Files
transcience/tests/unit/test_net_codec.gd
T
claude a943aa19f6
ci / verify (push) Successful in 47s
Add a second dungeon: the Proving Grounds, a test harness you walk into
Two labelled portals now stand side by side in the hub. The Proving Grounds
runs the same generator, the same rooms, the same enemies and the same
four-phase Warden -- enemies at a fifth health, the boss at 288 instead of
3600, and trash dropping potions 80% of the time instead of 8%. A manual pass
over loot, the inventory, dropping and every boss phase takes a couple of
minutes rather than a quarter of an hour.

It is multipliers over the shared content rather than a parallel copy: a
duplicated Content would drift the first time anything was tuned, and
"identical but easier" would quietly stop being true. And it is a portal
rather than a launch flag, so the two can be compared back to back without
restarting the server -- which is most of the point.

Which dungeon you enter is resolved from the player's server-side position,
and PORTAL_USED carries the answer. There is deliberately no client message
that names a dungeon: one would let any client ask for the generous loot table
and bring the results back to the hub. Instance matching compares dungeon ids
too, so walking into one entrance can never drop you into the other's run on
timing alone.

SimWorld.portals replaces portal_pos/portal_enabled, enter_instance carries
the portal list and the dungeon id (the client needs the latter to scale the
boss bar's ceiling the way the server scaled the boss), and Protocol.VERSION
goes to 7.

Also pins what happens when two players reach for one item on the same tick:
exactly one gets it -- the loop is sequential and the pickup erases the entity
before the next player looks. The tie-break is join order rather than distance,
which is arbitrary rather than designed, so it is recorded as such.

Stale doc fixed while here: MapGen.build() still claimed the client rebuilds
the map from the seed, which has not been true since map streaming landed and
is the opposite of the rule.

check.sh clean, 288 tests, SMOKE PASS (18 assertions, both dungeon kinds
opened over a real socket), all three diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 21:34:41 +02:00

439 lines
18 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)