Files
Project-M/Assets/_Project/Tests/EditMode/SystemOrderingCycleTests.cs
T
kronic be7aa8affd Hygiene B6: test coverage (fixture + missing coverage + guards)
- TestWorld: shared plain-Entities fixture (Make/Make<T>/SetTick reconciling the two SetServerTick variants + Player/Enemy builders). Additive; new tests consume it (40-file migration of existing tests deliberately deferred as pure churn).
- TestAttributeGuardTests: scans *Tests.cs and fails on any parameterless public-void method missing a runner attribute — guards the swallowed-[Test] bug (B0). Confirms the suite has no other dead tests.
- PrepPurchaseSystemTests (6): the previously-untested RPC economy — afford, reject-when-broke, once-per-run, non-Staging reject, unknown-id drop, and DR-014 same-tick atomicity.
- SystemOrderingCycleTests: registers the real run/cycle/combat system set and asserts SortSystems() has no circular dependency (invisible to single-system fixtures; only throws at Play) — also de-risks the B5 splits.

459/459 EditMode tests pass. (BossAISystemTests remains queued — the most complex to author faithfully; the boss stays Play-validated meanwhile.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:50:07 -07:00

43 lines
2.3 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 and the cycle phase
Add<RunDirectorSystem>(); Add<ThreatDirectorSystem>(); Add<RoomFieldSystem>();
Add<RoomEnemyDirectorSystem>(); Add<BoonOfferSystem>(); Add<CyclePhaseSystem>();
Add<GoalReachedSystem>(); Add<WaveSystem>();
// Combat sub-chain in the same group
Add<EnemyAISystem>(); Add<BossAISystem>(); Add<CoreDamageSystem>();
Add<CoreRestoreSystem>(); 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.");
}
}
}