Files
claude e0c1e0d5c6
ci / verify (push) Successful in 49s
Stage 5: bosses that move, attacks that warn, and a second boss
Boss movement is a property of the PHASE, not of the boss -- a fight that
stands still and then starts hunting you is one boss with two phases. Four
modes (STATIC, ORBIT, CHASE, WAYPOINTS) handled generically in
SimWorld._move_boss, so a boss that moves is still data. BossDef.stationary
is gone rather than kept beside the phases: a flag claiming the boss stood
still while a phase walked around would be a second source of truth and the
wrong one, so moves() is derived.

CHASE holds a distance instead of closing, because a boss standing on top of
you is a boss whose bullets cannot be read. Waypoints are fractions of the
arena so one phase works in rooms of different sizes. Every mode is speed
clamped in one place -- ORBIT computes an absolute destination and would
otherwise snap onto its circle on the first tick -- and movement slides
against geometry so a boss cannot walk through the pillars its own arena was
designed around.

The room clamp moved to after movement, where it is finally load-bearing. It
was a no-op while every boss stood still, which is exactly when an invariant
is cheapest to establish: boss rooms deliberately do not lock, so walking out
is always an escape, and that only holds if the boss cannot follow.

TelegraphedStrikeEmitter marks spots and fills them a moment later. The moment
between is the feature: a burst at your feet is a coin flip, the same burst
with a second of notice is a question. It stays stateless like every other
emitter -- they are shared resources and two bosses of the same kind must not
stomp each other -- so strike positions are derived from the volley number and
a test asserts the burst lands where the marker promised. Markers are drawn
through fog and through walls, unlike everything else in the view, because a
warning you cannot see is an unavoidable hit with extra steps.

The Cantor of the Vault fights in the choir vault: static, then a four-corner
circuit, then a chase, then orbiting while marking. It exists to prove the
format stretched, and a test asserts it uses both new mechanisms.

Which boss a run has now comes from its SEED rather than its depth. Depth is a
dev flag nothing in play raises, so the arena was keyed to something no player
can change and the second boss was unreachable in an actual game.

Two things found while finishing:

  - tools/export_content.gd had a hand-maintained boss list and had already
    gone stale, silently not writing the Cantor. Content.ALL_ENEMIES and
    ALL_BOSSES now feed the export tool, the renderer and five tests that each
    kept their own copy.
  - diag_loot failed intermittently after another diagnostic. Taking over from
    the bot cleared its input queue but not its HELD input, so a starved server
    coasted on the bot's last movement vector for half a second and walked the
    player off the item it had been placed on. The press arrived correctly,
    which is why "the press reached the simulation" passed while everything it
    should have caused failed.

check.sh clean, 409 tests, SMOKE PASS (19 assertions), all four diagnostics
green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 16:32:12 +02:00

514 lines
21 KiB
GDScript

extends GutTest
## Codec round-trips. A field that encodes but decodes wrong shows up as a
## mysterious gameplay bug three layers away, so it is pinned down here.
var world: SimWorld
func before_each() -> void:
world = SimWorld.new(7)
var p := world.add_player(42, "ada")
p.pos = Vector2(120.5, -64.25)
p.aim = 1.25
p.hp = 73
p.escape_ticks = 30
p.last_input_tick = 555
world.spawn_enemy(Content.turret(), Vector2(-200.0, 100.0))
world.spawn_boss(Content.warden())
world.tick = 9001
func test_snapshot_round_trips_player_state() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq(int(snap["tick"]), 9001)
var rec: Dictionary = snap["players"][0]
assert_eq(int(rec["peer"]), 42)
assert_almost_eq((rec["pos"] as Vector2).x, 120.5, 0.01)
assert_almost_eq((rec["pos"] as Vector2).y, -64.25, 0.01)
assert_almost_eq(float(rec["aim"]), 1.25, 0.001)
assert_eq(int(rec["hp"]), 73)
assert_eq(int(rec["last_input_tick"]), 555)
assert_true((int(rec["flags"]) & Protocol.F_ALIVE) != 0)
assert_true((int(rec["flags"]) & Protocol.F_ESCAPING) != 0)
assert_almost_eq(float(rec["escape"]), 30.0 / float(SimConfig.ESCAPE_CHANNEL_TICKS), 0.01)
func test_snapshot_carries_enemy_radius_for_late_joiners() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
var e: Dictionary = snap["enemies"][0]
assert_almost_eq(float(e["radius"]), Content.turret().radius, 0.5)
assert_eq(int(e["visual"]), Content.turret().visual)
func test_snapshot_carries_the_boss() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_not_null(snap["boss"])
assert_eq(int(snap["boss"]["hp"]), Content.warden().max_hp)
func test_dead_enemies_are_not_sent() -> void:
for e in world.enemies.values():
e.alive = false
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq((snap["enemies"] as Array).size(), 0)
func test_event_round_trip_preserves_bullet_spawn() -> void:
var ev := {
"t": SimEvent.Type.BULLET_SPAWN, "uid": 8123,
"pos": Vector2(10.0, -20.0), "vel": Vector2(0.0, 150.0),
"r": 7.5, "life": 300, "kind": SimConfig.KIND_NEEDLE,
"team": SimConfig.TEAM_ENEMY, "accel": 12.0, "turn": 0.02,
}
var packet := NetCodec.decode_events(NetCodec.encode_events(77, [ev]))
assert_eq(int(packet["tick"]), 77)
var out: Dictionary = packet["events"][0]
assert_eq(int(out["uid"]), 8123)
assert_eq(out["pos"], Vector2(10.0, -20.0))
assert_eq(out["vel"], Vector2(0.0, 150.0))
assert_almost_eq(float(out["r"]), 7.5, 0.001)
assert_eq(int(out["life"]), 300)
assert_almost_eq(float(out["accel"]), 12.0, 0.001)
assert_almost_eq(float(out["turn"]), 0.02, 0.0001)
func test_server_only_events_never_reach_the_wire() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.PORTAL_USED, "peer": 3},
{"t": SimEvent.Type.ESCAPE_COMPLETED, "peer": 3},
{"t": SimEvent.Type.PLAYER_DIED, "peer": 3},
]
var packet := NetCodec.decode_events(NetCodec.encode_events(1, events))
assert_eq((packet["events"] as Array).size(), 1,
"instance transfers are the server's business, not the client's")
assert_eq(int(packet["events"][0]["t"]), SimEvent.Type.PLAYER_DIED)
func test_input_round_trip() -> void:
var frames: Array[InputFrame] = [
InputFrame.make(10, Vector2(1, 0), 0.0, InputFrame.BTN_FIRE),
InputFrame.make(11, Vector2(0, 1), 1.0, 0),
]
var out := NetCodec.decode_inputs(NetCodec.encode_inputs(frames))
assert_eq(out.size(), 2)
assert_eq(out[0].tick, 10)
assert_eq(out[1].tick, 11)
func test_truncated_input_packet_is_rejected_not_read_past() -> void:
var frames: Array[InputFrame] = [InputFrame.make(10, Vector2.ONE, 0.0, 1)]
var data := NetCodec.encode_inputs(frames)
# Claim three frames but send one. A hostile client will try exactly this.
data[0] = 3
assert_eq(NetCodec.decode_inputs(data).size(), 0)
func test_empty_input_packet_is_safe() -> void:
assert_eq(NetCodec.decode_inputs(PackedByteArray()).size(), 0)
# --- Roster -----------------------------------------------------------------
func test_roster_round_trips() -> void:
var entries: Array[Dictionary] = [
{"peer": 7, "name": "ada", "kind": Protocol.InstanceKind.LOBBY,
"instance": 1, "alive": true},
{"peer": 9, "name": "grace", "kind": Protocol.InstanceKind.DUNGEON,
"instance": 4, "alive": false},
]
var out := NetCodec.decode_roster(NetCodec.encode_roster(entries))
assert_eq(out.size(), 2)
assert_eq(int(out[0]["peer"]), 7)
assert_eq(String(out[0]["name"]), "ada")
assert_eq(int(out[0]["kind"]), Protocol.InstanceKind.LOBBY)
assert_true(out[0]["alive"])
assert_eq(String(out[1]["name"]), "grace")
assert_eq(int(out[1]["kind"]), Protocol.InstanceKind.DUNGEON,
"the hub needs to know someone is already inside")
assert_eq(int(out[1]["instance"]), 4)
assert_false(out[1]["alive"])
func test_roster_survives_unicode_names() -> void:
var entries: Array[Dictionary] = [
{"peer": 1, "name": "ゆき", "kind": 0, "instance": 1, "alive": true}]
var out := NetCodec.decode_roster(NetCodec.encode_roster(entries))
assert_eq(String(out[0]["name"]), "ゆき")
func test_empty_roster_is_safe() -> void:
assert_eq(NetCodec.decode_roster(PackedByteArray()).size(), 0)
assert_eq(NetCodec.decode_roster(NetCodec.encode_roster([] as Array[Dictionary])).size(), 0)
# --- Snapshot extras --------------------------------------------------------
func test_snapshot_carries_spawn_grace_and_linkdead_flags() -> void:
var p: SimPlayer = world.players[42]
p.spawn_grace = 30
p.linkdead = true
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
var flags := int(snap["players"][0]["flags"])
assert_true((flags & Protocol.F_SPAWN_GRACE) != 0)
assert_true((flags & Protocol.F_LINKDEAD) != 0)
func test_cleared_countdown_round_trips() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world, 17))
assert_eq(int(snap["cleared_countdown"]), 17)
func test_countdown_defaults_to_not_applicable() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq(int(snap["cleared_countdown"]), Protocol.COUNTDOWN_NONE)
# --- Characters -------------------------------------------------------------
func test_character_roster_round_trips() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 5
var a := Character.create("Ada", rng)
a.grant_xp(Progression.total_xp_for_level(4))
var b := Character.create("Second", rng)
var out := NetCodec.decode_characters(
NetCodec.encode_characters([a, b] as Array[Character], a.id))
assert_eq(String(out["selected"]), a.id)
var chars: Array = out["characters"]
assert_eq(chars.size(), 2)
assert_eq(String(chars[0]["name"]), "Ada")
assert_eq(int(chars[0]["level"]), a.level)
assert_eq(int(chars[0]["max_hp"]), a.max_hp(),
"the roster shows each character's own health ceiling")
assert_true(chars[0]["active"])
## Colour is a character's only identity until cosmetics exist, so it has to
## survive the wire exactly rather than approximately.
func test_character_colour_survives_the_wire() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 11
var c := Character.create("Hue", rng)
var out := NetCodec.decode_characters(
NetCodec.encode_characters([c] as Array[Character], ""))
var got: Color = out["characters"][0]["colour"]
assert_eq(got.to_rgba32(), c.colour.to_rgba32())
func test_an_empty_character_list_is_safe() -> void:
var out := NetCodec.decode_characters(
NetCodec.encode_characters([] as Array[Character], ""))
assert_eq((out["characters"] as Array).size(), 0)
assert_eq(NetCodec.decode_characters(PackedByteArray())["characters"].size(), 0)
## Max health is per-character now, so a snapshot that assumed a constant would
## draw every levelled player's bar wrong.
func test_the_snapshot_carries_each_players_own_max_health() -> void:
var p: SimPlayer = world.players[42]
p.level = 5
p.max_hp = Progression.max_hp_for_level(5)
p.hp = 42
p.colour = Color(0.2, 0.6, 0.9)
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
var rec: Dictionary = snap["players"][0]
assert_eq(int(rec["hp"]), 42)
assert_eq(int(rec["max_hp"]), Progression.max_hp_for_level(5))
assert_almost_eq((rec["colour"] as Color).b, 0.9, 0.02,
"party members are told apart by colour, so it rides the snapshot")
## The bar has to move on every kill, so experience rides the snapshot rather
## than waiting for a roster message that is only sent when the SET of
## characters changes.
func test_the_snapshot_carries_live_experience() -> void:
var p: SimPlayer = world.players[42]
p.total_xp = 1234
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq(int(snap["players"][0]["total_xp"]), 1234)
## The failure mode this file exists for, made explicit. A decoder that reads a
## field its encoder never wrote runs off the end of the buffer -- which is what
## happened when a snapshot change was applied to the character decoder by
## mistake.
func test_a_truncated_character_packet_does_not_read_past_the_end() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 21
var full := NetCodec.encode_characters(
[Character.create("Ada", rng), Character.create("Bee", rng)] as Array[Character], "")
for cut in [1, 4, 9, 17, 25, 33]:
if cut >= full.size():
continue
var out := NetCodec.decode_characters(full.slice(0, cut))
assert_lte((out["characters"] as Array).size(), 2,
"a packet cut at %d bytes must degrade, not invent entries" % cut)
func test_the_character_decoder_consumes_exactly_what_the_encoder_wrote() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 22
var chars := [Character.create("Solo", rng)] as Array[Character]
var data := NetCodec.encode_characters(chars, "")
# Append a sentinel: if the decoder reads the right number of bytes, the
# sentinel is untouched and the entry still decodes cleanly.
var padded := data.duplicate()
padded.append_array(PackedByteArray([0xAB, 0xCD]))
var out := NetCodec.decode_characters(padded)
assert_eq((out["characters"] as Array).size(), 1)
assert_eq(String(out["characters"][0]["name"]), "Solo")
## Truncation safety for the other string-carrying message, for the same reason.
func test_a_truncated_roster_packet_does_not_read_past_the_end() -> void:
var entries: Array[Dictionary] = [
{"peer": 1, "name": "someone", "kind": 0, "instance": 1, "alive": true},
{"peer": 2, "name": "another", "kind": 1, "instance": 3, "alive": true},
]
var full := NetCodec.encode_roster(entries)
for cut in range(1, full.size(), 3):
var out := NetCodec.decode_roster(full.slice(0, cut))
assert_lte(out.size(), 2,
"a roster cut at %d bytes must degrade, not invent entries" % cut)
assert_eq(NetCodec.decode_roster(full).size(), 2, "and the full packet still works")
# --- Inventory and loot -----------------------------------------------------
func test_the_snapshot_carries_the_observers_own_inventory() -> void:
var p: SimPlayer = world.players[42]
p.add_item(Items.HEALTH_POTION)
p.inventory[2] = Items.WARDENS_RATION
var snap := NetCodec.decode_snapshot(
NetCodec.encode_snapshot(world, Protocol.COUNTDOWN_NONE, 42))
var inv: Array = snap["inventory"]
assert_eq(inv.size(), SimConfig.INVENTORY_SLOTS)
assert_eq(Items.by_index(int(inv[0])), Items.HEALTH_POTION)
assert_eq(Items.by_index(int(inv[1])), Items.NONE)
assert_eq(Items.by_index(int(inv[2])), Items.WARDENS_RATION)
## Nobody needs to know what a party member is carrying, and the cheapest way to
## keep that true is to never put it on the wire.
func test_the_snapshot_never_carries_another_players_inventory() -> void:
var them := world.add_player(43, "them")
them.pos = Vector2(120.0, -64.0)
them.add_item(Items.HEALTH_POTION)
var snap := NetCodec.decode_snapshot(
NetCodec.encode_snapshot(world, Protocol.COUNTDOWN_NONE, 42))
assert_eq((snap["players"] as Array).size(), 2, "they should still be visible")
for inv_index in snap["inventory"]:
assert_eq(int(inv_index), 0, "but their bag must not be in this packet")
func test_ground_loot_round_trips() -> void:
var l := world.spawn_loot(Items.HEALTH_POTION, Vector2(64.0, -32.0))
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
var got: Dictionary = snap["loot"][0]
assert_eq(int(got["id"]), l.id)
assert_almost_eq((got["pos"] as Vector2).x, 64.0, 0.01)
assert_almost_eq((got["pos"] as Vector2).y, -32.0, 0.01)
assert_eq(Items.by_index(int(got["item"])), Items.HEALTH_POTION)
## The wire is where player-instanced loot is actually enforced. A peer is never
## told another player's copy exists, so a modified client has nothing to
## reveal -- this is an interest-management rule, not a UI convention.
func test_another_players_instanced_loot_is_not_on_the_wire() -> void:
var p: SimPlayer = world.players[42]
world.spawn_loot(Items.WARDENS_RATION, p.pos + Vector2(10.0, 0.0), 43)
world.spawn_loot(Items.WARDENS_RATION, p.pos + Vector2(20.0, 0.0), 42)
world.spawn_loot(Items.HEALTH_POTION, p.pos + Vector2(30.0, 0.0))
var snap := NetCodec.decode_snapshot(
NetCodec.encode_snapshot(world, Protocol.COUNTDOWN_NONE, 42))
assert_eq((snap["loot"] as Array).size(), 2,
"my ration and the shared potion, never theirs")
func test_distant_loot_is_not_sent() -> void:
var p: SimPlayer = world.players[42]
world.spawn_loot(Items.HEALTH_POTION,
p.pos + Vector2(SimConfig.ACTOR_INTEREST_RADIUS + 200.0, 0.0))
var snap := NetCodec.decode_snapshot(
NetCodec.encode_snapshot(world, Protocol.COUNTDOWN_NONE, 42))
assert_eq((snap["loot"] as Array).size(), 0)
func test_item_events_round_trip() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.ITEM_PICKED_UP, "peer": 42, "item": Items.HEALTH_POTION},
{"t": SimEvent.Type.ITEM_USED, "peer": 42, "item": Items.WARDENS_RATION},
{"t": SimEvent.Type.ITEM_DROPPED, "peer": 7, "item": Items.HEALTH_POTION},
]
var out: Array = NetCodec.decode_events(NetCodec.encode_events(1, events))["events"]
assert_eq(out.size(), 3)
assert_eq(int(out[0]["t"]), SimEvent.Type.ITEM_PICKED_UP)
assert_eq(out[0]["item"], Items.HEALTH_POTION)
assert_eq(int(out[1]["peer"]), 42)
assert_eq(out[1]["item"], Items.WARDENS_RATION)
assert_eq(int(out[2]["peer"]), 7)
assert_eq(out[2]["item"], Items.HEALTH_POTION)
## The events after the item ones must still decode. A fixed-width event whose
## body length is wrong desynchronises the whole rest of the packet, and that
## shows up as unrelated nonsense rather than as a decode error.
func test_events_after_an_item_event_still_decode() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.ITEM_USED, "peer": 42, "item": Items.HEALTH_POTION},
{"t": SimEvent.Type.ENEMY_HIT, "id": 99, "dmg": 12, "hp": 400},
{"t": SimEvent.Type.PLAYER_DIED, "peer": 42},
]
var out: Array = NetCodec.decode_events(NetCodec.encode_events(1, events))["events"]
assert_eq(out.size(), 3)
assert_eq(int(out[1]["id"]), 99)
assert_eq(int(out[1]["hp"]), 400)
assert_eq(int(out[2]["t"]), SimEvent.Type.PLAYER_DIED)
func test_the_character_roster_carries_inventories() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 31
var c := Character.create("Packrat", rng)
c.inventory[0] = Items.HEALTH_POTION
c.inventory[3] = Items.WARDENS_RATION
var out := NetCodec.decode_characters(
NetCodec.encode_characters([c] as Array[Character], c.id))
var inv: Array = out["characters"][0]["inventory"]
assert_eq(Items.by_index(int(inv[0])), Items.HEALTH_POTION)
assert_eq(Items.by_index(int(inv[3])), Items.WARDENS_RATION)
## The snapshot is parsed positionally from the front, so a packet with no
## players, enemies or boss still has to land on the right byte for the
## inventory and loot that follow.
func test_an_empty_world_snapshot_still_decodes_its_tail() -> void:
var empty := SimWorld.new(1)
empty.spawn_loot(Items.HEALTH_POTION, Vector2(5.0, 5.0))
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(empty))
assert_eq((snap["players"] as Array).size(), 0)
assert_eq((snap["inventory"] as Array).size(), SimConfig.INVENTORY_SLOTS)
assert_eq((snap["loot"] as Array).size(), 1)
func test_an_input_frame_carries_its_slot_over_the_wire() -> void:
var frames: Array[InputFrame] = [
InputFrame.make(10, Vector2.ZERO, 0.0, InputFrame.BTN_USE, 3),
InputFrame.make(11, Vector2.ZERO, 0.0, InputFrame.BTN_DROP, 1),
]
var out := NetCodec.decode_inputs(NetCodec.encode_inputs(frames))
assert_eq(out.size(), 2)
assert_eq(out[0].slot, 3)
assert_true(out[0].pressed(InputFrame.BTN_USE))
assert_eq(out[1].slot, 1)
assert_true(out[1].pressed(InputFrame.BTN_DROP))
# --- Portals ----------------------------------------------------------------
func test_portals_round_trip() -> void:
var portals: Array[SimPortal] = [
SimPortal.make(Vector2(-160.0, 48.0), Dungeons.STANDARD),
SimPortal.make(Vector2(160.0, 48.0), Dungeons.PROVING),
]
var out := NetCodec.decode_portals(NetCodec.encode_portals(portals))
assert_eq(out.size(), 2)
assert_almost_eq((out[0]["pos"] as Vector2).x, -160.0, 0.01)
assert_eq(out[0]["dungeon"], Dungeons.STANDARD)
assert_almost_eq((out[1]["pos"] as Vector2).x, 160.0, 0.01)
assert_eq(out[1]["dungeon"], Dungeons.PROVING)
func test_a_truncated_portal_packet_does_not_invent_an_entrance() -> void:
var portals: Array[SimPortal] = [
SimPortal.make(Vector2(-160.0, 48.0), Dungeons.STANDARD),
SimPortal.make(Vector2(160.0, 48.0), Dungeons.PROVING),
]
var full := NetCodec.encode_portals(portals)
for cut in range(1, full.size()):
var out := NetCodec.decode_portals(full.slice(0, cut))
assert_lte(out.size(), 2,
"a portal list cut at %d bytes must degrade, not grow" % cut)
assert_eq(NetCodec.decode_portals(full).size(), 2)
func test_an_empty_portal_list_is_safe() -> void:
assert_eq(NetCodec.decode_portals(
NetCodec.encode_portals([] as Array[SimPortal])).size(), 0)
assert_eq(NetCodec.decode_portals(PackedByteArray()).size(), 0)
# --- Upgrade state ----------------------------------------------------------
func test_upgrade_state_round_trips() -> void:
var offer: Array[StringName] = [Upgrades.SNIPER, Upgrades.POISON, Upgrades.ERASER]
var taken: Array[StringName] = [Upgrades.SPREAD, Upgrades.SPREAD, Upgrades.GLASS_CANNON]
var out := NetCodec.decode_upgrade_state(
NetCodec.encode_upgrade_state(2, offer, taken))
assert_eq(int(out["pending"]), 2)
assert_eq(out["offer"], offer)
assert_eq(out["taken"], taken, "duplicates are meaningful and must survive")
func test_an_empty_upgrade_state_is_safe() -> void:
var none: Array[StringName] = []
var out := NetCodec.decode_upgrade_state(
NetCodec.encode_upgrade_state(0, none, none))
assert_eq(int(out["pending"]), 0)
assert_eq((out["offer"] as Array).size(), 0)
assert_eq((out["taken"] as Array).size(), 0)
assert_eq(int(NetCodec.decode_upgrade_state(PackedByteArray())["pending"]), 0)
func test_a_truncated_upgrade_packet_does_not_read_past_the_end() -> void:
var offer: Array[StringName] = [Upgrades.SNIPER, Upgrades.POISON]
var taken: Array[StringName] = [Upgrades.SPREAD, Upgrades.DOUBLESHOT, Upgrades.ERASER]
var full := NetCodec.encode_upgrade_state(1, offer, taken)
for cut in range(1, full.size()):
var out := NetCodec.decode_upgrade_state(full.slice(0, cut))
assert_lte((out["offer"] as Array).size(), 2)
assert_lte((out["taken"] as Array).size(), 3)
assert_eq((NetCodec.decode_upgrade_state(full)["taken"] as Array).size(), 3)
## An index this build does not know decodes to nothing and is dropped, rather
## than becoming whatever upgrade happens to sit at that position.
func test_an_unknown_upgrade_index_is_dropped_not_guessed() -> void:
var b := StreamPeerBuffer.new()
b.big_endian = false
b.put_u8(1)
b.put_u8(2)
b.put_u8(Upgrades.index_of(Upgrades.SNIPER))
b.put_u8(200)
b.put_u16(0)
var out := NetCodec.decode_upgrade_state(b.data_array)
assert_eq(out["offer"], [Upgrades.SNIPER] as Array[StringName])
func test_telegraph_events_round_trip() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.TELEGRAPH, "pos": Vector2(-120.5, 64.25),
"r": 70.0, "ticks": 90},
]
var out: Array = NetCodec.decode_events(NetCodec.encode_events(1, events))["events"]
assert_eq(out.size(), 1)
assert_almost_eq((out[0]["pos"] as Vector2).x, -120.5, 0.01)
assert_almost_eq((out[0]["pos"] as Vector2).y, 64.25, 0.01)
assert_almost_eq(float(out[0]["r"]), 70.0, 0.01)
assert_eq(int(out[0]["ticks"]), 90)
## A telegraph carries a fixed-width body like every other event. If its length
## were wrong the rest of the packet would decode as nonsense rather than fail.
func test_events_after_a_telegraph_still_decode() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.TELEGRAPH, "pos": Vector2(10.0, 20.0), "r": 50.0, "ticks": 60},
{"t": SimEvent.Type.ENEMY_HIT, "id": 77, "dmg": 130, "hp": 900},
{"t": SimEvent.Type.BOSS_PHASE, "phase": 2},
]
var out: Array = NetCodec.decode_events(NetCodec.encode_events(1, events))["events"]
assert_eq(out.size(), 3)
assert_eq(int(out[1]["id"]), 77)
assert_eq(int(out[1]["hp"]), 900)
assert_eq(int(out[2]["phase"]), 2)