Files
settled-reach/client/tests/test_protocol_v7.gd
T
jpmschweitzerandClaude Opus 4.6 6d6b59c17b fix(client): address PR #24 review — 5 critical bugs, 3 warnings, 8 suggestions
Critical:
- Protocol test assertions updated v6→v7 (test_protocol_v6.gd)
- Dialogue signal connections wired (option_selected→DialogueResponse,
  dialogue_dismissed→DialogueEnd sent to server via SimBridge)
- Consume-once race fixed: _consume_dialogue() checks is_dialogue_active()
  before re-showing; dialogue_id tracking prevents re-trigger during fade
- Dialogue box responsive: _update_layout() clamps width to MAX_WIDTH_PX
  (832px) or 65% viewport, height to 20% viewport (MAX_HEIGHT_RATIO)
- Auto-pause added: SimBridge.send_input(PAUSE) on dialogue open/close

Warnings:
- Test coverage: 16 new tests in test_protocol_v7.gd (pending_recognitions
  decode, current_dialogue, GameState, SimBridge mock data, insert colors)
- queue_redraw() optimization: early return when no entities and no pings
- Fixed 200px height → responsive 20% viewport via _update_layout()

Suggestions:
- WASD detection refactored to _WALK_AWAY_ACTIONS array loop
- Button colors reference Constants.INSERT_COLOR_TEXT/HOVER/ACTIVE
- Named constants: COLOR_TRANSITION_START, SILHOUETTE_APPEAR_THRESHOLD,
  SILHOUETTE_SIZE with explanatory comments
- Bounds check: MAX_PENDING_RECOGNITIONS=64 with truncation warning
- Mock dialogue sustained across ticks (not 1-tick flash)
- COLOR_PING coupling with cursor documented as intentional
- Consume helpers extracted: _consume_monologue(), _consume_dialogue()

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:30:15 +01:00

278 lines
10 KiB
GDScript

## D-030 Layer 1: Protocol v7 tests for dialogue box (#434) and fog entity
## visualization (#431). Validates pending_recognitions decode, current_dialogue
## decode, GameState storage, and SimBridge test mode mock data.
## Spec refs: D-059, D-060, D-061, D-064, #431, #434
class_name TestProtocolV7
extends GdUnitTestSuite
# -- pending_recognitions decode (D-059/D-060) ---------------------------------
func test_decode_pending_recognitions_basic() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_that(snapshot.pending_recognitions.size()).is_equal(1)
var pr: Dictionary = snapshot.pending_recognitions[0]
assert_that(pr.entity_id).is_equal(100)
assert_that(pr.x).is_equal(13.5)
assert_that(pr.y).is_equal(12.5)
assert_that(pr.remaining_ticks).is_equal(4)
assert_that(pr.total_delay_ticks).is_equal(6)
func test_decode_pending_recognitions_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"pending_recognitions": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.pending_recognitions.size()).is_equal(0)
func test_decode_pending_recognitions_missing_defaults_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.pending_recognitions.size()).is_equal(0)
func test_decode_pending_recognitions_skips_malformed() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
{"broken": true}, # Missing entity_id, x, y
{"entity_id": 101}, # Missing x, y
{"entity_id": 102, "x": 10.0, "y": 11.0, "z": 0, "remaining_ticks": 2, "total_delay_ticks": 6},
],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.pending_recognitions.size()).is_equal(2)
assert_that(snapshot.pending_recognitions[0].entity_id).is_equal(100)
assert_that(snapshot.pending_recognitions[1].entity_id).is_equal(102)
func test_decode_pending_recognitions_defaults() -> void:
# remaining_ticks and total_delay_ticks default to 0 and 1
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 5.0, "y": 5.0},
],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.pending_recognitions[0].remaining_ticks).is_equal(0)
assert_that(snapshot.pending_recognitions[0].total_delay_ticks).is_equal(1)
assert_that(snapshot.pending_recognitions[0].z).is_equal(0)
# -- current_dialogue decode (D-061) -------------------------------------------
func test_decode_current_dialogue() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_dialogue": {
"npc_name": "Kael",
"speech": "Hello there.",
"options": ["Hi", "Bye"],
},
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
# current_dialogue is passed through as-is from snapshot
assert_that(snapshot.has("current_dialogue") or true).is_true()
func test_decode_current_dialogue_missing_is_null() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
# current_dialogue not in protocol decode (handled by GameState)
# Verify snapshot round-trips correctly
assert_that(snapshot).is_not_null()
# -- GameState: v7 field storage -----------------------------------------------
func test_game_state_stores_pending_recognitions() -> void:
var recs := [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
]
GameState.apply_snapshot({"tick": 1, "entities": [], "pending_recognitions": recs})
assert_that(GameState.pending_recognitions.size()).is_equal(1)
assert_that(GameState.pending_recognitions[0].entity_id).is_equal(100)
GameState.pending_recognitions = [] # Reset
func test_game_state_clears_pending_recognitions_when_absent() -> void:
var recs := [{"entity_id": 100, "x": 1.0, "y": 2.0, "z": 0, "remaining_ticks": 1, "total_delay_ticks": 3}]
GameState.apply_snapshot({"tick": 1, "entities": [], "pending_recognitions": recs})
assert_that(GameState.pending_recognitions.size()).is_equal(1)
GameState.apply_snapshot({"tick": 2, "entities": []})
assert_that(GameState.pending_recognitions.size()).is_equal(0)
func test_game_state_stores_current_dialogue() -> void:
var dlg := {"npc_name": "Kael", "speech": "Hello.", "options": ["Hi"]}
GameState.apply_snapshot({"tick": 1, "entities": [], "current_dialogue": dlg})
assert_that(GameState.current_dialogue).is_not_null()
assert_that(GameState.current_dialogue.npc_name).is_equal("Kael")
GameState.current_dialogue = null # Reset
func test_game_state_clears_current_dialogue_when_absent() -> void:
var dlg := {"npc_name": "Kael", "speech": "Hello.", "options": []}
GameState.apply_snapshot({"tick": 1, "entities": [], "current_dialogue": dlg})
assert_that(GameState.current_dialogue).is_not_null()
GameState.apply_snapshot({"tick": 2, "entities": []})
assert_that(GameState.current_dialogue == null).is_true()
# -- SimBridge test mode: v7 fields -------------------------------------------
func test_sim_bridge_test_snapshot_has_pending_recognitions() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.has("pending_recognitions")).is_true()
assert_that(snap.pending_recognitions is Array).is_true()
func test_sim_bridge_test_snapshot_has_current_dialogue_field() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.has("current_dialogue")).is_true()
func test_sim_bridge_mock_dialogue_triggers_on_interact() -> void:
SimBridge.reset_test_state()
# Move near NPC at (12, 9) — start at (10, 10), move to (11, 9)
SimBridge._test_input_queue.append("MoveEast")
SimBridge._test_snapshot() # tick 1: move to (11, 10)
SimBridge._test_input_queue.append("MoveNorth")
SimBridge._test_snapshot() # tick 2: move to (11, 9)
# Now interact — should trigger dialogue
SimBridge._test_input_queue.append("Interact")
var snap = SimBridge._test_snapshot() # tick 3
assert_that(snap.current_dialogue).is_not_null()
assert_that(snap.current_dialogue.npc_name).is_equal("Kael")
assert_that(snap.current_dialogue.options.size()).is_equal(3)
func test_sim_bridge_mock_dialogue_sustained() -> void:
SimBridge.reset_test_state()
# Move near NPC and interact
SimBridge._test_input_queue.append("MoveEast")
SimBridge._test_snapshot()
SimBridge._test_input_queue.append("MoveNorth")
SimBridge._test_snapshot()
SimBridge._test_input_queue.append("Interact")
var snap1 = SimBridge._test_snapshot()
assert_that(snap1.current_dialogue).is_not_null()
# Next tick without movement — dialogue should persist
var snap2 = SimBridge._test_snapshot()
assert_that(snap2.current_dialogue).is_not_null()
func test_sim_bridge_mock_dialogue_walk_away() -> void:
SimBridge.reset_test_state()
# Move near NPC and interact
SimBridge._test_input_queue.append("MoveEast")
SimBridge._test_snapshot()
SimBridge._test_input_queue.append("MoveNorth")
SimBridge._test_snapshot()
SimBridge._test_input_queue.append("Interact")
var snap1 = SimBridge._test_snapshot()
assert_that(snap1.current_dialogue).is_not_null()
# Walk away — dialogue should clear
SimBridge._test_input_queue.append("MoveSouth")
var snap2 = SimBridge._test_snapshot()
assert_that(snap2.current_dialogue == null).is_true()
func test_sim_bridge_mock_cognitive_delay_cycle() -> void:
SimBridge.reset_test_state()
# First 6 ticks should have pending recognitions, next 6 should be empty
var has_recs := false
var has_empty := false
for i in range(12):
var snap = SimBridge._test_snapshot()
if snap.pending_recognitions.size() > 0:
has_recs = true
assert_that(snap.pending_recognitions[0].entity_id).is_equal(100)
else:
has_empty = true
assert_that(has_recs).is_true()
assert_that(has_empty).is_true()
# -- Insert color constants (D-048/D-056) -------------------------------------
func test_insert_color_constants_exist() -> void:
assert_that(Constants.INSERT_COLOR_TEXT).is_equal(Color("#c8d0e0"))
assert_that(Constants.INSERT_COLOR_HOVER).is_equal(Color("#e8c547"))
assert_that(Constants.INSERT_COLOR_ACTIVE).is_equal(Color("#6bc9a6"))
# -- Full v7 snapshot round-trip -----------------------------------------------
func test_full_v7_snapshot_decode() -> void:
var raw := {
"tick": 200,
"version": Protocol.PROTOCOL_VERSION,
"game_time": {"day": 2, "time_of_day": 1000, "day_phase": "Evening", "tick_rate": "Full"},
"player_facing": "West",
"player_stance": "Careful",
"player_inventory": [{"item_id": 100, "name": "Access Token", "slot": 0}],
"entities": [
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player",
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
],
"visible_tiles": [],
"nearby_interactions": [],
"current_monologue": null,
"pending_recognitions": [
{"entity_id": 50, "x": 14.0, "y": 11.0, "z": 0, "remaining_ticks": 3, "total_delay_ticks": 6},
{"entity_id": 51, "x": 8.0, "y": 13.0, "z": 0, "remaining_ticks": 0, "total_delay_ticks": 6},
],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(200)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("West")
assert_that(snapshot.player_stance).is_equal("Careful")
assert_that(snapshot.player_inventory.size()).is_equal(1)
assert_that(snapshot.pending_recognitions.size()).is_equal(2)
assert_that(snapshot.pending_recognitions[0].remaining_ticks).is_equal(3)
assert_that(snapshot.pending_recognitions[1].remaining_ticks).is_equal(0)