050b8251a7
ci / verify (push) Successful in 48s
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>
144 lines
5.7 KiB
Bash
Executable File
144 lines
5.7 KiB
Bash
Executable File
#!/usr/bin/env bash
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# End-to-end integration test: boot a dedicated server, connect two scripted
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# bot clients over a real ENet socket, and assert that the whole loop happened --
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# handshake, lobby, portal into a dungeon, and the emergency escape back.
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#
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# This is the test that catches everything unit tests structurally cannot: RPC
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# wiring, codec round-trips over the wire, instance transfers, and the client's
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# reconciliation loop. Run it before calling any networking change done.
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#
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# tools/smoke.sh # ~35s
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# KEEP=1 tools/smoke.sh # keep the logs and print where they are
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set -uo pipefail
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cd "$(dirname "$0")/.."
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GODOT="${GODOT:-godot}"
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PORT="${PORT:-27099}"
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SERVER_TICKS="${SERVER_TICKS:-2000}"
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CLIENT_TICKS="${CLIENT_TICKS:-1700}"
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OUT="$(mktemp -d -t transcience-smoke-XXXXXX)"
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PIDS=()
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cleanup() {
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for pid in "${PIDS[@]:-}"; do
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kill "$pid" 2>/dev/null
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done
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wait 2>/dev/null
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if [[ "${KEEP:-0}" == "1" ]]; then
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echo "logs kept in $OUT"
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else
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rm -rf "$OUT"
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fi
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}
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trap cleanup EXIT
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echo "smoke: server on port $PORT, logs in $OUT"
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# A scratch character store: without it a rerun resumes the characters the
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# previous run created, and "a character was created" stops being true.
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"$GODOT" --headless --path . -- --server --port "$PORT" --autoquit "$SERVER_TICKS" \
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--store "$OUT/characters.json" \
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> "$OUT/server.log" 2>&1 &
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PIDS+=($!)
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for _ in $(seq 1 60); do
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grep -q "SERVER_READY" "$OUT/server.log" 2>/dev/null && break
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sleep 0.25
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done
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if ! grep -q "SERVER_READY" "$OUT/server.log" 2>/dev/null; then
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echo "FAIL: server never became ready"; cat "$OUT/server.log"; exit 1
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fi
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for n in 1 2; do
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"$GODOT" --headless --path . -- --bot --host 127.0.0.1 --port "$PORT" \
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--name "bot$n" --account "$((7000 + n))" \
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--autoquit "$CLIENT_TICKS" > "$OUT/bot$n.log" 2>&1 &
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PIDS+=($!)
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sleep 0.4
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done
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# A fourth bot that leaves *politely* -- the same Net.shutdown() the in-game
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# menu's "Disconnect" button calls. The escape channel is keyed on the socket
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# closing, not on how it closed, so a clean exit must be caught exactly like the
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# SIGKILL below. If someone ever adds a "clean leave" message that bypasses the
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# channel, this is what catches it.
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"$GODOT" --headless --path . -- --bot --host 127.0.0.1 --port "$PORT" \
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--name "leavebot" --account 7101 --leave-after 120 --autoquit "$CLIENT_TICKS" \
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> "$OUT/leavebot.log" 2>&1 &
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PIDS+=($!)
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sleep 0.4
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# A third bot that gets SIGKILLed the moment it is inside a dungeon. This is the
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# anti-disconnect-cheese path: the server must keep its body in the world,
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# channel it out over the same one second the escape button costs, and only then
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# forget the peer -- never delete it instantly on socket close.
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"$GODOT" --headless --path . -- --bot --host 127.0.0.1 --port "$PORT" \
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--name "dropbot" --account 7102 --autoquit "$CLIENT_TICKS" > "$OUT/dropbot.log" 2>&1 &
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DROP_PID=$!
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for _ in $(seq 1 80); do
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grep -q "entered instance .*DUNGEON" "$OUT/dropbot.log" 2>/dev/null && break
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sleep 0.25
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done
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if grep -q "entered instance .*DUNGEON" "$OUT/dropbot.log" 2>/dev/null; then
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# Reaped here so bash does not print its own "Killed" job-control line; the
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# kill is the point of the test, not a failure.
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{ kill -9 "$DROP_PID"; wait "$DROP_PID"; } 2>/dev/null || true
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else
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echo " WARN dropbot never reached a dungeon; drop assertions will fail"
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PIDS+=("$DROP_PID")
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fi
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wait 2>/dev/null
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fails=0
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check() { # check <label> <file> <pattern>
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if grep -qE "$3" "$2"; then
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echo " ok $1"
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else
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echo " FAIL $1 (no match for /$3/ in $(basename "$2"))"
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fails=$((fails + 1))
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fi
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}
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refute() { # refute <label> <file> <pattern>
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local hits
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hits=$(grep -cE "$3" "$2" || true)
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if [[ "$hits" == "0" ]]; then
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echo " ok $1"
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else
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echo " FAIL $1 ($hits line(s) matched /$3/ in $(basename "$2"))"
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grep -E "$3" "$2" | head -5 | sed 's/^/ /'
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fails=$((fails + 1))
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fi
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}
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echo "assertions:"
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check "bot1 authenticated" "$OUT/server.log" "authenticated as account 7001"
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check "bot2 authenticated" "$OUT/server.log" "authenticated as account 7002"
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check "a character was created" "$OUT/server.log" "created 'bot1'"
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check "and persisted to the store" "$OUT/characters.json" "bot1"
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check "and are played" "$OUT/server.log" "playing 'bot1'"
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# The bots press interact and the use key while in a dungeon, so the item half
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# of the input frame crosses a real socket on every run. What they almost never
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# do is produce a drop to act on -- that end of it is tools/diag_loot.tscn.
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check "inventories reach the save file" "$OUT/characters.json" "\"inventory\""
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check "a dungeon instance opened" "$OUT/server.log" "opened dungeon instance"
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check "emergency escape completed" "$OUT/server.log" "escaped to lobby"
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check "bot1 reached a dungeon" "$OUT/bot1.log" "entered instance .*DUNGEON"
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check "bot1 returned to the lobby" "$OUT/bot1.log" "entered instance .*LOBBY"
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check "a hard drop is channelled, not instant" \
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"$OUT/server.log" "dropped in instance [0-9]+, channelling out"
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check "the dropped body is released" "$OUT/server.log" "released from instance [0-9]+ after drop"
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check "a polite disconnect leaves too" "$OUT/leavebot.log" "BOT_GRACEFUL_LEAVE"
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check "a polite disconnect is also channelled" \
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"$OUT/server.log" "'leavebot' dropped in instance [0-9]+, channelling out"
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refute "no server script errors" "$OUT/server.log" "SCRIPT ERROR|Parse Error|USER ERROR"
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refute "no client script errors" "$OUT/bot1.log" "SCRIPT ERROR|Parse Error|USER ERROR"
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echo
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if [[ $fails -eq 0 ]]; then
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echo "SMOKE PASS"
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else
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echo "SMOKE FAIL ($fails)"
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echo "--- server.log (tail) ---"; tail -40 "$OUT/server.log"
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echo "--- bot1.log (tail) ---"; tail -40 "$OUT/bot1.log"
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fi
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exit $fails
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