Files
settled-reach/server/tests/game_loop.rs
T
jpmschweitzerandClaude Opus 4.6 cae3d3ab85 refactor(simulation): strip archetype trace + HeritageRoot per cascade (#877, #878)
Sprint 37 dead-code sweep closing out two stale supersession chains:

#877 (D-167, 2026-03-24): Removes HeritageRoot type alias and
ZonePaletteModifier::Heritage variant from server/src/simulation/
generator.rs. The 7 abstract heritage roots were retired in favour of
the corridor cultural system; these two stubs were the only remaining
references.

#878 (D-032 + cascade rule): Strips the entire CharacterArchetype
(Smuggler/Detective) trace from the server. Per lead direction
2026-04-21 and the development cascade (CLAUDE.md), character/NPC/
verb-differentiation/monologue code is Phase 6 detail that should
not exist in code yet. The running archetype trace was pre-cascade
filler, not production — production is only the client's character-
creation UI and insert screens (client follow-up in #882).

Deleted:
- CharacterArchetype enum + StartupMessage.character_archetype field
- archetype_verb_label() + archetype branch of apply_phase2_verb_filter
  (D-057 character-verb differentiation — marked superseded)
- MonologueState.character partitioning
- Gauntlet archetype plumbing (setup_gauntlet no longer takes an archetype)
- server/content/schemas/drama_module.schema.yaml (zero Rust consumers)
- server/content/modules/tier1/smuggling_ring_v0_1.yaml
- server/tests/archetype_monologue.rs (regression guard for the removed system)
- server/tests/v01_integration_playthrough.rs (archetype-dependent)

Decision updates:
- decisions/content.md D-032 supersession rewritten to cite the cascade
  (v0.2 drop invalidated the prior D-117 framing).
- decisions/content.md D-035 tag taxonomy: `character` enum footnote
  updated; field noted as unused, do not reintroduce without a
  confirmed Phase 6 design.
- decisions/perception.md D-057: archetype-verb differentiation marked
  superseded.

Also bundles the types.rs version-field removal from #874 since the
file was already touched here.

Full trace audit in docs/architecture/sprint-37-878-audit.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:55:48 +02:00

102 lines
3.9 KiB
Rust

//! E2E integration test: full game loop with input processing and snapshot generation
//! Tests the complete pipeline: client sends input -> server processes -> server sends snapshot
use bevy_app::prelude::*;
use settled_reach_server::bridge::framing::{read_framed, write_framed};
use settled_reach_server::bridge::tcp::TcpBridge;
use settled_reach_server::bridge::types::*;
use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
use settled_reach_server::npc::relationships::TrustEventQueue;
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::SimulationPlugin;
use std::io::{BufReader, BufWriter};
use std::net::{TcpListener, TcpStream};
use std::thread;
#[test]
fn player_moves_north_through_full_pipeline() {
// Bind listener first — port guaranteed ready, no sleep needed
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
// Spawn server thread
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
// Build app
let mut app = App::new();
app.add_plugins(SimulationPlugin { seed: 0 });
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.init_resource::<TrustEventQueue>();
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
app.world_mut().spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
MonologueState::default(),
));
// Run one tick: receive input, process, validate movement, generate snapshot, send
app.update();
});
// Client: connect and send input (no sleep — listener was pre-bound)
let stream = TcpStream::connect(server_addr).expect("client connect");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
// Send PlayerInput: MoveNorth at tick 0
let inputs = vec![PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
}];
let payload = rmp_serde::to_vec_named(&inputs).expect("serialize inputs");
write_framed(&mut writer, &payload).expect("send inputs");
// Receive ObserverSnapshot
let response = read_framed(&mut reader)
.expect("read snapshot")
.expect("not EOF");
let snapshot: ObserverSnapshot =
rmp_serde::from_slice(&response).expect("deserialize snapshot");
// Snapshot captures state at end of tick 0 (before advance_tick increments to 1)
assert_eq!(snapshot.tick, 0);
assert_eq!(snapshot.entities.len(), 1);
// v2 fields populated
assert_eq!(snapshot.game_time.day, 0);
assert_eq!(
snapshot.game_time.day_phase,
settled_reach_server::simulation::time::DayPhase::Morning
);
assert_eq!(
snapshot.game_time.tick_rate,
settled_reach_server::simulation::time::TickRate::Full
);
let player_entity = &snapshot.entities[0];
// Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)
// Render coords: (16.5, 15.5, 0)
assert_eq!(player_entity.x, 16.5);
assert_eq!(player_entity.y, 15.5);
assert_eq!(player_entity.z, 0);
assert!(matches!(player_entity.kind, EntityKind::Player));
assert!(matches!(
player_entity.visibility,
VisibilitySector::Forward
));
// Clean up
drop(reader);
drop(writer);
server_handle.join().expect("server thread panicked");
}