64 lines
3.6 KiB
C#
64 lines
3.6 KiB
C#
using NUnit.Framework;
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using ProjectM.Server;
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using ProjectM.Simulation;
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using Unity.Entities;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Guards the ComponentSystemSorter "circular dependency" hazard that is INVISIBLE to the rest of the suite:
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/// every other fixture registers a single system then sorts, so a cross-system [UpdateBefore/After] cycle can
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/// never surface — it only throws at world creation in Play. This registers the REAL ordered server-sim set
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/// (every system that participates in an UpdateBefore/After relation, or its constraint is silently ignored)
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/// into one SimulationSystemGroup and sorts, reproducing the Play-time sort headlessly. Only SortSystems runs
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/// (never Update), so a bare world with no entities/singletons suffices.
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/// </summary>
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public class SystemOrderingCycleTests
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{
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[Test]
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public void RunCycleCombatChain_Sorts_Without_A_Dependency_Cycle()
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{
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using var world = new World("OrderCycleGuard");
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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void Add<T>() where T : unmanaged, ISystem
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=> group.AddSystemToUpdateList(world.GetOrCreateSystem<T>());
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// RPC-receive systems ordered before the run director
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Add<ReadyToggleSystem>(); Add<RouteSelectSystem>(); Add<PortalInteractReceiveSystem>();
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Add<MetaSpendSystem>(); Add<ClassSelectReceiveSystem>(); Add<BoonApplySystem>(); Add<PrepPurchaseSystem>();
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// Run director + the systems ordered around it and the cycle phase
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Add<RunDirectorSystem>(); Add<ThreatDirectorSystem>(); Add<RoomFieldSystem>();
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Add<RoomEnemyDirectorSystem>(); Add<BoonOfferSystem>(); Add<CyclePhaseSystem>();
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Add<GoalReachedSystem>(); Add<WaveSystem>();
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// Combat sub-chain in the same group
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Add<EnemyAISystem>(); Add<BossAISystem>(); Add<CoreDamageSystem>();
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Add<CoreRestoreSystem>(); Add<EnemyProjectileMoveSystem>(); Add<EnemyProjectileDamageSystem>();
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Assert.DoesNotThrow(() => group.SortSystems(),
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"A [UpdateBefore/After] cycle in the run/cycle/combat chain throws here instead of only at Play world-creation.");
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}
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[Test]
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public void PredictedCombatChain_Sorts_Without_A_Dependency_Cycle()
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{
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// Phase 1.7 added DashTrailDamageSystem ([UpdateAfter(DashSystem)][UpdateBefore(HealthApplyDamageSystem)])
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// and KillRewardSystem ([UpdateAfter(HealthApplyDamageSystem)]) to the predicted combat chain. A cycle in
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// these [UpdateBefore/After] edges is INVISIBLE to per-system fixtures — it only throws at Play world
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// creation. Co-register the chain and sort to reproduce that headlessly (SortSystems only, never Update).
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using var world = new World("OrderCyclePredicted");
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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void Add<T>() where T : unmanaged, ISystem
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=> group.AddSystemToUpdateList(world.GetOrCreateSystem<T>());
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Add<StatRecomputeSystem>(); Add<MeleeComboSystem>(); Add<DashSystem>(); Add<DashTrailDamageSystem>();
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Add<AbilityFireSystem>(); Add<ProjectileMoveSystem>(); Add<ProjectileDamageSystem>();
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Add<HealthApplyDamageSystem>(); Add<KillRewardSystem>();
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Assert.DoesNotThrow(() => group.SortSystems(),
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"A cycle in the Phase 1.7 predicted combat chain throws here instead of only at Play world-creation.");
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}
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}
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}
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