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transcience/tests/unit/test_character_store.gd
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claude 050b8251a7
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Stage 3: inventory, ground loot, and two loot visibilities
Four always-on-screen slots, items as data, and loot tables on enemies and
bosses. Health potions drop rarely from trash and always from the Warden;
the Warden also drops a Warden's Ration, one per living player, which does
nothing at all.

The ration is not filler. Player-instanced loot is a separate code path from
shared loot -- a distinct entity per owner, filtered per peer in the snapshot
encoder -- and the cheapest way to keep that path honest is to have something
in the game that exercises it on every boss kill.

Item actions ride the input frame rather than becoming new client messages.
InputFrame gained BTN_USE, BTN_DROP and a slot byte, which buys the packet-loss
redundancy, the replay guard on last_input_tick, ordering against movement on
the same tick, and a rate limit of one action per tick -- all of which a
separate RPC would have needed bolted back on. The cost is that anything in
the frame which must not repeat has to be edge-triggered, since frames are
resent and a starved server coasts on the last one it holds.

Instanced loot is enforced in NetCodec.encode_snapshot, beside the actor
interest radius: a peer is never told another player's copy exists. Hiding it
client-side would have been the same mistake as relying on fog to hide enemies.

Inventories live on the character and are written to the store on every
transaction, so a crash between "picked it up" and "wrote it down" cannot lose
or duplicate an item. Anything dropped becomes world-shared whatever it was
before, and a potion used at full health is refused rather than spent.

tools/diag_loot.tscn covers drop -> snapshot -> pick up -> persist -> use ->
drop plus both visibilities on the wire, for the same reason diag_progression
exists: bots are poor shots and almost never produce a drop. It asserts each
input frame was actually consumed, after an early version silently dropped its
first press and every later check passed for the wrong reason.

check.sh clean, 266 tests, SMOKE PASS, all three diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 21:16:15 +02:00

213 lines
8.1 KiB
GDScript

extends GutTest
## Characters and their persistence. These matter more than most tests here:
## the whole point of a character is that it survives, and losing one to a bug
## is not something a player can be compensated for.
var store: CharacterStore
const ACC := 1234567890123
const OTHER := 9876543210987
func before_each() -> void:
# A real file in a throwaway location, so the JSON round trip is exercised
# rather than mocked -- serialisation is exactly where this would break.
store = CharacterStore.new("user://test_characters_%d.json" % randi())
store.load_from_disk()
func after_each() -> void:
DirAccess.remove_absolute(ProjectSettings.globalize_path(store._path))
func test_a_new_account_has_nothing() -> void:
assert_eq(store.characters_for(ACC).size(), 0)
assert_null(store.last_played(ACC))
assert_true(store.can_create(ACC))
func test_creating_and_finding_a_character() -> void:
var c := store.create_character(ACC, "Ada")
assert_not_null(c)
assert_eq(c.display_name, "Ada")
assert_eq(c.level, Progression.START_LEVEL)
assert_eq(c.max_hp(), SimConfig.PLAYER_MAX_HP)
assert_true(c.active)
assert_eq(store.get_character(ACC, c.id).id, c.id)
func test_accounts_are_isolated() -> void:
var mine := store.create_character(ACC, "Mine")
store.create_character(OTHER, "Theirs")
assert_eq(store.characters_for(ACC).size(), 1)
assert_null(store.get_character(OTHER, mine.id),
"one account must never see another's characters")
func test_the_living_character_limit() -> void:
for i in CharacterStore.MAX_ACTIVE:
assert_not_null(store.create_character(ACC, "c%d" % i))
assert_false(store.can_create(ACC))
assert_null(store.create_character(ACC, "one too many"))
## The reason the cap counts living characters only: five deaths must not lock
## a player out of their own account permanently.
func test_retired_characters_do_not_occupy_a_slot() -> void:
var first := store.create_character(ACC, "doomed")
for i in CharacterStore.MAX_ACTIVE - 1:
store.create_character(ACC, "c%d" % i)
assert_false(store.can_create(ACC))
store.retire_character(ACC, first.id)
assert_true(store.can_create(ACC), "a death should free the slot it held")
assert_eq(store.characters_for(ACC).size(), CharacterStore.MAX_ACTIVE,
"but the record itself must still be there")
func test_death_retires_rather_than_deletes() -> void:
var c := store.create_character(ACC, "Grace")
store.retire_character(ACC, c.id)
var found := store.get_character(ACC, c.id)
assert_not_null(found, "the record is kept for archival")
assert_false(found.active)
assert_gt(found.died_unix, 0, "and records when it happened")
func test_last_played_prefers_the_last_one_and_skips_the_dead() -> void:
var a := store.create_character(ACC, "A")
var b := store.create_character(ACC, "B")
store.set_last_played(ACC, a.id)
assert_eq(store.last_played(ACC).id, a.id)
store.retire_character(ACC, a.id)
assert_eq(store.last_played(ACC).id, b.id,
"a dead character must not be auto-selected on login")
func test_everything_survives_a_save_and_reload() -> void:
var c := store.create_character(ACC, "Persistent")
store.grant_xp(ACC, c.id, Progression.xp_to_next(1) + 5)
store.set_last_played(ACC, c.id)
var dead := store.create_character(ACC, "Departed")
store.retire_character(ACC, dead.id)
var reloaded := CharacterStore.new(store._path)
assert_true(reloaded.load_from_disk())
var got := reloaded.get_character(ACC, c.id)
assert_not_null(got, "the character survived the round trip")
assert_eq(got.display_name, "Persistent")
assert_eq(got.level, 2)
assert_eq(got.colour.to_html(false), c.colour.to_html(false))
assert_eq(reloaded.last_played(ACC).id, c.id)
assert_false(reloaded.get_character(ACC, dead.id).active,
"and so did the fact that one of them died")
## Account ids are 64-bit; JSON numbers are doubles and would round them. They
## are written as decimal strings for exactly this reason.
func test_large_account_ids_survive_the_round_trip() -> void:
var big := 9007199254740993
store.create_character(big, "Precise")
var reloaded := CharacterStore.new(store._path)
reloaded.load_from_disk()
assert_eq(reloaded.characters_for(big).size(), 1,
"a 64-bit account id must not be mangled by JSON")
func test_a_corrupt_file_is_refused_rather_than_overwritten() -> void:
assert_not_null(store.create_character(ACC, "Valuable"))
var f := FileAccess.open(store._path, FileAccess.WRITE)
f.store_string("{ this is not json")
f.close()
var reloaded := CharacterStore.new(store._path)
assert_false(reloaded.load_from_disk(),
"a bad file must fail loudly; silently starting empty would then " +
"save over every character on the next write")
func test_granting_experience_reports_levels_gained() -> void:
var c := store.create_character(ACC, "Riser")
assert_eq(store.grant_xp(ACC, c.id, 1), 0, "not enough for a level")
assert_gte(store.grant_xp(ACC, c.id, Progression.total_xp_for_level(3)), 1,
"crossing a threshold reports the levels")
var after := store.get_character(ACC, c.id)
assert_eq(after.level, Progression.level_for_xp(after.total_xp),
"level and experience must never disagree")
func test_a_dead_character_earns_nothing() -> void:
var c := store.create_character(ACC, "Late")
store.retire_character(ACC, c.id)
store.grant_xp(ACC, c.id, 5000)
assert_eq(store.get_character(ACC, c.id).total_xp, 0)
## Names are shown to other players, so they are clamped at the boundary rather
## than trusted anywhere downstream.
func test_names_are_sanitised() -> void:
assert_eq(Character.sanitize_name(" "), "adventurer", "blank names get a default")
assert_lte(Character.sanitize_name("x".repeat(500)).length(), Character.MAX_NAME)
var with_control := "ab" + String.chr(7) + String.chr(10) + "cd"
assert_eq(Character.sanitize_name(with_control), "abcd",
"control characters would let a name break the HUD's layout")
## The suggested name exists so the create field is never blank. It only has to
## be non-empty and survive sanitising -- it is a starting point, not an
## identity.
func test_suggested_names_are_usable() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 3
for _i in 50:
var n := Character.random_name(rng)
assert_false(n.is_empty())
assert_lte(n.length(), Character.MAX_NAME)
assert_eq(Character.sanitize_name(n), n,
"a suggestion must survive the sanitiser unchanged")
func test_suggested_names_vary() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 9
var seen := {}
for _i in 40:
seen[Character.random_name(rng)] = true
assert_gt(seen.size(), 10, "a fixed suggestion would be worse than none")
## Inventories live on the character, which is what makes them survive a
## restart, a character swap and a walk into a dungeon.
func test_the_inventory_survives_a_save_and_reload() -> void:
var c := store.create_character(ACC, "Packrat")
var carried: Array[StringName] = [Items.HEALTH_POTION, Items.NONE, Items.WARDENS_RATION]
store.set_inventory(ACC, c.id, carried)
var reloaded := CharacterStore.new(store._path)
assert_true(reloaded.load_from_disk())
var got := reloaded.get_character(ACC, c.id)
assert_eq(got.inventory.size(), SimConfig.INVENTORY_SLOTS)
assert_eq(got.inventory[0], Items.HEALTH_POTION)
assert_eq(got.inventory[1], Items.NONE)
assert_eq(got.inventory[2], Items.WARDENS_RATION)
## A save file written by a build that had an item this one does not must still
## load -- as an empty slot, never as a different item.
func test_an_unknown_item_in_a_save_file_becomes_an_empty_slot() -> void:
var restored := Character.from_dict({
"id": "x", "name": "Old", "xp": 0,
"inventory": ["health_potion", "phlogiston"],
})
assert_eq(restored.inventory[0], Items.HEALTH_POTION)
assert_eq(restored.inventory[1], Items.NONE)
func test_a_character_from_before_inventories_existed_still_loads() -> void:
var restored := Character.from_dict({"id": "y", "name": "Legacy", "xp": 500})
assert_eq(restored.inventory.size(), SimConfig.INVENTORY_SLOTS)
assert_eq(restored.display_name, "Legacy")
func test_setting_an_inventory_on_a_missing_character_is_harmless() -> void:
var nothing: Array[StringName] = [Items.HEALTH_POTION]
store.set_inventory(ACC, "no-such-id", nothing)
assert_eq(store.characters_for(ACC).size(), 0)