Polishes
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using NUnit.Framework;
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using ProjectM.Server;
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using ProjectM.Simulation;
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using Unity.Core;
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using Unity.Entities;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Regression pins for the two post-impl-review fixes on <see cref="RunDirectorSystem"/>:
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/// (1) a dead-respawned (base-region) player's stale <see cref="BoonOffer.Pending"/> neither holds the
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/// RoomReward exit gate nor survives it (the wedge that stalled every reward 30 s and left the modal
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/// pickable through the next fight); (2) room advances teleport ONLY <see cref="RunParticipant"/>s —
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/// a dead-respawned participant is re-conscripted (operator-locked default) while a mid-run late joiner
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/// stays at base (spec §2.2 closed party).
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/// </summary>
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public class RunRosterRegressionTests
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{
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const uint Seed = 777u;
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const uint T0 = 2000;
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static (World world, SimulationSystemGroup group, Entity dir) MakeWorld(out RunMap map)
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{
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var world = new World("RosterTest");
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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group.AddSystemToUpdateList(world.GetOrCreateSystem<RunDirectorSystem>());
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group.SortSystems();
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world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
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var em = world.EntityManager;
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var nt = em.CreateEntity(typeof(NetworkTime));
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em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(T0) });
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map = RunMapMath.Generate(Seed);
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var dir = em.CreateEntity(typeof(RunInfo), typeof(RunRuntime), typeof(ExpeditionObjective),
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typeof(RouteCommand), typeof(MetaCounters), typeof(GoalProgress), typeof(ThreatState), typeof(SaveRequest));
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return (world, group, dir);
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}
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static Entity MakePlayer(EntityManager em, byte region, bool participant, byte pending)
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{
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var player = participant
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? em.CreateEntity(typeof(PlayerTag), typeof(PlayerReady), typeof(RegionTag),
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typeof(LocalTransform), typeof(BoonOffer), typeof(RunParticipant))
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: em.CreateEntity(typeof(PlayerTag), typeof(PlayerReady), typeof(RegionTag),
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typeof(LocalTransform), typeof(BoonOffer));
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em.SetComponentData(player, new RegionTag { Region = region });
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em.SetComponentData(player, LocalTransform.Identity);
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em.SetComponentData(player, new BoonOffer { Pending = pending, Option0 = 1, Option1 = 2, Option2 = 3 });
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return player;
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}
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[Test]
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public void StalePendingAtBase_DoesNotHoldGate_AndIsStrippedOnExit()
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{
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var (world, group, dir) = MakeWorld(out var map);
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var em = world.EntityManager;
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em.SetComponentData(dir, new RunInfo
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{
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Lifecycle = RunLifecycle.RoomReward,
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CurrentRoom = 1,
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CurrentCol = 0,
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RoomCount = map.LayerCount,
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RunSeed = Seed,
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});
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em.SetComponentData(dir, new RunRuntime
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{
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RunSeed = Seed,
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RunEpoch = 1,
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RoomEpoch = 2,
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// Grace far in the future: ONLY the all-picked path can advance this tick.
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RewardGraceTick = TickUtil.NonZero(T0 + 100000),
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});
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var alive = MakePlayer(em, RegionId.Expedition, participant: true, pending: 0); // picked already
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var deadAtBase = MakePlayer(em, RegionId.Base, participant: true, pending: 1); // the wedge
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group.Update();
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var info = em.GetComponentData<RunInfo>(dir);
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Assert.AreNotEqual(RunLifecycle.RoomReward, info.Lifecycle,
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"a base-region player's stale Pending must not hold the reward gate");
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Assert.AreEqual(0, em.GetComponentData<BoonOffer>(deadAtBase).Pending,
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"the stale offer is stripped on the gate exit");
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Assert.AreEqual(0, em.GetComponentData<BoonOffer>(alive).Pending,
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"no offer survives the gate");
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world.Dispose();
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}
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[Test]
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public void Advance_TeleportsOnlyParticipants_LateJoinerStaysAtBase()
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{
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var (world, group, dir) = MakeWorld(out var map);
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var em = world.EntityManager;
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em.SetComponentData(dir, new RunInfo
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{
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Lifecycle = RunLifecycle.RouteSelect,
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CurrentRoom = 0,
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CurrentCol = 0,
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RoomCount = map.LayerCount,
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RunSeed = Seed,
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RouteOptionCount = 1,
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RouteOpt0Col = 0,
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});
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em.SetComponentData(dir, new RunRuntime
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{
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RunSeed = Seed,
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RunEpoch = 1,
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RoomEpoch = 1,
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RouteGraceTick = TickUtil.NonZero(T0 + 100000),
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});
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em.SetComponentData(dir, new RouteCommand { HasPick = 1, OptionIndex = 0, ForRunEpoch = 1, ForLayer = 0 });
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var inRoom = MakePlayer(em, RegionId.Expedition, participant: true, pending: 0); // fighting on
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var deadAtBase = MakePlayer(em, RegionId.Base, participant: true, pending: 0); // re-conscripted
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var lateJoiner = MakePlayer(em, RegionId.Base, participant: false, pending: 0); // stays home
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group.Update();
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var info = em.GetComponentData<RunInfo>(dir);
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Assert.AreEqual(RunLifecycle.InRoom, info.Lifecycle, "the committed pick advances the run");
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Assert.GreaterOrEqual(em.GetComponentData<LocalTransform>(inRoom).Position.x, 1000f,
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"the in-room participant rides the advance");
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Assert.GreaterOrEqual(em.GetComponentData<LocalTransform>(deadAtBase).Position.x, 1000f,
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"a dead-respawned participant is re-conscripted onto the new room");
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Assert.AreEqual(0f, em.GetComponentData<LocalTransform>(lateJoiner).Position.x,
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"a non-participant late joiner is never yanked into the fight");
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Assert.AreEqual(RegionId.Base, em.GetComponentData<RegionTag>(lateJoiner).Region,
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"the late joiner stays in the Base relevancy bucket");
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world.Dispose();
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}
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}
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}
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