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