7571091394
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept. - Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28 (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt + cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom. - Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase, RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS (warm steady spot on body yaw). - Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base; banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar). - New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool; four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX. - Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile, bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
68 lines
3.9 KiB
C#
68 lines
3.9 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 (the cycle/siege spine is deleted — LANTERN purge)
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Add<RunDirectorSystem>(); Add<RoomFieldSystem>();
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Add<RoomEnemyDirectorSystem>(); Add<BoonOfferSystem>();
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Add<WaveSystem>();
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// Combat sub-chain in the same group
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Add<EnemyAISystem>(); Add<BossAISystem>();
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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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// 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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