62e48a3b0b
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
68 lines
3.6 KiB
C#
68 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 + the surviving server spine. The 2026-08-07 audit purge removed
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// ReadyToggle / RouteSelect / PortalInteract / MetaSpend / BoonApply / PrepPurchase / RunDirector /
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// RoomField / RoomEnemyDirector / BoonOffer / BossAI / EnemyProjectile* along with the shell.
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Add<ClassSelectReceiveSystem>();
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Add<WaveSystem>();
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Add<EnemyAISystem>();
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Add<ReelSystem>();
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Add<ZonePulseSystem>();
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Add<LightRelevancySystem>();
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Add<RegionRelevancySystem>();
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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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// A cycle in the predicted combat chain's [UpdateBefore/After] edges is INVISIBLE to per-system
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// fixtures — it only throws at Play world creation. Co-register the chain and sort to reproduce that
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// headlessly (SortSystems only, never Update). DashTrailDamageSystem and KillRewardSystem were
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// removed from this roster with the 2026-08-07 boon purge.
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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>();
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Add<AbilityFireSystem>(); Add<ProjectileMoveSystem>(); Add<ProjectileDamageSystem>();
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Add<HealthApplyDamageSystem>();
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// 07-15 facing rework: PlayerAimSystem gained [UpdateAfter(MeleeComboSystem)] (plus the existing
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// StatRecompute/PlayerDeathState UpdateBefore edges) - co-register the full facing neighborhood so a
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// cycle in these edges throws here instead of only at Play world-creation.
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Add<PlayerAimSystem>(); Add<PlayerControlSystem>(); Add<BlinkSystem>(); Add<PlayerDeathStateSystem>();
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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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