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Identity is shaped like Steamworks so swapping to it is one subclass and no schema change: the client presents an opaque ticket, the server validates it into a stable 64-bit account id, and nothing downstream sees anything else. LocalAuthProvider takes any ticket at face value -- insecure on purpose, and labelled as such everywhere, because the point is the shape rather than the security. Do not ship it. Characters persist as JSON keyed by account. Account ids are written as decimal strings because they are 64-bit and JSON numbers are doubles, which would silently round them. A corrupt store aborts the server rather than starting empty: starting empty looks like it worked and then saves over every character on the first level-up. Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather than stored beside it, so a hand-edited save cannot produce a level 12 character with a level 3's experience. Experience is shared undivided across everyone alive in the instance -- splitting it would make bringing a friend cost you progress. A level-up heals by what it added, so gaining one mid-fight is relief rather than a bar that moved further from full. Death is permanent and unbinds the character entirely: no "return to the hub as the character who just died", because the run is over. The record is retired, never deleted. The five-character cap counts LIVING characters only -- counting the dead would lock a player out of their own account after five deaths. Verified by tools/diag_progression.tscn, which drives the real server through kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test cannot cover that: bots are poor shots and rarely kill anything. Writing it caught two real ordering bugs -- the death event was dispatched before the payload that tells the player they died, and the dead character stayed bound to the peer. Also added --account and --store so several clients and test runs can coexist on one machine. The smoke test now uses a scratch store; without it a rerun resumed the previous run's characters and "a character was created" quietly stopped being true. 193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction all pass.
151 lines
5.8 KiB
GDScript
151 lines
5.8 KiB
GDScript
extends GutTest
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## Characters and their persistence. These matter more than most tests here:
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## the whole point of a character is that it survives, and losing one to a bug
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## is not something a player can be compensated for.
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var store: CharacterStore
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const ACC := 1234567890123
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const OTHER := 9876543210987
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func before_each() -> void:
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# A real file in a throwaway location, so the JSON round trip is exercised
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# rather than mocked -- serialisation is exactly where this would break.
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store = CharacterStore.new("user://test_characters_%d.json" % randi())
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store.load_from_disk()
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func after_each() -> void:
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DirAccess.remove_absolute(ProjectSettings.globalize_path(store._path))
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func test_a_new_account_has_nothing() -> void:
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assert_eq(store.characters_for(ACC).size(), 0)
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assert_null(store.last_played(ACC))
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assert_true(store.can_create(ACC))
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func test_creating_and_finding_a_character() -> void:
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var c := store.create_character(ACC, "Ada")
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assert_not_null(c)
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assert_eq(c.display_name, "Ada")
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assert_eq(c.level, Progression.START_LEVEL)
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assert_eq(c.max_hp(), SimConfig.PLAYER_MAX_HP)
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assert_true(c.active)
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assert_eq(store.get_character(ACC, c.id).id, c.id)
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func test_accounts_are_isolated() -> void:
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var mine := store.create_character(ACC, "Mine")
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store.create_character(OTHER, "Theirs")
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assert_eq(store.characters_for(ACC).size(), 1)
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assert_null(store.get_character(OTHER, mine.id),
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"one account must never see another's characters")
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func test_the_living_character_limit() -> void:
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for i in CharacterStore.MAX_ACTIVE:
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assert_not_null(store.create_character(ACC, "c%d" % i))
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assert_false(store.can_create(ACC))
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assert_null(store.create_character(ACC, "one too many"))
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## The reason the cap counts living characters only: five deaths must not lock
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## a player out of their own account permanently.
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func test_retired_characters_do_not_occupy_a_slot() -> void:
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var first := store.create_character(ACC, "doomed")
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for i in CharacterStore.MAX_ACTIVE - 1:
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store.create_character(ACC, "c%d" % i)
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assert_false(store.can_create(ACC))
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store.retire_character(ACC, first.id)
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assert_true(store.can_create(ACC), "a death should free the slot it held")
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assert_eq(store.characters_for(ACC).size(), CharacterStore.MAX_ACTIVE,
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"but the record itself must still be there")
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func test_death_retires_rather_than_deletes() -> void:
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var c := store.create_character(ACC, "Grace")
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store.retire_character(ACC, c.id)
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var found := store.get_character(ACC, c.id)
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assert_not_null(found, "the record is kept for archival")
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assert_false(found.active)
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assert_gt(found.died_unix, 0, "and records when it happened")
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func test_last_played_prefers_the_last_one_and_skips_the_dead() -> void:
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var a := store.create_character(ACC, "A")
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var b := store.create_character(ACC, "B")
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store.set_last_played(ACC, a.id)
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assert_eq(store.last_played(ACC).id, a.id)
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store.retire_character(ACC, a.id)
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assert_eq(store.last_played(ACC).id, b.id,
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"a dead character must not be auto-selected on login")
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func test_everything_survives_a_save_and_reload() -> void:
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var c := store.create_character(ACC, "Persistent")
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store.grant_xp(ACC, c.id, Progression.xp_to_next(1) + 5)
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store.set_last_played(ACC, c.id)
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var dead := store.create_character(ACC, "Departed")
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store.retire_character(ACC, dead.id)
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var reloaded := CharacterStore.new(store._path)
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assert_true(reloaded.load_from_disk())
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var got := reloaded.get_character(ACC, c.id)
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assert_not_null(got, "the character survived the round trip")
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assert_eq(got.display_name, "Persistent")
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assert_eq(got.level, 2)
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assert_eq(got.colour.to_html(false), c.colour.to_html(false))
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assert_eq(reloaded.last_played(ACC).id, c.id)
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assert_false(reloaded.get_character(ACC, dead.id).active,
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"and so did the fact that one of them died")
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## Account ids are 64-bit; JSON numbers are doubles and would round them. They
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## are written as decimal strings for exactly this reason.
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func test_large_account_ids_survive_the_round_trip() -> void:
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var big := 9007199254740993
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store.create_character(big, "Precise")
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var reloaded := CharacterStore.new(store._path)
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reloaded.load_from_disk()
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assert_eq(reloaded.characters_for(big).size(), 1,
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"a 64-bit account id must not be mangled by JSON")
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func test_a_corrupt_file_is_refused_rather_than_overwritten() -> void:
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assert_not_null(store.create_character(ACC, "Valuable"))
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var f := FileAccess.open(store._path, FileAccess.WRITE)
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f.store_string("{ this is not json")
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f.close()
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var reloaded := CharacterStore.new(store._path)
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assert_false(reloaded.load_from_disk(),
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"a bad file must fail loudly; silently starting empty would then " +
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"save over every character on the next write")
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func test_granting_experience_reports_levels_gained() -> void:
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var c := store.create_character(ACC, "Riser")
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assert_eq(store.grant_xp(ACC, c.id, 1), 0, "not enough for a level")
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assert_gte(store.grant_xp(ACC, c.id, Progression.total_xp_for_level(3)), 1,
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"crossing a threshold reports the levels")
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var after := store.get_character(ACC, c.id)
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assert_eq(after.level, Progression.level_for_xp(after.total_xp),
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"level and experience must never disagree")
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func test_a_dead_character_earns_nothing() -> void:
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var c := store.create_character(ACC, "Late")
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store.retire_character(ACC, c.id)
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store.grant_xp(ACC, c.id, 5000)
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assert_eq(store.get_character(ACC, c.id).total_xp, 0)
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## Names are shown to other players, so they are clamped at the boundary rather
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## than trusted anywhere downstream.
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func test_names_are_sanitised() -> void:
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assert_eq(Character.sanitize_name(" "), "adventurer", "blank names get a default")
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assert_lte(Character.sanitize_name("x".repeat(500)).length(), Character.MAX_NAME)
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var with_control := "ab" + String.chr(7) + String.chr(10) + "cd"
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assert_eq(Character.sanitize_name(with_control), "abcd",
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"control characters would let a name break the HUD's layout")
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