Files
Project-M/Assets/_Project/Tests/EditMode/TelemetryCountersTests.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
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>
2026-08-07 12:59:39 -07:00

144 lines
6.7 KiB
C#

using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Tests
{
/// <summary>
/// EditMode coverage for the MC-0/MC-1 DevTelemetry counter WIRING (the fun-gate is measured, not argued):
/// DashIFrameNegatedHits + DashState.NegatedCount (HealthApplyDamageSystem), DashesWasted (DashSystem
/// window-close edge, server-gated on the DevTelemetry singleton).
/// </summary>
public class TelemetryCountersTests
{
static void SetServerTick(World world, uint tick)
{
var em = world.EntityManager;
using var q = em.CreateEntityQuery(typeof(NetworkTime));
Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
}
static (World world, SimulationSystemGroup group) MakeWorld<T>(string name, uint serverTick, bool withTelemetry)
where T : unmanaged, ISystem
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<T>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
SetServerTick(world, serverTick);
if (withTelemetry)
world.EntityManager.CreateEntity(typeof(DevTelemetry));
return (world, group);
}
static DevTelemetry Telemetry(EntityManager em)
{
using var q = em.CreateEntityQuery(typeof(DevTelemetry));
return q.GetSingleton<DevTelemetry>();
}
static Entity MakeDashingPlayer(EntityManager em, DashState ds)
{
var e = em.CreateEntity();
em.AddComponentData(e, ds);
em.AddComponentData(e, new DashCooldown { NextTick = 0 });
em.AddComponentData(e, new CharacterControl { MoveVelocity = float3.zero });
em.AddComponentData(e, CharacterComponent.GetDefault());
em.AddComponentData(e, new PlayerInput());
em.AddComponentData(e, new PlayerFacing { Direction = new float2(0, 1) });
em.AddComponent<Simulate>(e);
em.AddComponent<Dead>(e);
em.SetComponentEnabled<Dead>(e, false);
return e;
}
[Test]
public void Negation_Increments_DevTelemetry_And_DashState_NegatedCount()
{
var (world, group) = MakeWorld<HealthApplyDamageSystem>("TelemNegate", 113, withTelemetry: true);
using (world)
{
var em = world.EntityManager;
var e = em.CreateEntity(typeof(Health), typeof(DamageEvent), typeof(DashState));
em.SetComponentData(e, new Health { Current = 100f, Max = 100f });
em.SetComponentData(e, new DashState { StartTick = 100, IFrameUntilTick = 112, RecoverUntilTick = 121 });
var dmg = em.GetBuffer<DamageEvent>(e);
dmg.Add(new DamageEvent { Amount = 5f, SourceNetworkId = -1, SourceTick = 101 }); // in-window -> negated
dmg.Add(new DamageEvent { Amount = 6f, SourceNetworkId = -1, SourceTick = 111 }); // in-window -> negated
dmg.Add(new DamageEvent { Amount = 7f, SourceNetworkId = -1, SourceTick = 113 }); // outside -> applies
group.Update();
Assert.AreEqual(2u, Telemetry(em).DashIFrameNegatedHits, "Both in-window hits counted.");
Assert.AreEqual(2u, em.GetComponentData<DashState>(e).NegatedCount,
"NegatedCount written back onto DashState (the wasted-dash signal source).");
Assert.AreEqual(93f, em.GetComponentData<Health>(e).Current, 1e-4f, "Only the outside hit applied.");
}
}
[Test]
public void Wasted_Dash_Counts_Once_On_Window_Close_With_Zero_Negations()
{
// Window fully elapsed at tick 120 (recover ended at 109) and nothing was negated.
var (world, group) = MakeWorld<DashSystem>("TelemWasted", 120, withTelemetry: true);
using (world)
{
var em = world.EntityManager;
var e = MakeDashingPlayer(em, new DashState
{ Dir = new float2(0, 1), StartTick = 80, IFrameUntilTick = 100, RecoverUntilTick = 109, NegatedCount = 0 });
group.Update();
Assert.AreEqual(1u, Telemetry(em).DashesWasted, "A dash whose window negated nothing scores wasted.");
Assert.AreEqual(0u, em.GetComponentData<DashState>(e).RecoverUntilTick, "Close edge clears the window (one-shot).");
group.Update();
Assert.AreEqual(1u, Telemetry(em).DashesWasted, "The close edge fires exactly once.");
}
}
[Test]
public void Effective_Dash_Is_Not_Wasted()
{
var (world, group) = MakeWorld<DashSystem>("TelemEffective", 120, withTelemetry: true);
using (world)
{
var em = world.EntityManager;
MakeDashingPlayer(em, new DashState
{ Dir = new float2(0, 1), StartTick = 80, IFrameUntilTick = 100, RecoverUntilTick = 109, NegatedCount = 2 });
group.Update();
Assert.AreEqual(0u, Telemetry(em).DashesWasted, "A dash that negated hits is not wasted.");
}
}
[Test]
public void Without_Telemetry_Singleton_The_Close_Edge_Leaves_DashState_Intact()
{
// Client-world behavior: no DevTelemetry singleton -> no zeroing, so rollback re-simulation of the
// tail window stays correct on the client (the server is the only world that clears).
var (world, group) = MakeWorld<DashSystem>("TelemClientNoZero", 120, withTelemetry: false);
using (world)
{
var em = world.EntityManager;
var e = MakeDashingPlayer(em, new DashState
{ Dir = new float2(0, 1), StartTick = 80, IFrameUntilTick = 100, RecoverUntilTick = 109 });
group.Update();
Assert.AreEqual(109u, em.GetComponentData<DashState>(e).RecoverUntilTick,
"No telemetry singleton (client world): the window is never zeroed by the close edge.");
}
}
// 2026-08-07 audit purge: the three ChargerWhiffPunishesLanded tests are gone with the Charger. They
// exercised HealthApplyDamageSystem's LungeState.StaggerUntilTick branch, which no baked prefab could
// ever reach. The dash-window counters above still cover the telemetry plumbing itself.
}
}