Implements the full server-side tick pipeline: - process_player_input drains InputQueue, converts PlayerActions to MoveIntent components or pause/unpause toggles - generate_snapshot builds ObserverSnapshot from ECS state with render coordinate conversion - receive_bridge_inputs/send_bridge_snapshot handle bridge I/O with graceful disconnect detection via ServerRunning resource - main.rs now accepts TCP connections and runs a proper game loop - PlayerCharacter marker, Player EntityKind, SnapshotBuffer resource Closes server side of #81, #82, #83. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
111 lines
4.1 KiB
Rust
111 lines
4.1 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::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::sync::mpsc;
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use std::thread;
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use std::time::Duration;
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#[test]
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fn player_moves_north_through_full_pipeline() {
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// Pre-bind listener to discover the port
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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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let addr_str = server_addr.to_string();
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// Channel to signal when server is ready to accept
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let (ready_tx, ready_rx) = mpsc::channel();
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// Spawn server thread
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let server_handle = thread::spawn(move || {
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// Drop the pre-bound listener since TcpBridge::accept will bind its own
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drop(listener);
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// Signal we're about to accept
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ready_tx.send(()).expect("send ready signal");
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// Accept connection
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let bridge = TcpBridge::accept(&addr_str).expect("accept connection");
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eprintln!("Test server accepted 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.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0)));
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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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eprintln!("Server completed one update cycle");
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});
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// Wait for server thread to start
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ready_rx
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.recv_timeout(Duration::from_secs(2))
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.expect("server did not become ready");
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// Give server time to bind and call accept()
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thread::sleep(Duration::from_millis(100));
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// Client: connect and send input
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{
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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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eprintln!("Client sent MoveNorth input");
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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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eprintln!(
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"Client received snapshot: tick={}, entities={}",
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snapshot.tick,
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snapshot.entities.len()
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);
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// Verify snapshot
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assert_eq!(snapshot.tick, 1); // After one tick
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assert_eq!(snapshot.entities.len(), 1); // One entity (player)
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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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eprintln!(
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"Client verified player moved to ({}, {}, {})",
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player_entity.x, player_entity.y, player_entity.z
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);
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}
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// Wait for server thread
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server_handle.join().expect("server thread panicked");
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}
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