Implements the core Sprint 6: Touch systems across 5 tickets: - #449 ObserverSnapshot v6: add player_stance (MovementStance) and player_inventory (Vec<InventoryItem>) wire fields with serde defaults for backward compatibility. Bump PROTOCOL_VERSION 5→6. - #417 Stance system: Sprint/Walk/Careful/Crouch movement stance with tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers, and PlayerMoveCooldown component. ToggleStanceUp/Down player actions. - #420 TilePresence: posture-layer collision system allowing same-tile occupancy for different layers (Standing/Prone/Seated/Fixture). Layer-based collision in validate_movement. - #421 ObjectType component: Readable/Container/Terminal/Door/Pickup/ Furniture types with Phase 1 verb sets computed from type + proximity. - #422 Phase 2 verb filter: KG-gated observer-side verb processing — POI priority flips, Confront injection at KnowsDetails+, contradiction marking, archetype-specific label relabeling (Smuggler/Detective). 217 unit tests + 17 integration tests passing. All MessagePack fixtures regenerated for v6 wire format. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
92 lines
3.8 KiB
Rust
92 lines
3.8 KiB
Rust
//! E2E integration test: full game loop with input processing and snapshot generation
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//! Tests the complete pipeline: client sends input -> server processes -> server sends snapshot
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use bevy_app::prelude::*;
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use settled_reach_server::bridge::framing::{read_framed, write_framed};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
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use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
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use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
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use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState};
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::SimulationPlugin;
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use std::io::{BufReader, BufWriter};
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use std::net::{TcpListener, TcpStream};
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use std::thread;
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#[test]
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fn player_moves_north_through_full_pipeline() {
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// Bind listener first — port guaranteed ready, no sleep needed
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let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
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let server_addr = listener.local_addr().expect("get local addr");
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// Spawn server thread
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let server_handle = thread::spawn(move || {
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let bridge = TcpBridge::accept_on(listener).expect("accept connection");
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// Build app
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.add_plugins(KnowledgePlugin);
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut().spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueBuffer::default(),
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MonologueState::default(),
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));
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// Run one tick: receive input, process, validate movement, generate snapshot, send
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app.update();
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});
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// Client: connect and send input (no sleep — listener was pre-bound)
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let stream = TcpStream::connect(server_addr).expect("client connect");
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let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
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let mut writer = BufWriter::new(stream);
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// Send PlayerInput: MoveNorth at tick 0
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let inputs = vec![PlayerInput {
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tick: 0,
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action: PlayerAction::MoveNorth,
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}];
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let payload = rmp_serde::to_vec_named(&inputs).expect("serialize inputs");
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write_framed(&mut writer, &payload).expect("send inputs");
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// Receive ObserverSnapshot
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let response = read_framed(&mut reader)
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.expect("read snapshot")
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.expect("not EOF");
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let snapshot: ObserverSnapshot =
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rmp_serde::from_slice(&response).expect("deserialize snapshot");
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// Snapshot captures state at end of tick 0 (before advance_tick increments to 1)
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assert_eq!(snapshot.version, 6);
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assert_eq!(snapshot.tick, 0);
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assert_eq!(snapshot.entities.len(), 1);
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// v2 fields populated
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assert_eq!(snapshot.game_time.day, 0);
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assert_eq!(snapshot.game_time.day_phase, settled_reach_server::simulation::time::DayPhase::Morning);
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assert_eq!(snapshot.game_time.tick_rate, settled_reach_server::simulation::time::TickRate::Full);
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let player_entity = &snapshot.entities[0];
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// Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)
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// Render coords: (16.5, 15.5, 0)
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assert_eq!(player_entity.x, 16.5);
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assert_eq!(player_entity.y, 15.5);
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assert_eq!(player_entity.z, 0);
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assert!(matches!(player_entity.kind, EntityKind::Player));
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assert!(matches!(player_entity.visibility, VisibilitySector::Forward));
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// Clean up
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drop(reader);
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drop(writer);
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server_handle.join().expect("server thread panicked");
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}
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