Production fixes surfaced by honest test triage: - hud_groups.gd: _set_group_z crashed on freed HUD nodes — the typed loop variable errors before the is_instance_valid guard runs; prune first - fog_state.gd: _resize cleared _prev_visible (world-space keys survive resizes), so pre-resize tiles never decayed VISIBLE→EXPLORED (D-059) Test debt (T-928/929/934/935/936/937/938/939, T-864, T-973): lambda local-capture bugs rewritten with array captures (now assert exact emission counts), e2e suites updated to the current handshake + StartupMessage protocol and stream-aware reads against the live binary, fog perf test measures steady state, chime test pins the shipped 800ms catalog asset (D-067 amended separately), monologue gdUnit4 API typo, battery-warning tests follow the MetaScreen on_open lifecycle. 3 sprint2 proof tests revived (corner_reveal had passed from the wrong tile — NPC3 blocks (18,14); route corrected). Soft-skips converted to real do_skip reporting. T-1068: 7 orphan .gd.uid deleted, _format_pop/_format_radius deduped into atlas_format.gd (preload, no class_name — headless cache). Suite: 1264 cases/20 failures → 1268/0, independently re-verified (2536/2536, exit 0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
294 lines
10 KiB
GDScript
294 lines
10 KiB
GDScript
## #411: Integration test — full input roundtrip through live server.
|
|
## Validates the complete path: encode inputs → TCP wire → server deserialize →
|
|
## simulation systems → ObserverSnapshot → client decode.
|
|
## Catches integration seams that unit tests miss by exercising both movement
|
|
## and interaction actions against the real server binary.
|
|
## Requires: server binary built (cargo build in server/)
|
|
class_name TestInputRoundtrip
|
|
extends GdUnitTestSuite
|
|
|
|
const CONNECT_TIMEOUT: float = 3.0
|
|
const RESPONSE_TIMEOUT: float = 5.0
|
|
const MAX_PORT_ATTEMPTS: int = 5
|
|
|
|
var _server_pid: int = -1
|
|
var _bridge: LocalBridge = null
|
|
var _test_port: int = 0
|
|
|
|
|
|
func _server_binary_path() -> String:
|
|
var project_dir := ProjectSettings.globalize_path("res://")
|
|
return project_dir.path_join("../server/target/debug/settled-reach-server")
|
|
|
|
|
|
static func _random_test_port() -> int:
|
|
return 49152 + (randi() % (65535 - 49152 + 1))
|
|
|
|
|
|
func _spawn_server(server_path: String) -> bool:
|
|
for attempt in range(MAX_PORT_ATTEMPTS):
|
|
_test_port = _random_test_port()
|
|
var addr := "127.0.0.1:%d" % _test_port
|
|
_server_pid = OS.create_process(server_path, [addr])
|
|
if _server_pid <= 0:
|
|
continue
|
|
await get_tree().create_timer(0.15).timeout
|
|
if OS.is_process_running(_server_pid):
|
|
return true
|
|
_server_pid = -1
|
|
return false
|
|
|
|
|
|
func after_test() -> void:
|
|
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
|
|
|
|
|
|
## Spawn the server, connect, and complete the protocol handshake.
|
|
## Binary absence is handled by per-test `_do_skip` — by the time this runs the
|
|
## binary exists, so any failure here is a real failure (asserted loudly).
|
|
func _connect_to_server() -> bool:
|
|
var server_path := _server_binary_path()
|
|
|
|
var spawned := await _spawn_server(server_path)
|
|
assert_bool(spawned).override_failure_message(
|
|
"server spawn failed after %d port attempts" % MAX_PORT_ATTEMPTS
|
|
).is_true()
|
|
if not spawned:
|
|
return false
|
|
|
|
_bridge = LocalBridge.new()
|
|
var connected := false
|
|
var elapsed := 0.0
|
|
while elapsed < CONNECT_TIMEOUT:
|
|
if _server_pid > 0 and not OS.is_process_running(_server_pid):
|
|
push_warning("Server process died during connection")
|
|
break
|
|
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:
|
|
_bridge.disconnect_from_server()
|
|
_bridge.reset()
|
|
await get_tree().create_timer(0.1).timeout
|
|
elapsed += 0.1
|
|
|
|
assert_bool(connected).override_failure_message(
|
|
"TCP connect to spawned server failed within %.1fs" % CONNECT_TIMEOUT
|
|
).is_true()
|
|
if not connected:
|
|
return false
|
|
|
|
# Handshake + startup exchange (#555, #175) — required before input is accepted
|
|
var handshake_ok := await _do_handshake()
|
|
assert_bool(handshake_ok).override_failure_message(
|
|
"protocol handshake + StartupMessage exchange must complete (#555, #175)"
|
|
).is_true()
|
|
return handshake_ok
|
|
|
|
|
|
## Protocol handshake (#555, #175): the server sends a HandshakeMessage as the
|
|
## first framed message; the client validates it and replies with a
|
|
## StartupMessage carrying world_seed before any input is accepted.
|
|
## Mirrors sim_bridge.gd's HANDSHAKING state.
|
|
func _do_handshake(world_seed: int = 42) -> bool:
|
|
var msg := PackedByteArray()
|
|
var elapsed := 0.0
|
|
while elapsed < CONNECT_TIMEOUT:
|
|
_bridge.poll()
|
|
msg = _bridge.poll_message()
|
|
if msg.size() > 0:
|
|
break
|
|
await get_tree().create_timer(0.05).timeout
|
|
elapsed += 0.05
|
|
if msg.is_empty():
|
|
push_warning("No HandshakeMessage received within %.1fs" % CONNECT_TIMEOUT)
|
|
return false
|
|
var MP = load("res://addons/messagepack/messagepack.gd")
|
|
var decoded: Variant = MP.decode(msg)
|
|
if decoded.status != null or not (decoded.value is Dictionary):
|
|
push_warning("Malformed HandshakeMessage")
|
|
return false
|
|
var startup_bytes := Protocol.encode_startup_message(world_seed)
|
|
if startup_bytes.is_empty():
|
|
return false
|
|
return _bridge.send_message(startup_bytes) == OK
|
|
|
|
|
|
## Send a batch input and receive a snapshot that reflects it.
|
|
## The server free-runs at ~20 ticks/sec and STREAMS a snapshot every tick —
|
|
## it is not request/response. Drain stale queued snapshots first, then:
|
|
## - expect_position != null (Vector2, render coords): wait until the player
|
|
## reaches that position and assert it. Deterministic under load — tick
|
|
## margins race the free-running server when the test process is descheduled
|
|
## between drain and send.
|
|
## - expect_position == null: wait for a snapshot at least 2 ticks past the
|
|
## drain point (enough for no-op actions like Interact).
|
|
func _send_and_receive(
|
|
action_name: String, tick: int = 0, action_data: Variant = null,
|
|
expect_position: Variant = null
|
|
) -> Variant:
|
|
# Drain queued stale snapshots, remembering the newest tick seen.
|
|
var last_tick: int = -1
|
|
_bridge.poll()
|
|
var pending := _bridge.poll_message()
|
|
while pending.size() > 0:
|
|
var stale: Variant = Protocol.decode_snapshot(pending)
|
|
if stale != null:
|
|
last_tick = stale.tick
|
|
_bridge.poll()
|
|
pending = _bridge.poll_message()
|
|
|
|
var input_entry := {"tick": tick, "action_name": action_name}
|
|
if action_data != null:
|
|
input_entry["action_data"] = action_data
|
|
var inputs: Array = [input_entry]
|
|
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)
|
|
|
|
# Wait for a snapshot that reflects the processed input.
|
|
var min_tick: int = last_tick + 2
|
|
var snapshot: Variant = null
|
|
var elapsed := 0.0
|
|
while elapsed < RESPONSE_TIMEOUT:
|
|
_bridge.poll()
|
|
var msg := _bridge.poll_message()
|
|
if msg.size() > 0:
|
|
var decoded: Variant = Protocol.decode_snapshot(msg)
|
|
if decoded == null:
|
|
continue # undecodable frame — keep draining
|
|
if expect_position != null:
|
|
snapshot = decoded # keep latest so a timeout reports actual state
|
|
var player := _find_player(decoded)
|
|
if (
|
|
not player.is_empty()
|
|
and is_equal_approx(player.x, expect_position.x)
|
|
and is_equal_approx(player.y, expect_position.y)
|
|
):
|
|
break
|
|
elif decoded.tick >= min_tick:
|
|
snapshot = decoded
|
|
break
|
|
continue
|
|
await get_tree().create_timer(0.05).timeout
|
|
elapsed += 0.05
|
|
|
|
assert_that(snapshot).override_failure_message(
|
|
"no snapshot received within %.1fs after '%s'" % [RESPONSE_TIMEOUT, action_name]
|
|
).is_not_null()
|
|
if expect_position != null and snapshot != null:
|
|
var player := _find_player(snapshot)
|
|
var actual := Vector2(player.x, player.y) if not player.is_empty() else Vector2.INF
|
|
assert_that(actual.is_equal_approx(expect_position)).override_failure_message(
|
|
"player must reach %s after '%s' — last seen %s" % [expect_position, action_name, actual]
|
|
).is_true()
|
|
return snapshot
|
|
|
|
|
|
## Find the player entity in a snapshot by kind.
|
|
static func _find_player(snapshot: Dictionary) -> Dictionary:
|
|
for entity in snapshot.entities:
|
|
if entity.kind.variant == "Player":
|
|
return entity
|
|
return {}
|
|
|
|
|
|
# -- Movement roundtrip: send movement, verify position changes ----------------
|
|
|
|
func test_movement_roundtrip(
|
|
_do_skip := not FileAccess.file_exists(_server_binary_path()),
|
|
_skip_reason := "server binary not built — run `cargo build` in server/"
|
|
) -> void:
|
|
var ok := await _connect_to_server()
|
|
if not ok:
|
|
return
|
|
|
|
# Use Interact (server no-op) to get a baseline snapshot without moving.
|
|
var baseline: Dictionary = await _send_and_receive("Interact", 0)
|
|
var player := _find_player(baseline)
|
|
assert_that(player.size()).is_greater(0)
|
|
|
|
# Player starts at (16,16) → render coords (16.5, 16.5)
|
|
var start_x: float = player.x
|
|
var start_y: float = player.y
|
|
assert_float(start_x).is_equal_approx(16.5, 0.001)
|
|
assert_float(start_y).is_equal_approx(16.5, 0.001)
|
|
|
|
# Send MoveNorth — player should move to (16, 15) → (16.5, 15.5)
|
|
var snap1: Dictionary = await _send_and_receive("MoveNorth", 1, null, Vector2(16.5, 15.5))
|
|
var p1 := _find_player(snap1)
|
|
assert_that(p1.size()).is_greater(0)
|
|
assert_float(p1.x).is_equal_approx(16.5, 0.001)
|
|
assert_float(p1.y).is_equal_approx(15.5, 0.001)
|
|
|
|
# Send MoveEast — player should move to (17, 15) → (17.5, 15.5)
|
|
var snap2: Dictionary = await _send_and_receive("MoveEast", 2, null, Vector2(17.5, 15.5))
|
|
var p2 := _find_player(snap2)
|
|
assert_that(p2.size()).is_greater(0)
|
|
assert_float(p2.x).is_equal_approx(17.5, 0.001)
|
|
assert_float(p2.y).is_equal_approx(15.5, 0.001)
|
|
|
|
# Verify position actually changed from baseline
|
|
assert_that(p2.x != start_x or p2.y != start_y).is_true()
|
|
|
|
|
|
# -- Interact roundtrip: server accepts without crashing -----------------------
|
|
|
|
func test_interact_roundtrip(
|
|
_do_skip := not FileAccess.file_exists(_server_binary_path()),
|
|
_skip_reason := "server binary not built — run `cargo build` in server/"
|
|
) -> void:
|
|
var ok := await _connect_to_server()
|
|
if not ok:
|
|
return
|
|
|
|
# Send Interact action — unit variant, no target data.
|
|
# Server accepts it (currently a no-op) and responds with a valid snapshot.
|
|
var snapshot: Dictionary = await _send_and_receive("Interact", 0)
|
|
|
|
assert_that(snapshot.entities.size()).is_greater(0)
|
|
|
|
# Player should be at start position (Interact doesn't move)
|
|
var player := _find_player(snapshot)
|
|
assert_that(player.size()).is_greater(0)
|
|
assert_float(player.x).is_equal_approx(16.5, 0.001)
|
|
assert_float(player.y).is_equal_approx(16.5, 0.001)
|
|
|
|
# Send Interact again at next tick — server should still accept it
|
|
var snap2: Dictionary = await _send_and_receive("Interact", 1)
|
|
assert_that(snap2).is_not_null()
|
|
|
|
|
|
# -- Mixed sequence: movement then interact in one session ---------------------
|
|
|
|
func test_move_then_interact(
|
|
_do_skip := not FileAccess.file_exists(_server_binary_path()),
|
|
_skip_reason := "server binary not built — run `cargo build` in server/"
|
|
) -> void:
|
|
var ok := await _connect_to_server()
|
|
if not ok:
|
|
return
|
|
|
|
# Move player first — (16,16) → (16,15) → render (16.5, 15.5)
|
|
var snap1: Dictionary = await _send_and_receive("MoveNorth", 0, null, Vector2(16.5, 15.5))
|
|
var p1 := _find_player(snap1)
|
|
assert_that(p1.size()).is_greater(0)
|
|
var moved_x: float = p1.x
|
|
var moved_y: float = p1.y
|
|
|
|
# Now send Interact — player should stay where they moved to
|
|
var snap2: Dictionary = await _send_and_receive("Interact", 1)
|
|
var p2 := _find_player(snap2)
|
|
assert_that(p2.size()).is_greater(0)
|
|
assert_float(p2.x).is_equal_approx(moved_x, 0.001)
|
|
assert_float(p2.y).is_equal_approx(moved_y, 0.001)
|