Files
Project-M/Assets/_Project/Tests/EditMode/SystemOrderingCycleTests.cs
T
kronic b34945c2d2 LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector,
CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components,
CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files).

Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat
bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta
host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked),
EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues;
no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core
bar, siege banner, terminal banner, outcome flash, onboarding hook all gone),
MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant
(SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat
retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved),
StorageMath.DrainFraction deleted, HowToPlay copy rewritten.

Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome +
conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure
trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed.

390 tests green; Play world-creation clean (player + waves live, no exceptions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:27:12 -07:00

64 lines
3.5 KiB
C#

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