Files
aetherbound-guild/runtime/tests/dev5/battle_live_capture_test.gd
T

280 lines
11 KiB
GDScript

extends SceneTree
const EntryShell = preload("res://entry/entry_shell.gd")
const SettingsStore = preload("res://entry/settings_store.gd")
const DraftService = preload("res://entry/initial_company_draft_service.gd")
const ContractService = preload("res://entry/guild_contract_service.gd")
const FormationService = preload("res://entry/formation_risk_service.gd")
const BattleService = preload("res://entry/battle_service.gd")
const DRAFT_PATH := "user://dev5_battle_live_capture_draft.json"
const COMPANY_PATH := "user://dev5_battle_live_capture_company.json"
const SEED := "2468ace013579bdf2468ace013579bdf"
const CONTRACT_OP := "abcdef0123456789abcdef0123456789"
const HIRE_OP_1 := "11111111222222223333333344444444"
const HIRE_OP_2 := "55555555666666667777777788888888"
const ORDER_OP := "99999999aaaaaaaabbbbbbbbcccccccc"
const READY_OP := "ddddddddeeeeeeeeffffffff00000000"
const BATTLE_OP := "1234567890abcdef1234567890abcdef"
const INTERRUPT_BATTLE_OP := "fedcba0987654321fedcba0987654321"
var failures: Array[String] = []
var capture_count := 0
var output_root := ""
var viewport_size := Vector2i(1280, 720)
var fixture_index := 0
var locale := "en"
func _initialize() -> void:
call_deferred("run_capture")
func run_capture() -> void:
fixture_index = int(OS.get_environment("ABG_CAPTURE_FIXTURE_INDEX"))
var fixtures := [
{"size": Vector2i(760, 360), "locale": "zh_CN"},
{"size": Vector2i(844, 390), "locale": "en"},
{"size": Vector2i(1280, 720), "locale": "zh_CN"},
{"size": Vector2i(1280, 720), "locale": "en"},
]
if fixture_index < 0 or fixture_index >= fixtures.size():
push_error("unknown BAT-002 live capture fixture %d" % fixture_index)
quit(1)
return
viewport_size = fixtures[fixture_index].size
locale = fixtures[fixture_index].locale
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
root.size = viewport_size
output_root = OS.get_environment("ABG_EVIDENCE_DIR")
if output_root.is_empty():
output_root = "/tmp/abg-bat002-live-candidate"
output_root = output_root.path_join("captures")
DirAccess.make_dir_recursive_absolute(output_root)
_cleanup()
var prepared := _create_prepared_company()
var started: Dictionary = _battle_service().begin_battle(BATTLE_OP, String(prepared.active_contract.formation.risk_options[1].risk_option_id)) if not prepared.is_empty() else {}
_expect(bool(started.get("ok", false)), "capture fixture creates one battle receipt")
if started.is_empty() or not bool(started.get("ok", false)):
_finish()
return
var viewport := SubViewport.new()
viewport.name = "BattleLiveTimelineCaptureViewport"
viewport.size = viewport_size
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(viewport)
var shell := await _new_shell(viewport)
shell.show_battle(started.company, false)
await _frames(5)
_expect(shell.battle_live_state == "waiting_for_next_event", "capture opens at waiting boundary")
await _capture(viewport, shell, "01-waiting")
shell.toggle_battle_pause()
shell.advance_battle_phase()
await _frames(2)
await _capture(viewport, shell, "02-forecast")
shell.advance_battle_phase()
await _frames(2)
await _capture(viewport, shell, "03-committed")
shell.advance_battle_phase()
await _frames(2)
await _capture(viewport, shell, "04-resolving")
shell.advance_battle_phase()
await _frames(2)
_expect(shell.battle_live_state == "event_resolved", "capture reaches resolved event boundary")
await _capture(viewport, shell, "05-resolved")
shell.toggle_battle_pause()
await _frames(2)
_expect(shell.battle_live_state == "paused" and shell.battle_paused, "capture freezes paused state")
await _capture(viewport, shell, "06-paused")
shell.toggle_battle_pause()
while shell.battle_live_state != "event_resolving":
shell.advance_battle_phase()
await _frames(1)
if shell.battle_live_state == "outcome_locked":
break
_expect(shell.battle_live_state == "event_resolving", "capture reaches an authoritative resolving event")
if shell.battle_live_state == "event_resolving":
shell.battle_live_event.event_hash = "0".repeat(64)
shell.advance_battle_phase()
await _frames(2)
_expect(shell.battle_live_state == "invalid_event_data" and shell.battle_paused, "capture exposes invalid-event pause")
await _capture(viewport, shell, "07-invalid")
shell._battle_live_retry_snapshot()
await _frames(1)
_expect(shell.battle_live_state == "loading_resume", "capture exposes loading-resume validation")
await _capture(viewport, shell, "08-loading")
await _frames(3)
_expect(shell.battle_live_state == "event_resolved" and shell.battle_paused, "capture retry returns to the last verified event boundary")
shell.toggle_battle_pause()
var guard := 0
while shell.battle_live_state != "outcome_locked" and guard < 90:
if shell.battle_paused:
shell.toggle_battle_pause()
shell.advance_battle_phase()
await _frames(1)
guard += 1
_expect(shell.battle_live_state == "outcome_locked", "capture reaches immutable outcome")
await _capture(viewport, shell, "10-outcome")
shell.queue_free()
viewport.queue_free()
await _frames(12)
_cleanup()
var interrupted := _create_prepared_company()
var interrupted_start: Dictionary = _battle_service().begin_battle(INTERRUPT_BATTLE_OP, String(interrupted.active_contract.formation.risk_options[1].risk_option_id)) if not interrupted.is_empty() else {}
_expect(bool(interrupted_start.get("ok", false)), "interruption fixture creates a second isolated receipt")
if bool(interrupted_start.get("ok", false)):
var interrupt_viewport := SubViewport.new()
interrupt_viewport.name = "BattleLiveInterruptCaptureViewport"
interrupt_viewport.size = viewport_size
interrupt_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(interrupt_viewport)
var interrupt_shell := await _new_shell(interrupt_viewport)
interrupt_shell.show_battle(interrupted_start.company, false)
await _frames(4)
interrupt_shell._battle_live_interrupt("capture_background")
await _frames(2)
_expect(interrupt_shell.battle_live_state == "interrupted_background" and interrupt_shell.battle_paused, "capture exposes BAT-006 interruption handoff")
await _capture(interrupt_viewport, interrupt_shell, "09-interrupted")
interrupt_shell.queue_free()
interrupt_viewport.queue_free()
await _frames(12)
_finish()
func _finish() -> void:
_cleanup()
if failures.is_empty():
print("ABG_DEV5_BATTLE_LIVE_CAPTURE_OK fixture=%d viewport=%dx%d locale=%s text_100=true states=waiting,forecast,committed,resolving,resolved,paused,invalid,loading,interrupted,outcome captures=%d source=runtime" % [fixture_index, viewport_size.x, viewport_size.y, locale, capture_count])
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func _new_shell(parent: Node) -> Control:
var shell := EntryShell.new()
shell.auto_start = false
shell.initial_company_service.path = DRAFT_PATH
shell.initial_company_service.company_path = COMPANY_PATH
parent.add_child(shell)
await _frames(3)
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = locale
settings.text_scale = 1.0
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
return shell
func _capture(viewport: SubViewport, shell: Control, state_name: String) -> void:
_verify_layout(shell, state_name)
await RenderingServer.frame_post_draw
var image := viewport.get_texture().get_image()
var path := output_root.path_join("battle-live-timeline-%dx%d-%s-100-%s.png" % [viewport_size.x, viewport_size.y, locale, state_name])
if image.is_empty() or image.get_width() != viewport_size.x or image.get_height() != viewport_size.y:
failures.append("invalid capture image for %s" % state_name)
return
if image.save_png(path) != OK:
failures.append("capture failed for %s" % state_name)
return
capture_count += 1
func _verify_layout(shell: Control, state_name: String) -> void:
var canvas := shell.find_child("BattleLiveCanvas", true, false) as Control
if canvas == null:
failures.append("%s has no contained live canvas" % state_name)
return
var actors := shell.find_child("BattleActors", true, false) as Control
var enemies := shell.find_child("BattleEnemies", true, false) as Control
if actors == null or actors.get_child_count() != 4:
failures.append("%s loses the complete Party line" % state_name)
if enemies == null or enemies.get_child_count() != 3:
failures.append("%s loses the complete enemy line" % state_name)
_verify_buttons(shell, state_name)
func _verify_buttons(node: Node, state_name: String) -> void:
for child in node.get_children():
if child is BaseButton and child.is_visible_in_tree():
var rect := (child as Control).get_global_rect()
if rect.size.x < 47.9 or rect.size.y < 47.9:
failures.append("%s button %s below 48px" % [state_name, child.name])
if rect.position.x < -1.0 or rect.position.y < -1.0 or rect.end.x > viewport_size.x + 1.0 or rect.end.y > viewport_size.y + 1.0:
failures.append("%s button %s outside viewport" % [state_name, child.name])
_verify_buttons(child, state_name)
func _create_prepared_company() -> Dictionary:
var draft: Dictionary = _draft_service().begin_or_load(SEED)
if not draft.ok:
return {}
_draft_service().set_selection([String(draft.draft.offers[0].offer_id), String(draft.draft.offers[2].offer_id)])
if not _draft_service().commit_company().ok:
return {}
var created: Dictionary = _contract_service().create_contract(CONTRACT_OP, "CTR-R1-01", "standard")
if not created.ok:
return {}
var offers: Array = created.company.active_contract.market_board.recruit_offers
_contract_service().hire_recruit(HIRE_OP_1, String(offers[0].source_offer_id), 14)
var hired: Dictionary = _contract_service().hire_recruit(HIRE_OP_2, String(offers[1].source_offer_id), 14)
if not hired.ok:
return {}
var begun: Dictionary = _formation_service().begin_formation()
var saved: Dictionary = _formation_service().save_order(ORDER_OP, begun.formation.base_front_to_rear_ids)
var ready: Dictionary = _formation_service().accept_readiness(READY_OP, String(saved.receipt.order_hash))
return ready.company if ready.ok else {}
func _draft_service() -> RefCounted:
var service := DraftService.new()
service.path = DRAFT_PATH
service.company_path = COMPANY_PATH
return service
func _contract_service() -> RefCounted:
var service := ContractService.new()
service.company_path = COMPANY_PATH
return service
func _formation_service() -> RefCounted:
var service := FormationService.new()
service.company_path = COMPANY_PATH
return service
func _battle_service() -> RefCounted:
var service := BattleService.new()
service.company_path = COMPANY_PATH
return service
func _frames(count: int) -> void:
for _index in range(count):
await process_frame
func _expect(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _cleanup() -> void:
for path in [
DRAFT_PATH, "%s.bak" % DRAFT_PATH, "%s.candidate" % DRAFT_PATH,
"%s.bak.candidate" % DRAFT_PATH, COMPANY_PATH, "%s.bak" % COMPANY_PATH,
"%s.candidate" % COMPANY_PATH, "%s.bak.candidate" % COMPANY_PATH,
"%s.corrupt" % COMPANY_PATH,
]:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)