Replace unfiltered generate_snapshot with compute_observer_snapshot that combines shadowcasting + vision cone to send only visible entities and tiles. Enforces information asymmetry (D-011): NPCs behind walls or in the blind spot are excluded from the snapshot. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
82 lines
3.3 KiB
Rust
82 lines
3.3 KiB
Rust
//! E2E integration test: full game loop with input processing and snapshot generation
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//! Tests the complete pipeline: client sends input -> server processes -> server sends snapshot
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use bevy_app::prelude::*;
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use settled_reach_server::bridge::framing::{read_framed, write_framed};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::SimulationPlugin;
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use std::io::{BufReader, BufWriter};
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use std::net::{TcpListener, TcpStream};
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use std::thread;
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#[test]
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fn player_moves_north_through_full_pipeline() {
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// Bind listener first — port guaranteed ready, no sleep needed
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let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
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let server_addr = listener.local_addr().expect("get local addr");
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// Spawn server thread
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let server_handle = thread::spawn(move || {
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let bridge = TcpBridge::accept_on(listener).expect("accept connection");
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// Build app
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0)));
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// Run one tick: receive input, process, validate movement, generate snapshot, send
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app.update();
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});
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// Client: connect and send input (no sleep — listener was pre-bound)
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let stream = TcpStream::connect(server_addr).expect("client connect");
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let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
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let mut writer = BufWriter::new(stream);
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// Send PlayerInput: MoveNorth at tick 0
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let inputs = vec![PlayerInput {
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tick: 0,
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action: PlayerAction::MoveNorth,
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}];
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let payload = rmp_serde::to_vec_named(&inputs).expect("serialize inputs");
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write_framed(&mut writer, &payload).expect("send inputs");
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// Receive ObserverSnapshot
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let response = read_framed(&mut reader)
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.expect("read snapshot")
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.expect("not EOF");
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let snapshot: ObserverSnapshot =
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rmp_serde::from_slice(&response).expect("deserialize snapshot");
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// Snapshot captures state at end of tick 0 (before advance_tick increments to 1)
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assert_eq!(snapshot.version, 2);
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assert_eq!(snapshot.tick, 0);
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assert_eq!(snapshot.entities.len(), 1);
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// v2 fields populated
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assert_eq!(snapshot.game_time.day, 0);
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assert_eq!(snapshot.game_time.day_phase, settled_reach_server::simulation::time::DayPhase::Morning);
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assert!(!snapshot.game_time.paused);
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let player_entity = &snapshot.entities[0];
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// Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)
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// Render coords: (16.5, 15.5, 0)
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assert_eq!(player_entity.x, 16.5);
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assert_eq!(player_entity.y, 15.5);
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assert_eq!(player_entity.z, 0);
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assert!(matches!(player_entity.kind, EntityKind::Player));
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assert!(matches!(player_entity.visibility, VisibilitySector::Forward));
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// Clean up
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drop(reader);
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drop(writer);
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server_handle.join().expect("server thread panicked");
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}
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