Files
settled-reach/server/tests/bridge_ipc.rs
T
jpmschweitzerandClaude Opus 4.6 e205b38938 feat(simulation): integrate observer visibility query (#112)
Replace unfiltered generate_snapshot with compute_observer_snapshot
that combines shadowcasting + vision cone to send only visible
entities and tiles. Enforces information asymmetry (D-011): NPCs
behind walls or in the blind spot are excluded from the snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:21:07 +01:00

138 lines
4.3 KiB
Rust

//! Integration tests for LocalBridge over Unix sockets (D-030 Layer 2: IPC roundtrip).
use settled_reach_server::bridge::framing::{read_framed, write_framed};
use settled_reach_server::bridge::local::LocalBridge;
use settled_reach_server::bridge::types::*;
use settled_reach_server::bridge::SimBridge;
use settled_reach_server::simulation::time::DayPhase;
use std::os::unix::net::UnixStream;
use std::path::PathBuf;
use std::thread;
use std::time::Duration;
/// Generate unique socket path for test isolation
fn test_socket_path(test_name: &str) -> PathBuf {
let pid = std::process::id();
let timestamp = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap()
.as_millis();
PathBuf::from(format!(
"/tmp/sr-test-{}-{}-{}.sock",
test_name, pid, timestamp
))
}
#[test]
fn snapshot_roundtrip_over_unix_socket() {
let socket_path = test_socket_path("snapshot");
// Server thread: accept connection and send snapshot
let server_path = socket_path.clone();
let server_handle = thread::spawn(move || {
let bridge = LocalBridge::accept(&server_path).expect("failed to accept");
let snapshot = ObserverSnapshot {
version: 2,
tick: 42,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
paused: false,
},
player_facing: FacingDirection::North,
entities: vec![VisibleEntity {
entity_id: 100,
x: 10.5,
y: 20.3,
z: 0,
kind: EntityKind::Npc,
visibility: VisibilitySector::Forward,
}],
visible_tiles: vec![],
};
bridge
.send_snapshot(&snapshot)
.expect("failed to send snapshot");
});
// Give server time to bind
thread::sleep(Duration::from_millis(50));
// Client: connect and receive snapshot
let stream = UnixStream::connect(&socket_path).expect("failed to connect");
let mut reader = std::io::BufReader::new(stream);
let payload = read_framed(&mut reader)
.expect("failed to read frame")
.expect("unexpected EOF");
let snapshot: ObserverSnapshot =
rmp_serde::from_slice(&payload).expect("failed to deserialize");
assert_eq!(snapshot.tick, 42);
assert_eq!(snapshot.entities.len(), 1);
assert_eq!(snapshot.entities[0].entity_id, 100);
assert_eq!(snapshot.entities[0].x, 10.5);
assert_eq!(snapshot.entities[0].y, 20.3);
server_handle.join().expect("server thread panicked");
}
#[test]
fn input_roundtrip_over_unix_socket() {
let socket_path = test_socket_path("input");
// Server thread: accept connection and receive inputs
let server_path = socket_path.clone();
let server_handle = thread::spawn(move || {
let bridge = LocalBridge::accept(&server_path).expect("failed to accept");
let inputs = bridge.receive_inputs().expect("failed to receive inputs");
assert_eq!(inputs.len(), 2);
assert_eq!(inputs[0].tick, 10);
assert_eq!(inputs[1].tick, 11);
inputs
});
// Give server time to bind
thread::sleep(Duration::from_millis(50));
// Client: connect and send inputs
let stream = UnixStream::connect(&socket_path).expect("failed to connect");
let mut writer = std::io::BufWriter::new(stream);
let inputs = vec![
PlayerInput {
tick: 10,
action: PlayerAction::MoveNorth,
},
PlayerInput {
tick: 11,
action: PlayerAction::Interact,
},
];
let payload = rmp_serde::to_vec_named(&inputs).expect("failed to serialize");
write_framed(&mut writer, &payload).expect("failed to write frame");
// Drop writer to close connection and signal EOF to server
drop(writer);
let received_inputs = server_handle.join().expect("server thread panicked");
// Verify actions survived the round-trip
match &received_inputs[0].action {
PlayerAction::MoveNorth => {}
_ => panic!("expected MoveNorth action"),
}
match &received_inputs[1].action {
PlayerAction::Interact => {}
_ => panic!("expected Interact action"),
}
}