D-030 Layer 3: E2E test spawns the Rust server binary, connects via LocalBridge, sends a batched MoveNorth input, and verifies the player moved to (16.5, 15.5). Also adds batch encoding roundtrip tests, framed batch test, and Player entity fixture decode test. 43/43 pass. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
100 lines
3.2 KiB
GDScript
100 lines
3.2 KiB
GDScript
## D-030 Layer 3: End-to-end connection test
|
|
## Spawns the Rust simulation server, connects via LocalBridge,
|
|
## sends a MoveNorth input, and verifies the snapshot response.
|
|
## Requires: server binary built (cargo build in server/)
|
|
class_name TestE2EConnection
|
|
extends GdUnitTestSuite
|
|
|
|
const TEST_PORT: int = 19876
|
|
const CONNECT_TIMEOUT: float = 3.0
|
|
const RESPONSE_TIMEOUT: float = 5.0
|
|
|
|
var _server_pid: int = -1
|
|
var _bridge: LocalBridge = null
|
|
|
|
|
|
func _server_binary_path() -> String:
|
|
# Resolve path relative to the Godot project root
|
|
var project_dir := ProjectSettings.globalize_path("res://")
|
|
return project_dir.path_join("../server/target/debug/settled-reach-server")
|
|
|
|
|
|
func after_test() -> void:
|
|
# Clean up regardless of test outcome
|
|
if _bridge != null:
|
|
_bridge.disconnect_from_server()
|
|
_bridge = null
|
|
if _server_pid > 0 and OS.is_process_running(_server_pid):
|
|
OS.kill(_server_pid)
|
|
_server_pid = -1
|
|
|
|
|
|
# -- E2E: full round-trip through server binary --------------------------------
|
|
|
|
func test_send_input_receive_snapshot() -> void:
|
|
var server_path := _server_binary_path()
|
|
if not FileAccess.file_exists(server_path):
|
|
push_warning("E2E test skipped: server binary not found at %s" % server_path)
|
|
return
|
|
|
|
# Spawn server
|
|
var addr := "127.0.0.1:%d" % TEST_PORT
|
|
_server_pid = OS.create_process(server_path, [addr])
|
|
assert_that(_server_pid).is_greater(0)
|
|
|
|
# Connect with retries (server needs time to bind port)
|
|
_bridge = LocalBridge.new()
|
|
var connected := false
|
|
var elapsed := 0.0
|
|
while elapsed < CONNECT_TIMEOUT:
|
|
if _bridge.get_status() == StreamPeerTCP.STATUS_NONE:
|
|
_bridge.connect_to_server("127.0.0.1", TEST_PORT)
|
|
_bridge.poll()
|
|
if _bridge.get_status() == StreamPeerTCP.STATUS_CONNECTED:
|
|
connected = true
|
|
break
|
|
if _bridge.get_status() == StreamPeerTCP.STATUS_ERROR:
|
|
# Reset and retry
|
|
_bridge.disconnect_from_server()
|
|
_bridge.reset()
|
|
await get_tree().create_timer(0.1).timeout
|
|
elapsed += 0.1
|
|
|
|
assert_bool(connected).is_true()
|
|
|
|
# Send batch input: MoveNorth at tick 0 (matching game_loop.rs test)
|
|
var inputs: Array = [{"tick": 0, "action_name": "MoveNorth"}]
|
|
var encoded := Protocol.encode_player_inputs(inputs)
|
|
assert_that(encoded.size()).is_greater(0)
|
|
var send_err := _bridge.send_message(encoded)
|
|
assert_that(send_err).is_equal(OK)
|
|
|
|
# Poll for snapshot response
|
|
var snapshot_bytes := PackedByteArray()
|
|
elapsed = 0.0
|
|
while elapsed < RESPONSE_TIMEOUT:
|
|
_bridge.poll()
|
|
snapshot_bytes = _bridge.poll_message()
|
|
if snapshot_bytes.size() > 0:
|
|
break
|
|
await get_tree().create_timer(0.05).timeout
|
|
elapsed += 0.05
|
|
|
|
assert_that(snapshot_bytes.size()).is_greater(0)
|
|
|
|
# Decode snapshot
|
|
var snapshot: Variant = Protocol.decode_snapshot(snapshot_bytes)
|
|
assert_that(snapshot).is_not_null()
|
|
|
|
# Server starts at tick 0, snapshot reflects state after processing
|
|
assert_that(snapshot.tick).is_equal(0)
|
|
assert_that(snapshot.entities.size()).is_equal(1)
|
|
|
|
# Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)
|
|
# Render coords: tile center offset → (16.5, 15.5, 0)
|
|
var player: Dictionary = snapshot.entities[0]
|
|
assert_float(player.x).is_equal_approx(16.5, 0.001)
|
|
assert_float(player.y).is_equal_approx(15.5, 0.001)
|
|
assert_that(player.z).is_equal(0)
|
|
assert_that(player.kind.variant).is_equal("Player")
|