Files
gamedev-the-steward/tests/simulation_state_serialization_test.gd
T
admin a8ae331f51 feat: synchronize authoritative npc position
- NpcVisual emits position_changed signal during _physics_process
- SimulationManager.synchronize_npc_position() writes active position
  into SimNPC state on movement, arrival, and navigation failure
- WorldViewManager forwards position_changed and syncs before
  despawn/reload
- SimNPC stores travel_target_position and has_travel_target as
  versioned state; NPCStateRecord v2 persists them with v1 migration
- WorldViewManager.spawn_npc_visual() resumes travel for traveling NPCs
  via SimulationManager.request_current_travel()
- WorldViewManager.despawn_npc_visual() syncs position before removal
- WorldViewManager.reload_npc_visual() spawns a visual from persisted
  state without rerolling target selection
- tests/npc_visual_lifecycle_test.gd proves unload/reload preserves
  action, target, reservation, position, RNG state, and checksum
- simulation_state_serialization_test adds legacy v1 NPC migration test
  that does not invent an active travel target
2026-07-05 17:21:17 +02:00

204 lines
5.9 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _test_deterministic_continuation()
await _test_resource_state_round_trip()
_test_legacy_npc_migration()
_test_legacy_resource_migration()
_test_schema_rejection()
if failures.is_empty():
print("[TEST] Simulation state serialization passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _test_deterministic_continuation() -> void:
var uninterrupted := _create_manager(91234)
_advance_scenario(uninterrupted, 24)
uninterrupted.clock.advance(0.5)
_advance_scenario(uninterrupted, 24)
var uninterrupted_checksum: String = uninterrupted.get_state_checksum()
var before_save := _create_manager(91234)
_advance_scenario(before_save, 24)
before_save.clock.advance(0.5)
var saved_json: String = before_save.serialize_state()
var restored := _create_manager(1)
_check(
restored.restore_state_from_json(saved_json),
"A valid versioned state should restore into a fresh manager"
)
_check(restored.tick_count == 24, "Tick count should survive restoration")
_check(
is_equal_approx(restored.clock.accumulator, 0.5),
"Clock remainder should survive restoration"
)
_advance_scenario(restored, 24)
var restored_checksum: String = restored.get_state_checksum()
if restored_checksum != uninterrupted_checksum:
print(
"[TEST] uninterrupted=",
uninterrupted.serialize_state(),
"\n[TEST] restored=",
restored.serialize_state()
)
_check(
restored_checksum == uninterrupted_checksum,
"Restored simulation should match uninterrupted deterministic continuation"
)
uninterrupted.free()
before_save.free()
restored.free()
func _test_resource_state_round_trip() -> void:
var resource: ResourceNode = load(
"res://world/resource_nodes/ResourceNode.tscn"
).instantiate()
resource.node_id = &"SerializationTestBerry"
resource.initial_amount = 9.0
resource.yield_per_action = 2.0
root.add_child(resource)
await process_frame
var manager := _create_manager(77)
_check(
manager.register_resource_node(resource),
"Resource presentation should bind to simulation authority"
)
var resource_state: ResourceStateRecord = manager.get_resource_state(
resource.node_id
)
_check(resource_state.reserve(42), "Resource should accept the test reservation")
resource_state.extract()
var saved_json: String = manager.serialize_state()
resource.free()
_check(
is_equal_approx(resource_state.get_amount_remaining(), 7.0),
"Resource state should survive without its presentation node"
)
resource_state.extract(5.0)
resource_state.release(42)
resource_state.set_enabled(false)
_check(
manager.restore_state_from_json(saved_json),
"Unloaded resource state should restore with the simulation record"
)
resource_state = manager.get_resource_state(&"SerializationTestBerry")
_check(
is_equal_approx(resource_state.get_amount_remaining(), 7.0),
"Resource amount should round-trip"
)
_check(
resource_state.get_reserved_by() == 42,
"Resource reservation should round-trip"
)
_check(resource_state.is_enabled(), "Resource enabled state should round-trip")
var rebound: ResourceNode = load(
"res://world/resource_nodes/ResourceNode.tscn"
).instantiate()
rebound.node_id = &"SerializationTestBerry"
rebound.initial_amount = 999.0
root.add_child(rebound)
await process_frame
_check(
rebound.state == resource_state,
"Reloaded presentation should bind to the existing authoritative record"
)
_check(
is_equal_approx(rebound.get_amount_remaining(), 7.0),
"Reloaded presentation must not overwrite authoritative amount"
)
manager.free()
rebound.free()
func _test_schema_rejection() -> void:
var unsupported := JSON.stringify({
"schema": SimulationStateRecord.SCHEMA_NAME,
"schema_version": 999
})
_check(
SimulationStateRecord.from_json(unsupported) == null,
"Unsupported schema versions should be rejected"
)
_check(
SimulationStateRecord.from_json("[]") == null,
"Non-record JSON should be rejected"
)
func _test_legacy_resource_migration() -> void:
var migrated := ResourceStateRecord.from_dictionary({
"schema_version": 1,
"node_id": "legacy_tree",
"amount_remaining": 6.0,
"reserved_by": 12,
"enabled": true
})
_check(migrated != null, "ResourceStateRecord v1 should migrate explicitly")
if migrated == null:
return
_check(
migrated.data["schema_version"] == ResourceStateRecord.SCHEMA_VERSION,
"Migrated resource state should use the current nested schema"
)
_check(
is_equal_approx(migrated.get_amount_remaining(), 6.0)
and migrated.get_reserved_by() == 12,
"Resource migration should preserve mutable authority"
)
func _test_legacy_npc_migration() -> void:
var npc := SimNPC.new(
88,
"LegacyNPC",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var legacy_data := NPCStateRecord.capture(npc).to_dictionary()
legacy_data["schema_version"] = NPCStateRecord.LEGACY_SCHEMA_VERSION
legacy_data.erase("travel_target_position")
legacy_data.erase("has_travel_target")
var migrated := NPCStateRecord.from_dictionary(legacy_data)
_check(migrated != null, "NPCStateRecord v1 should migrate explicitly")
if migrated == null:
return
_check(
not bool(migrated.data["has_travel_target"]),
"Legacy NPC migration should not invent an active travel target"
)
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
root.add_child(manager)
manager.set_process(false)
return manager
func _advance_scenario(manager: Node, steps: int) -> void:
for step in steps:
manager.simulate_tick()
for npc in manager.npcs:
manager.get_wander_offset(npc.id)
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
manager.notify_npc_arrived(npc.id)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)