Closes the bidirectional protocol compatibility loop (D-030 Layer 1): - GDScript fixture generator (20 fixtures: inputs, boundary ticks, batch) - Rust decoder test verifying all GDScript-encoded fixtures deserialize - Makefile target with generation + verification in one step Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
145 lines
4.8 KiB
GDScript
145 lines
4.8 KiB
GDScript
## Generate MessagePack fixtures from GDScript encoder for Rust decoder testing.
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## Run with: make fixtures-client
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## (or: godot --headless --path client -s res://tests/gen_client_fixtures.gd)
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##
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## Reverse direction of server/tests/gen_fixtures.rs: GDScript encodes -> Rust decodes.
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## Together with the Rust-generated fixtures, this closes the cross-encoder
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## compatibility loop (D-030 Layer 1, #475).
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##
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## Loads Messagepack encoder directly (not via class_name) because -s scripts
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## run before the project's class_name registry is fully populated.
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extends SceneTree
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var _Msgpack: GDScript
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var _count := 0
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var _output_dir: String
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func _init():
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_run.call_deferred()
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func _run():
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_Msgpack = load("res://addons/messagepack/messagepack.gd")
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var project_root := ProjectSettings.globalize_path("res://")
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var repo_root := project_root.rstrip("/").get_base_dir()
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_output_dir = repo_root.path_join("server/tests/fixtures/gdscript")
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DirAccess.make_dir_recursive_absolute(_output_dir)
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_generate_inputs()
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_generate_boundary_inputs()
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_generate_batch()
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print("Generated %d GDScript fixtures at %s" % [_count, _output_dir])
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quit()
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func _write_fixture(name: String, bytes: PackedByteArray) -> void:
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var path := _output_dir.path_join(name + ".msgpack")
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var file := FileAccess.open(path, FileAccess.WRITE)
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if file == null:
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push_error("Failed to write fixture: %s (error: %d)" % [path, FileAccess.get_open_error()])
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return
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file.store_buffer(bytes)
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file.close()
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print(" Wrote %s (%d bytes)" % [name, bytes.size()])
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_count += 1
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## Encode a single PlayerInput to MessagePack bytes.
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## Mirrors Protocol.encode_player_input() from protocol.gd.
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func _encode_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray:
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var action: Variant
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if action_data != null:
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action = {action_name: action_data}
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elif action_name == "Interact":
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action = {"Interact": {"target_entity_id": null, "verb": null}}
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else:
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action = action_name
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var result = _Msgpack.encode({"tick": tick, "action": action})
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if result.status != null:
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push_error("Encode failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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## Encode an array of PlayerInputs to MessagePack bytes.
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## Mirrors Protocol.encode_player_inputs() from protocol.gd.
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func _encode_inputs(inputs: Array) -> PackedByteArray:
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var wire_inputs: Array = []
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for input in inputs:
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var action_name: String = input["action_name"]
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var action_data: Variant = input.get("action_data")
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var action: Variant
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if action_data != null:
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action = {action_name: action_data}
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elif action_name == "Interact":
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action = {"Interact": {"target_entity_id": null, "verb": null}}
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else:
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action = action_name
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wire_inputs.append({"tick": input["tick"], "action": action})
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var result = _Msgpack.encode(wire_inputs)
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if result.status != null:
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push_error("Batch encode failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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func _generate_inputs() -> void:
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# Unit variants: movement directions (tick=100)
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_write_fixture("input_move_north",
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_encode_input(100, "MoveNorth"))
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for dir_name in ["MoveNortheast", "MoveSoutheast", "MoveSouthwest", "MoveNorthwest"]:
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_write_fixture("input_%s" % dir_name.to_snake_case(),
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_encode_input(100, dir_name))
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# Data variant: UsePerceptionMode (tick=200)
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_write_fixture("input_perception_mode",
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_encode_input(200, "UsePerceptionMode", "thermal"))
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# Struct variant: Interact with null fields (tick=100)
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_write_fixture("input_interact",
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_encode_input(100, "Interact"))
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# Other unit variants
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_write_fixture("input_pause",
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_encode_input(100, "Pause"))
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_write_fixture("input_toggle_stance_up",
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_encode_input(100, "ToggleStanceUp"))
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func _generate_boundary_inputs() -> void:
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# Tick values at MessagePack encoding format boundaries.
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# GDScript encodes 256-32767 as int_16 (0xd1); Rust encodes as uint_16 (0xcd).
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# GDScript encodes 65536-2147483647 as int_32 (0xd2); Rust as uint_32 (0xce).
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# Both are valid MessagePack. Rust's rmp_serde must accept both.
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var boundary_ticks: Array = [
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[0, "boundary_tick_0"],
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[127, "boundary_tick_127"],
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[128, "boundary_tick_128"],
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[255, "boundary_tick_255"],
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[256, "boundary_tick_256"], # int_16 asymmetry start
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[32767, "boundary_tick_32767"], # int_16 asymmetry end
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[32768, "boundary_tick_32768"],
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[65535, "boundary_tick_65535"],
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[65536, "boundary_tick_65536"], # int_32 asymmetry start
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[2147483647, "boundary_tick_2147483647"], # int_32 asymmetry end
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]
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for pair in boundary_ticks:
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_write_fixture(pair[1],
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_encode_input(pair[0], "Pause"))
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func _generate_batch() -> void:
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# Vec<PlayerInput> with two actions (mirrors Rust input_batch_two fixture)
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_write_fixture("input_batch_two",
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_encode_inputs([
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{"tick": 0, "action_name": "MoveNorth"},
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{"tick": 0, "action_name": "Interact"},
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]))
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