Files
Project-M/Assets/_Project/Tests/EditMode/RunRosterRegressionTests.cs
T
kronic e27a495530 Hygiene B6b: convert leaky-world tests + HudSystem cosmetics
- 10 EditMode files: every bare trailing world.Dispose() now inside using(world){} (single-world) or a [TearDown]+List<World> (the multi-world reject-matrix tests in BoonApplyTests/RouteSelectSystemTests) — an assertion failure can no longer leak the World and mask the true first failure. No test logic changed.
- HudSystem: collapse the blank-line run before the class close; trim the extracted route-map clause from the READY-panel comment.

466/466 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:06:33 -07:00

141 lines
6.3 KiB
C#

using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Tests
{
/// <summary>
/// Regression pins for the two post-impl-review fixes on <see cref="RunDirectorSystem"/>:
/// (1) a dead-respawned (base-region) player's stale <see cref="BoonOffer.Pending"/> neither holds the
/// RoomReward exit gate nor survives it (the wedge that stalled every reward 30 s and left the modal
/// pickable through the next fight); (2) room advances teleport ONLY <see cref="RunParticipant"/>s —
/// a dead-respawned participant is re-conscripted (operator-locked default) while a mid-run late joiner
/// stays at base (spec §2.2 closed party).
/// </summary>
public class RunRosterRegressionTests
{
const uint Seed = 777u;
const uint T0 = 2000;
static (World world, SimulationSystemGroup group, Entity dir) MakeWorld(out RunMap map)
{
var world = new World("RosterTest");
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<RunDirectorSystem>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var nt = em.CreateEntity(typeof(NetworkTime));
em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(T0) });
map = RunMapMath.Generate(Seed);
var dir = em.CreateEntity(typeof(RunInfo), typeof(RunRuntime), typeof(ExpeditionObjective),
typeof(RouteCommand), typeof(MetaCounters), typeof(GoalProgress), typeof(ThreatState), typeof(SaveRequest));
return (world, group, dir);
}
static Entity MakePlayer(EntityManager em, byte region, bool participant, byte pending)
{
var player = participant
? em.CreateEntity(typeof(PlayerTag), typeof(PlayerReady), typeof(RegionTag),
typeof(LocalTransform), typeof(BoonOffer), typeof(RunParticipant))
: em.CreateEntity(typeof(PlayerTag), typeof(PlayerReady), typeof(RegionTag),
typeof(LocalTransform), typeof(BoonOffer));
em.SetComponentData(player, new RegionTag { Region = region });
em.SetComponentData(player, LocalTransform.Identity);
em.SetComponentData(player, new BoonOffer { Pending = pending, Option0 = 1, Option1 = 2, Option2 = 3 });
return player;
}
[Test]
public void StalePendingAtBase_DoesNotHoldGate_AndIsStrippedOnExit()
{
var (world, group, dir) = MakeWorld(out var map);
using (world)
{
var em = world.EntityManager;
em.SetComponentData(dir, new RunInfo
{
Lifecycle = RunLifecycle.RoomReward,
CurrentRoom = 1,
CurrentCol = 0,
RoomCount = map.LayerCount,
RunSeed = Seed,
});
em.SetComponentData(dir, new RunRuntime
{
RunSeed = Seed,
RunEpoch = 1,
RoomEpoch = 2,
// Grace far in the future: ONLY the all-picked path can advance this tick.
RewardGraceTick = TickUtil.NonZero(T0 + 100000),
});
var alive = MakePlayer(em, RegionId.Expedition, participant: true, pending: 0); // picked already
var deadAtBase = MakePlayer(em, RegionId.Base, participant: true, pending: 1); // the wedge
group.Update();
var info = em.GetComponentData<RunInfo>(dir);
Assert.AreNotEqual(RunLifecycle.RoomReward, info.Lifecycle,
"a base-region player's stale Pending must not hold the reward gate");
Assert.AreEqual(0, em.GetComponentData<BoonOffer>(deadAtBase).Pending,
"the stale offer is stripped on the gate exit");
Assert.AreEqual(0, em.GetComponentData<BoonOffer>(alive).Pending,
"no offer survives the gate");
}
}
[Test]
public void Advance_TeleportsOnlyParticipants_LateJoinerStaysAtBase()
{
var (world, group, dir) = MakeWorld(out var map);
using (world)
{
var em = world.EntityManager;
em.SetComponentData(dir, new RunInfo
{
Lifecycle = RunLifecycle.RouteSelect,
CurrentRoom = 0,
CurrentCol = 0,
RoomCount = map.LayerCount,
RunSeed = Seed,
RouteOptionCount = 1,
RouteOpt0Col = 0,
});
em.SetComponentData(dir, new RunRuntime
{
RunSeed = Seed,
RunEpoch = 1,
RoomEpoch = 1,
RouteGraceTick = TickUtil.NonZero(T0 + 100000),
});
em.SetComponentData(dir, new RouteCommand { HasPick = 1, OptionIndex = 0, ForRunEpoch = 1, ForLayer = 0 });
var inRoom = MakePlayer(em, RegionId.Expedition, participant: true, pending: 0); // fighting on
var deadAtBase = MakePlayer(em, RegionId.Base, participant: true, pending: 0); // re-conscripted
var lateJoiner = MakePlayer(em, RegionId.Base, participant: false, pending: 0); // stays home
group.Update();
var info = em.GetComponentData<RunInfo>(dir);
Assert.AreEqual(RunLifecycle.InRoom, info.Lifecycle, "the committed pick advances the run");
Assert.GreaterOrEqual(em.GetComponentData<LocalTransform>(inRoom).Position.x, 1000f,
"the in-room participant rides the advance");
Assert.GreaterOrEqual(em.GetComponentData<LocalTransform>(deadAtBase).Position.x, 1000f,
"a dead-respawned participant is re-conscripted onto the new room");
Assert.AreEqual(0f, em.GetComponentData<LocalTransform>(lateJoiner).Position.x,
"a non-participant late joiner is never yanked into the fight");
Assert.AreEqual(RegionId.Base, em.GetComponentData<RegionTag>(lateJoiner).Region,
"the late joiner stays in the Base relevancy bucket");
}
}
}
}