Files
settled-reach/server/tests/gen_fixtures.rs
T
jpmschweitzerandClaude Opus 4.6 cae3d3ab85 refactor(simulation): strip archetype trace + HeritageRoot per cascade (#877, #878)
Sprint 37 dead-code sweep closing out two stale supersession chains:

#877 (D-167, 2026-03-24): Removes HeritageRoot type alias and
ZonePaletteModifier::Heritage variant from server/src/simulation/
generator.rs. The 7 abstract heritage roots were retired in favour of
the corridor cultural system; these two stubs were the only remaining
references.

#878 (D-032 + cascade rule): Strips the entire CharacterArchetype
(Smuggler/Detective) trace from the server. Per lead direction
2026-04-21 and the development cascade (CLAUDE.md), character/NPC/
verb-differentiation/monologue code is Phase 6 detail that should
not exist in code yet. The running archetype trace was pre-cascade
filler, not production — production is only the client's character-
creation UI and insert screens (client follow-up in #882).

Deleted:
- CharacterArchetype enum + StartupMessage.character_archetype field
- archetype_verb_label() + archetype branch of apply_phase2_verb_filter
  (D-057 character-verb differentiation — marked superseded)
- MonologueState.character partitioning
- Gauntlet archetype plumbing (setup_gauntlet no longer takes an archetype)
- server/content/schemas/drama_module.schema.yaml (zero Rust consumers)
- server/content/modules/tier1/smuggling_ring_v0_1.yaml
- server/tests/archetype_monologue.rs (regression guard for the removed system)
- server/tests/v01_integration_playthrough.rs (archetype-dependent)

Decision updates:
- decisions/content.md D-032 supersession rewritten to cite the cascade
  (v0.2 drop invalidated the prior D-117 framing).
- decisions/content.md D-035 tag taxonomy: `character` enum footnote
  updated; field noted as unused, do not reintroduce without a
  confirmed Phase 6 design.
- decisions/perception.md D-057: archetype-verb differentiation marked
  superseded.

Also bundles the types.rs version-field removal from #874 since the
file was already touched here.

Full trace audit in docs/architecture/sprint-37-878-audit.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-22 08:55:48 +02:00

532 lines
18 KiB
Rust

//! Generate MessagePack fixture files for cross-language testing (D-030 Layer 1).
//! Run with: cargo test --test gen_fixtures -- --ignored
use settled_reach_server::bridge::types::*;
use settled_reach_server::simulation::poi::PoiCategory;
use settled_reach_server::simulation::time::{DayPhase, TickRate};
use std::fs;
use std::path::Path;
fn write_fixture(name: &str, bytes: &[u8]) {
// Write directly into the Godot project's test fixtures (single source of truth)
let dir = Path::new("../client/tests/fixtures/msgpack");
fs::create_dir_all(dir).expect("create fixture dir");
let path = dir.join(format!("{}.msgpack", name));
fs::write(&path, bytes).expect("write fixture");
eprintln!("Wrote {} ({} bytes)", path.display(), bytes.len());
}
/// Helper to create a minimal snapshot for fixtures (D-192: no version field)
fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
ObserverSnapshot {
tick,
game_time: GameTime {
day: 0,
time_of_day: 0,
day_phase: DayPhase::Morning,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::North,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities,
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
follow_state: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
debug_response: None,
sim_errors: vec![],
current_ticker: None,
settings_response: None,
economy_snapshot: None,
bookmark_catalog: None,
}
}
#[test]
#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
fn generate_msgpack_fixtures() {
// Snapshot with one NPC entity
let snapshot = fixture_snapshot(
42,
vec![VisibleEntity {
entity_id: 1,
x: 10.0,
y: 20.0,
z: 0,
kind: EntityKind::Npc,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
);
write_fixture(
"snapshot_one_npc",
&rmp_serde::to_vec_named(&snapshot).unwrap(),
);
// Empty snapshot
let empty = fixture_snapshot(0, vec![]);
write_fixture("snapshot_empty", &rmp_serde::to_vec_named(&empty).unwrap());
// PlayerInput: MoveNorth
let input_north = PlayerInput {
tick: 100,
action: PlayerAction::MoveNorth,
};
write_fixture(
"input_move_north",
&rmp_serde::to_vec_named(&input_north).unwrap(),
);
// PlayerInput: UsePerceptionMode
let input_perception = PlayerInput {
tick: 200,
action: PlayerAction::UsePerceptionMode("thermal".to_string()),
};
write_fixture(
"input_perception_mode",
&rmp_serde::to_vec_named(&input_perception).unwrap(),
);
// Snapshot with Player entity
let snapshot_player = fixture_snapshot(
1,
vec![VisibleEntity {
entity_id: 100,
x: 16.5,
y: 16.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
);
write_fixture(
"snapshot_player",
&rmp_serde::to_vec_named(&snapshot_player).unwrap(),
);
// Snapshot with multiple entities and all EntityKind variants
let snapshot_multi = fixture_snapshot(
999,
vec![
VisibleEntity {
entity_id: 1,
x: 16.5,
y: 16.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Known,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 2,
x: 5.0,
y: 10.0,
z: 0,
kind: EntityKind::Npc,
visibility: VisibilitySector::Peripheral,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 3,
x: 15.5,
y: 3.0,
z: 1,
kind: EntityKind::Object,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
VisibleEntity {
entity_id: 4,
x: 0.0,
y: 0.0,
z: -1,
kind: EntityKind::Terrain,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
},
],
);
write_fixture(
"snapshot_multi_entity",
&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
);
// v2 snapshot with visible_tiles and game_time populated
let snapshot_v2_full = ObserverSnapshot {
tick: 500,
game_time: GameTime {
day: 1,
time_of_day: 720,
day_phase: DayPhase::Evening,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::Southeast,
player_stance: MovementStance::default(),
player_inventory: vec![],
entities: vec![VisibleEntity {
entity_id: 1,
x: 10.5,
y: 10.5,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
visible_tiles: vec![
VisibleTile {
x: 10,
y: 10,
z: 0,
visibility: VisibilitySector::Forward,
tile_kind: TileKind::Floor,
zone_id: Some(1),
},
VisibleTile {
x: 11,
y: 10,
z: 0,
visibility: VisibilitySector::Peripheral,
tile_kind: TileKind::Floor,
zone_id: Some(1),
},
VisibleTile {
x: 10,
y: 9,
z: 0,
visibility: VisibilitySector::Forward,
tile_kind: TileKind::Floor,
zone_id: None,
},
],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
follow_state: None,
character_pressure: None,
rng_seed: None,
poi_list: vec![],
examine_result: None,
player_knowledge: None,
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
debug_response: None,
sim_errors: vec![],
current_ticker: None,
settings_response: None,
economy_snapshot: None,
bookmark_catalog: None,
};
write_fixture(
"snapshot_v2_full",
&rmp_serde::to_vec_named(&snapshot_v2_full).unwrap(),
);
// Batch input: Vec<PlayerInput> with two actions (D-030 Layer 1 bidirectional symmetry)
let input_batch = vec![
PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
},
PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: None,
verb: None,
},
},
];
write_fixture(
"input_batch_two",
&rmp_serde::to_vec_named(&input_batch).unwrap(),
);
// PlayerInput: DialogueResponse (#539)
let input_dialogue_response = PlayerInput {
tick: 300,
action: PlayerAction::DialogueResponse {
target_entity_id: 42,
response_id: "kael-davan_d_001".to_string(),
},
};
write_fixture(
"input_dialogue_response",
&rmp_serde::to_vec_named(&input_dialogue_response).unwrap(),
);
// Diagonal movement fixtures (clockwise: NE, SE, SW, NW)
for (name, action) in [
("input_move_northeast", PlayerAction::MoveNortheast),
("input_move_southeast", PlayerAction::MoveSoutheast),
("input_move_southwest", PlayerAction::MoveSouthwest),
("input_move_northwest", PlayerAction::MoveNorthwest),
] {
let input = PlayerInput { tick: 100, action };
write_fixture(name, &rmp_serde::to_vec_named(&input).unwrap());
}
// === #271 fixtures: named fixtures for cross-language Layer 1 testing ===
// snapshot_minimal: tick=0, one Player entity, all optionals absent
let snapshot_minimal = fixture_snapshot(
0,
vec![VisibleEntity {
entity_id: 1,
x: 0.0,
y: 0.0,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
);
write_fixture(
"snapshot_minimal",
&rmp_serde::to_vec_named(&snapshot_minimal).unwrap(),
);
// snapshot_full: tick=42, monologue + dialogue + inventory + POIs + KG dump
let snapshot_full = ObserverSnapshot {
tick: 42,
game_time: GameTime {
day: 3,
time_of_day: 840,
day_phase: DayPhase::Evening,
tick_rate: TickRate::Full,
},
player_facing: FacingDirection::East,
player_stance: MovementStance::Walk,
player_inventory: vec![InventoryItem {
item_id: 7,
name: "Forged Customs Cert".to_string(),
slot: 0,
}],
entities: vec![VisibleEntity {
entity_id: 1,
x: 10.0,
y: 10.0,
z: 0,
kind: EntityKind::Player,
visibility: VisibilitySector::Forward,
relationship: RelationshipState::Unknown,
observation: EntityVisibility::Visible,
tell_state: None,
}],
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: Some(MonologueEvent {
id: "test_monologue_001".to_string(),
text: "Something feels off about this place.".to_string(),
duration_seconds: 4.0,
}),
pending_recognitions: vec![PendingRecognitionWire {
entity_id: 7,
x: 12.0,
y: 8.0,
z: 0,
remaining_ticks: 3,
total_delay_ticks: 10,
}],
dialogue_response: Some(DialogueResponseEvent {
line_id: "kael_d_001".to_string(),
text: "We need to talk about the shipment.".to_string(),
speaker_entity_id: 99,
speaker_color_index: 2,
speaker_name: "Kael".to_string(),
}),
blocked_entities: vec![5, 6],
scan_events: vec![],
sound_events: vec![],
follow_state: None,
character_pressure: None,
rng_seed: Some(0xDEADBEEF),
poi_list: vec![PoiWire {
poi_id: "docking_bay_7".to_string(),
name: "Docking Bay 7".to_string(),
x: 50,
y: 30,
z: 0,
category: PoiCategory::Location,
}],
examine_result: Some(ExamineResultWire {
entity_id: 42,
text: "A smuggler, probably. The way they hold themselves.".to_string(),
confidence: KnowledgeConfidence::KnowsOf,
}),
save_result: None,
player_knowledge: Some(PlayerKnowledgeWire {
entities: vec![KnownEntityWire {
entity_id: 99,
name: "Kael".to_string(),
confidence: KnowledgeConfidence::KnowsDetails,
source: "DirectObservation".to_string(),
state: KnowledgeState::Active,
relationship: RelationshipState::Known,
last_observed_tick: 40,
}],
facts: vec![KnownFactWire {
fact_id: "poi.docking_bay_7".to_string(),
confidence: KnowledgeConfidence::KnowsOf,
source: "DirectObservation".to_string(),
state: KnowledgeState::Active,
acquired_tick: 10,
}],
}),
triangle_crisis_events: vec![],
state_hash: None,
debug_response: None,
sim_errors: vec![],
current_ticker: None,
settings_response: None,
economy_snapshot: None,
bookmark_catalog: None,
};
write_fixture(
"snapshot_full",
&rmp_serde::to_vec_named(&snapshot_full).unwrap(),
);
// player_input_move: tick=1, MoveNorth
let input_move = PlayerInput {
tick: 1,
action: PlayerAction::MoveNorth,
};
write_fixture(
"player_input_move",
&rmp_serde::to_vec_named(&input_move).unwrap(),
);
// player_input_interact: tick=2, Interact { target: 99, verb: "Talk" }
let input_interact = PlayerInput {
tick: 2,
action: PlayerAction::Interact {
target_entity_id: Some(99),
verb: Some("Talk".to_string()),
},
};
write_fixture(
"player_input_interact",
&rmp_serde::to_vec_named(&input_interact).unwrap(),
);
// malformed: intentionally truncated bytes — tests error handling in both Rust and GDScript
// 0x82 = fixmap with 2 entries, 0xa4 = fixstr of length 4 — incomplete map, no key/value follows
write_fixture("malformed", &[0x82u8, 0xa4u8]);
// === Boundary value fixtures (#472) ===
// 14 raw integer values at encoding format boundaries (Appendix C).
// These are Rust-encoded MessagePack that GDScript must decode correctly.
// Covers every encoding format transition and the int16/int32 asymmetry zones.
let boundary_raw: [(u64, &str); 14] = [
// pos fixint boundaries
(0, "boundary_raw_0"),
(127, "boundary_raw_127"),
// uint 8 boundaries
(128, "boundary_raw_128"),
(255, "boundary_raw_255"),
// int16/uint16 asymmetry zone (GDScript: int_16, Rust: uint_16)
(256, "boundary_raw_256"),
(32767, "boundary_raw_32767"),
// uint 16 boundaries
(32768, "boundary_raw_32768"),
(65535, "boundary_raw_65535"),
// int32/uint32 asymmetry zone (GDScript: int_32, Rust: uint_32)
(65536, "boundary_raw_65536"),
(2147483647, "boundary_raw_2147483647"),
// uint 32 boundaries
(2147483648, "boundary_raw_2147483648"),
(4294967295, "boundary_raw_4294967295"),
// int 64 boundaries
(4294967296, "boundary_raw_4294967296"),
(u64::MAX >> 1, "boundary_raw_i64_max"), // 2^63-1 = i64::MAX
];
for (value, name) in &boundary_raw {
// Encode as u64 (matches how entity_id/tick are encoded in snapshots)
let bytes = rmp_serde::to_vec(value).expect("encode boundary value");
write_fixture(name, &bytes);
}
// 5 snapshot fixtures at boundary tick values.
// Tests that GDScript can decode full ObserverSnapshot structs when the tick
// field crosses encoding format boundaries.
let boundary_snapshots: [(u64, &str); 5] = [
(0, "snapshot_boundary_tick_0"), // pos fixint
(127, "snapshot_boundary_tick_127"), // pos fixint max
(32767, "snapshot_boundary_tick_32767"), // int16/uint16 asymmetry
(2147483647, "snapshot_boundary_tick_2b31m1"), // int32/uint32 asymmetry
(4294967296, "snapshot_boundary_tick_2b32"), // int64 minimum
];
for (tick, name) in &boundary_snapshots {
let snapshot = fixture_snapshot(*tick, vec![]);
write_fixture(name, &rmp_serde::to_vec_named(&snapshot).unwrap());
}
}
/// Generate a snapshot fixture with a populated `BookmarkCatalog`.
///
/// Client (#618) uses this to validate GDScript MessagePack decode against
/// real `rmp_serde` output — field order and string encoding may diverge
/// from GDScript-constructed data.
#[test]
#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
fn generate_snapshot_with_bookmark_catalog() {
let catalog = BookmarkCatalog {
bookmarks: vec![BookmarkWire {
id: "tycoon".into(),
title: "Tycoon".into(),
subtitle: "Small business owner on the make.".into(),
flavor: String::new(),
default_location: "GJ 35".into(),
allowed_locations: vec!["GJ 35".into()],
allowed_locations_cultures: vec!["frontier_industrial".into()],
career: CareerKindWire::Tycoon,
starting_capital_tractus: 5_000,
}],
};
let mut snapshot = fixture_snapshot(0, vec![]);
snapshot.bookmark_catalog = Some(catalog);
let bytes =
rmp_serde::to_vec_named(&snapshot).expect("serialize snapshot_with_bookmark_catalog");
write_fixture("snapshot_with_bookmark_catalog", &bytes);
}