1);
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assert_eq!(snapshot.entities[0].entity_id, 100);
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assert_eq!(snapshot.entities[0].x, 10.5);
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assert_eq!(snapshot.entities[0].y, 20.3);
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server_handle.join().expect("server thread panicked");
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}
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#[test]
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fn input_roundtrip_over_unix_socket() {
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let socket_path = test_socket_path("input");
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// Server thread: accept connection and receive inputs
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let server_path = socket_path.clone();
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let server_handle = thread::spawn(move || {
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let bridge = LocalBridge::accept(&server_path).expect("failed to accept");
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let inputs = bridge.receive_inputs().expect("failed to receive inputs");
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assert_eq!(inputs.len(), 2);
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assert_eq!(inputs[0].tick, 10);
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assert_eq!(inputs[1].tick, 11);
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inputs
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});
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// Give server time to bind
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thread::sleep(Duration::from_millis(50));
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// Client: connect and send inputs
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let stream = UnixStream::connect(&socket_path).expect("failed to connect");
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let mut writer = std::io::BufWriter::new(stream);
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let inputs = vec![
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PlayerInput {
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tick: 10,
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action: PlayerAction::MoveNorth,
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},
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PlayerInput {
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tick: 11,
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action: PlayerAction::Interact { target_entity_id: None, verb: None },
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},
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];
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let payload = rmp_serde::to_vec_named(&inputs).expect("failed to serialize");
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write_framed(&mut writer, &payload).expect("failed to write frame");
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// Drop writer to close connection and signal EOF to server
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drop(writer);
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let received_inputs = server_handle.join().expect("server thread panicked");
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// Verify actions survived the round-trip
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match &received_inputs[0].action {
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PlayerAction::MoveNorth => {}
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_ => panic!("expected MoveNorth action"),
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}
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match &received_inputs[1].action {
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PlayerAction::Interact { .. } => {}
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_ => panic!("expected Interact action"),
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}
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}
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