Files
settled-reach/server/tests/error_handling.rs
T
jpmschweitzerandClaude Opus 4.6 accbe579c9 feat(simulation): SQLite settings storage with IPC protocol v20 (#627)
Per-player settings via rusqlite (bundled, zero runtime dep). Server
owns the settings DB; client sends ChangeSettings commands over IPC.
Extensible key-value with typed columns (String/Int/Float/Bool).
Protocol bumped to v20 with settings_response in ObserverSnapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:11:53 +01:00

318 lines
12 KiB
Rust

//! Error handling integration tests (#85).
//!
//! Tests the three error categories:
//! 1. Protocol errors: malformed input → SimError + server continues
//! 2. Desync detection: state_hash field populated in snapshots
//! 3. SimError wire format roundtrip
use bevy_app::prelude::*;
use settled_reach_server::bridge::framing::{read_framed, write_framed};
use settled_reach_server::bridge::tcp::TcpBridge;
use settled_reach_server::bridge::types::*;
use settled_reach_server::bridge::{BridgePlugin, BridgeResource, ServerRunning};
use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
use settled_reach_server::npc::relationships::TrustEventQueue;
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::SimulationPlugin;
use std::io::{BufReader, BufWriter};
use std::net::{TcpListener, TcpStream};
use std::sync::{Arc, Barrier};
use std::thread;
/// Acceptance test (#85): send a malformed message mid-session, assert the
/// server emits a SimError in the next snapshot and continues running.
///
/// Uses barriers to synchronize the server and client threads, ensuring
/// the malformed data arrives before the server's receive_inputs call.
#[test]
fn malformed_input_produces_sim_error_and_server_continues() {
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
// Barriers for tick synchronization between server and client.
// Each barrier is used once: client signals "data sent", server proceeds to tick.
let barrier_tick1 = Arc::new(Barrier::new(2));
let barrier_tick2 = Arc::new(Barrier::new(2));
let barrier_tick3 = Arc::new(Barrier::new(2));
let b1_server = Arc::clone(&barrier_tick1);
let b2_server = Arc::clone(&barrier_tick2);
let b3_server = Arc::clone(&barrier_tick3);
// Server thread
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.init_resource::<TrustEventQueue>();
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
app.world_mut().spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
MonologueState::default(),
));
// Tick 1: wait for client to send valid input, then process
b1_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server should be running after tick 1"
);
// Tick 2: wait for client to send malformed input, then process
b2_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server must continue running after malformed input"
);
// Tick 3: wait for client to send valid input, then process
b3_server.wait();
app.update();
assert!(
app.world().resource::<ServerRunning>().0,
"server should still be running after tick 3"
);
});
// Client: connect and interact with synchronization
let stream = TcpStream::connect(server_addr).expect("client connect");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
// --- Tick 1: send valid input ---
let valid_inputs = vec![PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
}];
let payload = rmp_serde::to_vec_named(&valid_inputs).expect("serialize");
write_framed(&mut writer, &payload).expect("send valid input");
barrier_tick1.wait(); // Signal: valid input sent
// Read tick 1 snapshot
let snap1_bytes = read_framed(&mut reader)
.expect("read snapshot 1")
.expect("not EOF");
let snap1: ObserverSnapshot =
rmp_serde::from_slice(&snap1_bytes).expect("deserialize snapshot 1");
assert!(
snap1.sim_errors.is_empty(),
"no errors expected on tick 1"
);
// --- Tick 2: send malformed input (properly framed but garbage payload) ---
let garbage_payload: Vec<u8> = vec![0xFF, 0xFE, 0xFD, 0xFC, 0xAB, 0xCD, 0xEF];
write_framed(&mut writer, &garbage_payload).expect("send malformed input");
barrier_tick2.wait(); // Signal: malformed input sent
// Read tick 2 snapshot — should contain SimError
let snap2_bytes = read_framed(&mut reader)
.expect("read snapshot 2")
.expect("not EOF");
let snap2: ObserverSnapshot =
rmp_serde::from_slice(&snap2_bytes).expect("deserialize snapshot 2");
assert!(
!snap2.sim_errors.is_empty(),
"sim_errors must contain the protocol error from malformed input"
);
assert_eq!(
snap2.sim_errors[0].kind,
SimErrorKind::ProtocolError,
"error kind must be ProtocolError"
);
assert!(
snap2.sim_errors[0].message.contains("Malformed input frame")
|| snap2.sim_errors[0].message.contains("Deserialization error"),
"error message should describe the deserialization failure, got: {}",
snap2.sim_errors[0].message,
);
// --- Tick 3: send valid input again — server must still work ---
let valid_inputs2 = vec![PlayerInput {
tick: 2,
action: PlayerAction::MoveSouth,
}];
let payload2 = rmp_serde::to_vec_named(&valid_inputs2).expect("serialize");
write_framed(&mut writer, &payload2).expect("send valid input after error");
barrier_tick3.wait(); // Signal: valid input sent
// Read tick 3 snapshot — no errors, server recovered
let snap3_bytes = read_framed(&mut reader)
.expect("read snapshot 3")
.expect("not EOF");
let snap3: ObserverSnapshot =
rmp_serde::from_slice(&snap3_bytes).expect("deserialize snapshot 3");
assert!(
snap3.sim_errors.is_empty(),
"no errors expected on tick 3 — server recovered"
);
// Clean up
drop(reader);
drop(writer);
server_handle.join().expect("server thread should not panic");
}
/// State hash is populated in every snapshot and is deterministic for same state.
#[test]
fn state_hash_populated_in_snapshot() {
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
let server_addr = listener.local_addr().expect("get local addr");
let server_handle = thread::spawn(move || {
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
let mut app = App::new();
app.add_plugins(SimulationPlugin);
app.add_plugins(BridgePlugin);
app.add_plugins(KnowledgePlugin);
app.init_resource::<TrustEventQueue>();
app.insert_resource(BridgeResource::new(bridge));
app.insert_resource(WalkabilityMap::new(32, 32, 1));
app.world_mut().spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
MonologueState::default(),
));
// Run one tick
app.update();
});
let stream = TcpStream::connect(server_addr).expect("client connect");
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
let mut writer = BufWriter::new(stream);
// Send empty input batch (no movement)
let inputs: Vec<PlayerInput> = vec![];
let payload = rmp_serde::to_vec_named(&inputs).expect("serialize");
write_framed(&mut writer, &payload).expect("send empty input");
// Read snapshot
let snap_bytes = read_framed(&mut reader)
.expect("read snapshot")
.expect("not EOF");
let snap: ObserverSnapshot =
rmp_serde::from_slice(&snap_bytes).expect("deserialize snapshot");
assert!(
snap.state_hash.is_some(),
"state_hash must be populated in snapshot"
);
assert_ne!(
snap.state_hash.unwrap(),
0,
"state_hash should be a non-trivial hash value"
);
drop(reader);
drop(writer);
server_handle.join().expect("server thread should not panic");
}
/// SimError roundtrips through MessagePack serialization.
#[test]
fn sim_error_roundtrip() {
let error = SimError {
kind: SimErrorKind::ProtocolError,
message: "test protocol error".into(),
tick: 42,
};
let bytes = rmp_serde::to_vec_named(&error).expect("serialize SimError");
let decoded: SimError = rmp_serde::from_slice(&bytes).expect("deserialize SimError");
assert_eq!(decoded.kind, SimErrorKind::ProtocolError);
assert_eq!(decoded.message, "test protocol error");
assert_eq!(decoded.tick, 42);
}
/// SimErrorKind::Panic variant roundtrips.
#[test]
fn sim_error_panic_variant_roundtrip() {
let error = SimError {
kind: SimErrorKind::Panic,
message: "simulation system panicked".into(),
tick: 100,
};
let bytes = rmp_serde::to_vec_named(&error).expect("serialize");
let decoded: SimError = rmp_serde::from_slice(&bytes).expect("deserialize");
assert_eq!(decoded.kind, SimErrorKind::Panic);
assert_eq!(decoded.message, "simulation system panicked");
assert_eq!(decoded.tick, 100);
}
/// Snapshot with sim_errors populates correctly through serialization.
#[test]
fn snapshot_with_sim_errors_roundtrips() {
use settled_reach_server::simulation::time::{DayPhase, TickRate};
let snapshot = ObserverSnapshot {
version: PROTOCOL_VERSION,
tick: 10,
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: vec![],
visible_tiles: vec![],
nearby_interactions: vec![],
current_monologue: None,
pending_recognitions: vec![],
dialogue_response: None,
blocked_entities: vec![],
scan_events: vec![],
sound_events: vec![],
conversation_events: vec![],
conversation_ended: 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: Some(0xDEADBEEF),
debug_response: None,
sim_errors: vec![
SimError {
kind: SimErrorKind::ProtocolError,
message: "bad frame".into(),
tick: 10,
},
],
current_ticker: None,
settings_response: None,
};
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
assert_eq!(decoded.state_hash, Some(0xDEADBEEF));
assert_eq!(decoded.sim_errors.len(), 1);
assert_eq!(decoded.sim_errors[0].kind, SimErrorKind::ProtocolError);
assert_eq!(decoded.sim_errors[0].message, "bad frame");
}