The proof encoded move-writes-facing ('Move West -> now facing West'); under
D-252 the view changes only via SetFacing, so the test now looks West
explicitly (helper gains an action_data passthrough). The +2-tick wait could
catch the facing flip before the visibility recompute — the assertion now
polls (bounded) until the westward cone content lands.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
351 lines
13 KiB
GDScript
351 lines
13 KiB
GDScript
## Sprint 2 Proof: Fog of Perception (#357)
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## Verifies the original acceptance criteria through the full server pipeline.
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##
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## REVIVED (T-1068): disabled in sprint-36, re-enabled against the current
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## protocol (handshake + StartupMessage exchange per #555/#175, streamed
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## snapshots). The proof room layout below is still what main.rs
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## setup_proof_room() spawns for non-test-mode servers.
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##
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## Server proof room layout (setup_proof_room in server/src/main.rs):
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## (16,13) = NPC1 (16,14) = WALL (16,16) = Player start
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## (14,18) = NPC2 (18,14) = NPC3
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## Player facing North → NPC1 blocked by wall.
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## Move East+North around the wall → NPC1 becomes visible.
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class_name TestSprint2Proof
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extends GdUnitTestSuite
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const CONNECT_TIMEOUT: float = 3.0
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const RESPONSE_TIMEOUT: float = 5.0
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# Server move cooldown: the Gauntlet player is Walk stance (ticks_per_move = 2,
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# server stance.rs). A move input arriving within that window is silently
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# throttled away (movement.rs::apply_move -> PlayerMoveCooldown::try_move).
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# Space consecutive sends past it (2 ticks + 1 margin for apply/snapshot lag)
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# so back-to-back moves can never race the cooldown.
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const COOLDOWN_TICKS: int = 3
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const MAX_PORT_ATTEMPTS: int = 5
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var _server_pid: int = -1
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var _bridge: LocalBridge = null
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var _test_port: int = 0
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func _server_binary_path() -> String:
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var project_dir := ProjectSettings.globalize_path("res://")
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return project_dir.path_join("../server/target/debug/settled-reach-server")
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static func _random_test_port() -> int:
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return 49152 + (randi() % (65535 - 49152 + 1))
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func _spawn_server(server_path: String) -> bool:
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for attempt in range(MAX_PORT_ATTEMPTS):
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_test_port = _random_test_port()
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var addr := "127.0.0.1:%d" % _test_port
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_server_pid = OS.create_process(server_path, [addr])
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if _server_pid <= 0:
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continue
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await get_tree().create_timer(0.15).timeout
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if OS.is_process_running(_server_pid):
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return true
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_server_pid = -1
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return false
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func after_test() -> void:
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if _bridge != null:
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_bridge.disconnect_from_server()
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_bridge = null
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if _server_pid > 0 and OS.is_process_running(_server_pid):
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OS.kill(_server_pid)
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_server_pid = -1
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## Find the player entity in a snapshot by kind.
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static func _find_player(snapshot: Dictionary) -> Dictionary:
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for entity in snapshot.entities:
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if entity.kind.variant == "Player":
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return entity
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return {}
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## Send a batch input and receive a snapshot that reflects it.
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## The server free-runs at ~20 ticks/sec and STREAMS a snapshot every tick —
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## it is not request/response. Drain stale queued snapshots first, then:
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## - expect_position != null (Vector2, render coords): wait until the player
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## reaches that position and assert it. Deterministic under load — tick
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## margins race the free-running server when the test process is descheduled
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## between drain and send.
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## - expect_position == null: wait for a snapshot at least 2 ticks past the
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## drain point (enough for no-op actions).
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func _send_and_receive(
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action_name: String,
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tick: int = 0,
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expect_position: Variant = null,
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action_data: Variant = null,
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) -> Variant:
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# Drain queued stale snapshots, remembering the newest tick seen.
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var last_tick: int = -1
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_bridge.poll()
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var pending := _bridge.poll_message()
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while pending.size() > 0:
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var stale: Variant = Protocol.decode_snapshot(pending)
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if stale != null:
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last_tick = stale.tick
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_bridge.poll()
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pending = _bridge.poll_message()
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var inputs: Array = [{"tick": tick, "action_name": action_name}]
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if action_data != null:
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inputs[0]["action_data"] = action_data
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var encoded := Protocol.encode_player_inputs(inputs)
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assert_that(encoded.size()).is_greater(0)
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var send_err := _bridge.send_message(encoded)
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assert_that(send_err).is_equal(OK)
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# Wait for a snapshot that reflects the processed input.
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var min_tick: int = last_tick + 2
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var snapshot: Variant = null
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var elapsed := 0.0
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while elapsed < RESPONSE_TIMEOUT:
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_bridge.poll()
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var msg := _bridge.poll_message()
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if msg.size() > 0:
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var decoded: Variant = Protocol.decode_snapshot(msg)
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if decoded == null:
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continue # undecodable frame — keep draining
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if expect_position != null:
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snapshot = decoded # keep latest so a timeout reports actual state
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var player := _find_player(decoded)
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if (
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not player.is_empty()
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and is_equal_approx(player.x, expect_position.x)
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and is_equal_approx(player.y, expect_position.y)
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):
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break
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elif decoded.tick >= min_tick:
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snapshot = decoded
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break
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continue
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await get_tree().create_timer(0.05).timeout
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elapsed += 0.05
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assert_that(snapshot).override_failure_message(
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"no snapshot received within %.1fs after '%s'" % [RESPONSE_TIMEOUT, action_name]
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).is_not_null()
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if expect_position != null and snapshot != null:
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var player := _find_player(snapshot)
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var actual := Vector2(player.x, player.y) if not player.is_empty() else Vector2.INF
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assert_that(actual.is_equal_approx(expect_position)).override_failure_message(
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"player must reach %s after '%s' — last seen %s" % [expect_position, action_name, actual]
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).is_true()
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# Space the next move past the per-stance cooldown. The server silently
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# drops a move that arrives within ticks_per_move ticks of the previous
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# one; without this wait, back-to-back sends race the cooldown and an
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# occasional move is throttled, leaving the player one tile short (flaky).
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# Wait for the server clock to advance COOLDOWN_TICKS past the landing
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# tick so the next send can never be throttled. The player is stationary
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# meanwhile, so the fresher snapshot is still valid for the caller.
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var landed_tick: int = int(snapshot.tick)
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var spacing_elapsed := 0.0
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while spacing_elapsed < RESPONSE_TIMEOUT:
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_bridge.poll()
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var m := _bridge.poll_message()
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if m.size() > 0:
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var d: Variant = Protocol.decode_snapshot(m)
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if d != null:
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snapshot = d
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if int(d.tick) >= landed_tick + COOLDOWN_TICKS:
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break
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continue
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await get_tree().create_timer(0.05).timeout
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spacing_elapsed += 0.05
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return snapshot
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## Protocol handshake (#555, #175): the server sends a HandshakeMessage as the
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## first framed message; the client validates it and replies with a
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## StartupMessage carrying world_seed before any input is accepted.
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## Mirrors sim_bridge.gd's HANDSHAKING state.
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func _do_handshake(world_seed: int = 42) -> bool:
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var msg := PackedByteArray()
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var elapsed := 0.0
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while elapsed < CONNECT_TIMEOUT:
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_bridge.poll()
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msg = _bridge.poll_message()
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if msg.size() > 0:
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break
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await get_tree().create_timer(0.05).timeout
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elapsed += 0.05
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if msg.is_empty():
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push_warning("No HandshakeMessage received within %.1fs" % CONNECT_TIMEOUT)
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return false
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var MP = load("res://addons/messagepack/messagepack.gd")
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var decoded: Variant = MP.decode(msg)
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if decoded.status != null or not (decoded.value is Dictionary):
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push_warning("Malformed HandshakeMessage")
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return false
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var startup_bytes := Protocol.encode_startup_message(world_seed)
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if startup_bytes.is_empty():
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return false
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return _bridge.send_message(startup_bytes) == OK
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## Spawn the server, connect, and complete the protocol handshake.
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## Binary absence is handled by per-test `_do_skip` — by the time this runs the
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## binary exists, so any failure here is a real failure (asserted loudly).
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func _connect_to_server() -> bool:
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var server_path := _server_binary_path()
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var spawned := await _spawn_server(server_path)
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assert_bool(spawned).override_failure_message(
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"server spawn failed after %d port attempts" % MAX_PORT_ATTEMPTS
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).is_true()
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if not spawned:
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return false
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_bridge = LocalBridge.new()
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var connected := false
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var elapsed := 0.0
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while elapsed < CONNECT_TIMEOUT:
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if _server_pid > 0 and not OS.is_process_running(_server_pid):
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push_warning("Server process died during connection")
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break
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if _bridge.get_status() == StreamPeerTCP.STATUS_NONE:
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_bridge.connect_to_server("127.0.0.1", _test_port)
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_bridge.poll()
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if _bridge.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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connected = true
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break
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if _bridge.get_status() == StreamPeerTCP.STATUS_ERROR:
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_bridge.disconnect_from_server()
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_bridge.reset()
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await get_tree().create_timer(0.1).timeout
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elapsed += 0.1
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assert_bool(connected).override_failure_message(
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"TCP connect to spawned server failed within %.1fs" % CONNECT_TIMEOUT
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).is_true()
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if not connected:
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return false
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# Handshake + startup exchange (#555, #175) — required before input is accepted
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var handshake_ok := await _do_handshake()
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assert_bool(handshake_ok).override_failure_message(
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"protocol handshake + StartupMessage exchange must complete (#555, #175)"
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).is_true()
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return handshake_ok
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# -- AC#1, AC#2, AC#3, AC#5: Movement, camera, tiles, fog -------------------------
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func test_proof_player_moves_and_v2_snapshot(
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_do_skip := not FileAccess.file_exists(_server_binary_path()),
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_skip_reason := "server binary not built — run `cargo build` in server/"
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) -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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var snapshot: Dictionary = await _send_and_receive("MoveNorth", 0, Vector2(16.5, 15.5))
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# AC#1: Player moved from (16,16) to (16,15)
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var player := _find_player(snapshot)
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assert_that(player.size()).is_greater(0)
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assert_float(player.x).is_equal_approx(16.5, 0.001)
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assert_float(player.y).is_equal_approx(15.5, 0.001)
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# v4 protocol fields present
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assert_that(snapshot.player_facing).is_equal("North")
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assert_that(snapshot.game_time).is_not_null()
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# AC#3: Tiles flowing through bridge (visible_tiles non-empty)
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assert_that(snapshot.visible_tiles.size()).is_greater(0)
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# AC#5: Not all 1024 tiles visible — blind spot behind player
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assert_that(snapshot.visible_tiles.size()).is_less(1024)
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# -- AC#6: Wall hides entity -------------------------------------------------------
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func test_proof_wall_hides_entity(
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_do_skip := not FileAccess.file_exists(_server_binary_path()),
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_skip_reason := "server binary not built — run `cargo build` in server/"
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) -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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# After MoveNorth: player at (16,15) facing North.
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# Wall at (16,14) blocks LOS to NPC1 at (16,13).
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var snapshot: Dictionary = await _send_and_receive("MoveNorth", 0, Vector2(16.5, 15.5))
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# NPC1 at (16,13) should be hidden — wall at (16,14) blocks LOS.
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# Other NPCs (NPC2 at (14,18), NPC3 at (18,14)) may be visible.
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var hidden_npc_visible := false
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for entity in snapshot.entities:
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if entity.kind.variant == "Npc":
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if is_equal_approx(entity.x, 16.5) and is_equal_approx(entity.y, 13.5):
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hidden_npc_visible = true
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break
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assert_that(hidden_npc_visible).is_false()
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# -- AC#4, AC#7: Entity appears via LOS / corner reveal ----------------------------
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func test_proof_corner_reveal(
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_do_skip := not FileAccess.file_exists(_server_binary_path()),
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_skip_reason := "server binary not built — run `cargo build` in server/"
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) -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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# Step 1: Move East three times — column x=18 is blocked at (18,14) by
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# NPC3 (entities are unwalkable), so route around via x=19.
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# (16,16) → (17,16) → (18,16) → (19,16)
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await _send_and_receive("MoveEast", 0, Vector2(17.5, 16.5))
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await _send_and_receive("MoveEast", 1, Vector2(18.5, 16.5))
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await _send_and_receive("MoveEast", 2, Vector2(19.5, 16.5))
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# Step 2: Move North past the wall line (y=14)
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# (19,16) → (19,15) → (19,14) → (19,13)
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await _send_and_receive("MoveNorth", 3, Vector2(19.5, 15.5))
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await _send_and_receive("MoveNorth", 4, Vector2(19.5, 14.5))
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await _send_and_receive("MoveNorth", 5, Vector2(19.5, 13.5))
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# Step 3: Move West onto (18,13), then LOOK West explicitly — D-252: moves
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# no longer write Facing, the view changes only via SetFacing. NPC1 at
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# (16,13) is two tiles dead ahead with no wall between ((17,13) is open).
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await _send_and_receive("MoveWest", 6, Vector2(18.5, 13.5))
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var snapshot: Dictionary = await _send_and_receive(
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"SetFacing", 7, null, {"facing": "West"}
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)
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# The +2-tick wait can catch the snapshot where the facing field flipped but
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# the entity-visibility recompute hasn't landed — keep draining (bounded)
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# until the westward cone content arrives.
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var settle := 0.0
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while settle < RESPONSE_TIMEOUT and not _has_npc_at(snapshot, 16.5, 13.5):
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_bridge.poll()
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var msg := _bridge.poll_message()
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if msg.size() > 0:
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var decoded: Variant = Protocol.decode_snapshot(msg)
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if decoded != null:
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snapshot = decoded
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continue
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await get_tree().create_timer(0.05).timeout
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settle += 0.05
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# Player at (18,13) facing West. NPC1 at (16,13) is 2 tiles dead ahead —
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# inside the vision cone, no wall between. NPC1 should be visible.
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assert_that(_has_npc_at(snapshot, 16.5, 13.5)).is_true()
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## True when the snapshot's visible entities include an Npc at (x, y).
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func _has_npc_at(snapshot: Dictionary, x: float, y: float) -> bool:
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for entity in snapshot.entities:
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if entity.kind.variant == "Npc":
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if is_equal_approx(entity.x, x) and is_equal_approx(entity.y, y):
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return true
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return false
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