Files
settled-reach/server/tests/content_runtime.rs
T
jpmschweitzerandClaude Opus 4.6 09eb6d7582 refactor(simulation): address PR #32 review — 14 items from Hoshe + Tyre
Hoshe (code quality):
- Remove dead RoomMember component from reset.rs
- Remove execute_reset (dual API trap); plan_reset is sole production path
- .unwrap() → .expect() on reset_plate in setup_gauntlet boot path
- Add 10s read timeout to TCP runtime test (prevents hangs)
- Register player in EntityRegistry in runtime boot test
- Document room_at z-range and corridor overlap assumptions
- Derive entity count from EXPECTED_ENTITY_COUNT constant (was hardcoded 24)
- Add reset plate (49-51) verification to stable_id_ranges_match_spec
- Add debounce exact boundary test (tick 9 rejected, tick 10 accepted)

Tyre (architecture):
- Gate test_world rooms/constants/setup behind "gauntlet" feature (default-on);
  reset module stays always-compiled (production dependency via input system)
- Document setup_gauntlet scheduler bypass for future tracking
- Extract runtime TCP test to content_runtime.rs (separate failure modes)

507 tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 09:45:17 +01:00

151 lines
6.0 KiB
Rust

//! Runtime validation: boot full plugin stack with real content, tick 10
//! times over TCP, assert valid ObserverSnapshot (#489).
//!
//! Separated from content_loading.rs (structural loading tests) per
//! architectural review — TCP runtime tests have different failure modes
//! and timeout characteristics.
use bevy_app::prelude::*;
use std::net::{TcpListener, TcpStream};
use std::path::PathBuf;
use std::thread;
use std::time::Duration;
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::content::{ContentConfig, ContentPlugin};
use settled_reach_server::knowledge::registry::EntityRegistry;
use settled_reach_server::knowledge::KnowledgeGraph;
use settled_reach_server::perception::cognitive_delay::CognitiveDelay;
use settled_reach_server::perception::vision_cone::Facing;
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
use settled_reach_server::simulation::listening::ListeningFocus;
use settled_reach_server::simulation::monologue::{
MonologueBuffer, MonologueState, SprintAnomalyQueue,
};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
use settled_reach_server::simulation::SimulationPlugin;
fn content_root() -> PathBuf {
let manifest_dir = env!("CARGO_MANIFEST_DIR");
PathBuf::from(manifest_dir).join("../content")
}
/// Smoke test for production content. Boots the full plugin stack with real
/// content over TCP, ticks 10 times, and asserts a valid ObserverSnapshot.
/// Catches runtime panics from broken entity references, missing components,
/// or content schema issues that pass YAML validation but fail at tick time.
#[test]
fn content_runtime_boot_tick_10_snapshot() {
use std::io::{BufReader, BufWriter};
let root = content_root();
if !root.join("content.yaml").exists() {
eprintln!("Skipping: content directory not found at {:?}", root);
return;
}
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
// Server thread: full plugin stack with real content
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(settled_reach_server::knowledge::KnowledgePlugin);
app.add_plugins(settled_reach_server::npc::NpcPlugin);
app.insert_resource(ContentConfig {
content_root: root,
..Default::default()
});
app.add_plugins(ContentPlugin);
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
// Spawn player with all required observer pipeline components
let profile = MovementProfile::smuggler();
let mut registry = EntityRegistry::new(0);
let player = app
.world_mut()
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueState::default(),
MonologueBuffer::default(),
SprintAnomalyQueue::default(),
CognitiveDelay::default(),
ListeningFocus::new(TilePosition::new(16, 16, 0)),
profile,
profile.initial_stance(),
PlayerMoveCooldown::default(),
))
.id();
registry.register(player);
app.insert_resource(registry);
// Tick 10 times — any panic here means content has a runtime bug
for _ in 0..10 {
app.update();
}
});
// Client: connect with read timeout and receive 10 snapshots
let stream = TcpStream::connect(server_addr).expect("client connect");
stream
.set_read_timeout(Some(Duration::from_secs(10)))
.expect("set read timeout");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
let mut last_snapshot = None;
for tick in 0..10 {
let payload = read_framed(&mut reader)
.unwrap_or_else(|e| panic!("read error at tick {}: {}", tick, e))
.unwrap_or_else(|| panic!("unexpected EOF at tick {}", tick));
let snapshot: ObserverSnapshot = rmp_serde::from_slice(&payload)
.unwrap_or_else(|e| panic!("deserialization error at tick {}: {}", tick, e));
last_snapshot = Some(snapshot);
// Send empty input for next tick
let empty: Vec<PlayerInput> = vec![];
let input_payload = rmp_serde::to_vec(&empty).expect("serialize empty input");
if write_framed(&mut writer, &input_payload).is_err() {
// Server may have shut down after tick 10 — that's fine
break;
}
}
drop(reader);
drop(writer);
// Server thread must not have panicked
server_handle
.join()
.expect("server thread panicked — content triggered a runtime error during tick processing");
// Validate final snapshot
let snapshot = last_snapshot.expect("should have received at least one snapshot");
assert_eq!(
snapshot.version, PROTOCOL_VERSION,
"snapshot protocol version mismatch"
);
// Content-spawned NPCs should be visible (they all spawn at 0,0,0 by default)
// The player is at 16,16 — content NPCs are far away but the player entity itself
// should always be in the snapshot
assert!(
!snapshot.entities.is_empty(),
"snapshot should contain at least the player entity"
);
}