Files
transcience/tests/unit/test_net_codec.gd
T
claude b351bc2d55
ci / verify (push) Successful in 48s
Stage 4: upgrades, and a quartermaster to spend them at
Every level banks one choice. Choices queue, and are spent at an NPC in the
hub: walk to it, press E, take one of three weighted options. Seven upgrades,
all data — split shot, glass cannon, spread, sniper, doubleshot, poison,
eraser — and SimWorld gained no per-upgrade branch to run any of them.

The four ambiguities in the brief were settled with the user first, since
each changes what gets written:

  damage      base x (1 + sum additive) x product multiplicative. The flat
              +5% every upgrade carries, spread's -10%, doubleshot's -50%
              and glass cannon's +100% pool; sniper multiplies on top, so
              two snipers is 4x and not +200%.
  glass       half the LEVELLED maximum, multiplying if taken twice, so the
              price does not fade to a rounding error by level 15.
  poison      independent stacks, not a refresh.
  split       +/-45 degrees from the original heading.

Independent poison stacks sound expensive and are not: every dose lasts the
same number of ticks, so doses expire in the order they were added, the
pending expiries are a plain FIFO, and PoisonTrack only ever looks at its
front. O(1) per actor per tick however many are live.

Stats are derived from the upgrade list and never stored, the way level is
derived from experience -- a saved stat cannot disagree with the upgrades
that produced it. Upgrade riders (split charges, poison, erase chance) travel
on the bullet instead, because a shot in flight has to keep what it was fired
with rather than gaining Poison because the shooter just took it.

Two invariants this collided with, both now pinned:

  - bullet speed gained a ceiling. Wall collision samples once per tick, so
    anything over a tile per tick tunnels; two snipers asked for 2480 u/s
    against a 1920 threshold, and a tunnelling bullet looks like a bullet.
  - BULLET_INTEREST_RADIUS rose to 2900, because an upgraded player shot is
    now the longest-travelling bullet in the game. test_interest measured
    the worst case from static content, which upgrades quietly invalidated.

Choosing is intent checked three ways: a choice must be owed, the index must
name one of the three options the SERVER put on the table, and the player
must be standing at the NPC. The offer is rolled once and persisted, so
closing the screen is not a reroll and neither is a crash.

tools/diag_upgrades.tscn covers level -> banked choice -> refused in a
dungeon and refused across the room -> taken at the NPC -> new stats ->
on disk. Bots never walk to the quartermaster, so the smoke test cannot.

Known gap recorded in the roadmap: at PLAYER_BULLET_DAMAGE = 6, the +5% the
first upgrade carries rounds back to 6 and visibly does nothing. It comes out
right in aggregate, but the fix is a balance edit across content.gd and so is
the user's call.

check.sh clean, 357 tests, SMOKE PASS (18 assertions), all four diagnostics
green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 15:34:58 +02:00

486 lines
20 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])