Operator ruling (docs/item-provenance-cut.md Progress header, 2026-09-17): delete EntityPack.PersistedBehaviors, IPersistentBehavior, PersistentBehaviorData and MarkerPersistentBehaviorData outright rather than keep patching around a feature with no production writer. Key(5) is retired and left unused; other MessagePack keys are untouched. Removes the pack/unpack code that read and wrote the field, the feature-only test ReopenedPackKeepsPersistedBehaviors and its BarePack initializer, and the matching "not yet reached" mutation notes in tests/mutation_tests.py. ReopenSurvivesAGeneratedShipWithEntities is kept: it pins the reopen defect class against a real generated ship, independent of this feature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
367 lines
16 KiB
C#
367 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Security.Cryptography;
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using CultMath;
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using GameCult.Caching;
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using GameCult.Caching.MessagePack;
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using Xunit;
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using Random = CultMath.Random;
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// The run lifecycle over all three stores: a save is one commit with stable zone keys, and a clear removes every run record.
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public sealed class RunSaveTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-runsave-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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private string Run => Path.Combine(_root, "run.cc");
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private string Player => Path.Combine(_root, "player.cc");
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public RunSaveTests()
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{
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Directory.CreateDirectory(_root);
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using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
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cache.Commit(batch =>
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{
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batch.Upsert(new TestCatalogGlobal { Name = "Temperament" });
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batch.Upsert(new Faction { Name = "Adrasteia", ShortName = "ADR" });
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});
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}
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public void Dispose() => Directory.Delete(_root, true);
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private CultCache Open() => AetheriaStores.Open(Catalog, Run, Player);
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[Fact]
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public void RepeatedSavesKeepRecordCountConstant()
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{
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ZonePack contents = null;
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for (var i = 0; i < 5; i++)
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{
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using (var cache = Open())
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{
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contents ??= StageZoneContents(cache);
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RunSave.Commit(cache, Game(cache), Zones(3, contents, 0), new ProvenanceLedger());
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}
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using (var cache = Open())
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{
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Assert.Equal(8, RunRecordCount(cache));
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Assert.Equal(8, RecordsIn(Run));
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Assert.Equal(new[] { "savedzone-0", "savedzone-1", "savedzone-2" }, SavedZoneKeys(cache));
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}
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}
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}
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[Fact]
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public void SaveRemovesZonesNoLongerInTheRun()
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{
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using (var cache = Open())
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{
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RunSave.Commit(cache, Game(cache), Zones(3, null, -1), new ProvenanceLedger());
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RunSave.Commit(cache, Game(cache), Zones(2, null, -1), new ProvenanceLedger());
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}
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using (var cache = Open())
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Assert.Equal(new[] { "savedzone-0", "savedzone-1" }, SavedZoneKeys(cache));
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}
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[Fact]
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public void SaveWritesOnlyTheRunStore()
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{
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using (var cache = Open())
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cache.Commit(batch => batch.Upsert(new PlayerSettings()));
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var before = new[] { Catalog, Player }.Select(Hash).ToArray();
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using (var cache = Open())
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RunSave.Commit(cache, Game(cache), Zones(3, StageZoneContents(cache), 0), new ProvenanceLedger());
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Assert.Equal(before, new[] { Catalog, Player }.Select(Hash).ToArray());
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Assert.Equal(8, RecordsIn(Run));
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}
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[Fact]
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public void ResumeThenSaveKeepsUnloadedZoneContents()
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{
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using (var cache = Open())
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RunSave.Commit(cache, Game(cache), Zones(2, StageZoneContents(cache), 1), new ProvenanceLedger());
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using (var cache = Open())
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{
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var galaxy = new Galaxy(cache, cache.GetGlobal<SavedGame>(), _ => { });
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var itemManager = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
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galaxy.Zones[0].Contents = new Zone(itemManager, new PlanetSettings(), new ZonePack(), galaxy.Zones[0], galaxy);
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var (game, zones) = RunSave.Capture(cache, galaxy, galaxy.Zones[0].Contents, null, false, new SavedActionBarBinding[0]);
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RunSave.Commit(cache, game, zones, RunSave.Lots(cache));
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}
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using (var cache = Open())
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{
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var unloaded = cache.Get(cache.GetGlobal<SavedGame>().Zones[1]);
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Assert.NotNull(unloaded.Contents);
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Assert.NotNull(cache.Get(unloaded.Contents.Orbits[1]));
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Assert.NotNull(cache.Get(unloaded.Contents.Planets[0]));
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}
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}
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[Fact]
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public void ClearRemovesEveryRunRecord()
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{
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using (var cache = Open())
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{
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cache.Commit(batch => batch.Upsert(new PlayerSettings()));
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RunSave.Commit(cache, Game(cache), Zones(3, StageZoneContents(cache), 0), new ProvenanceLedger());
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}
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var before = new[] { Catalog, Player }.Select(Hash).ToArray();
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using (var cache = Open())
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RunSave.Clear(cache);
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using (var cache = Open())
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{
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Assert.Equal(0, RunRecordCount(cache));
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Assert.Null(cache.GetGlobal<SavedGame>());
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}
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Assert.Equal(0, RecordsIn(Run));
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Assert.Equal(before, new[] { Catalog, Player }.Select(Hash).ToArray());
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}
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// Lot 1 sits on the root ship's hull; lot 3 (Produced from facility 4, input 5) sits in a docked child's
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// docking-bay contents; lots 2 and 6 are minted but referenced by nothing packed. Only the reachable closure
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// {1, 3, 4, 5} survives into the written copy; the live ledger keeps every lot.
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[Fact]
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public void CommitKeepsOnlyReachableLots()
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{
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using (var cache = Open())
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{
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var lots = new ProvenanceLedger { NextLot = 7 };
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lots.Lots[1] = new Lot { Origin = new Attributed() };
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lots.Lots[2] = new Lot { Origin = new Attributed() };
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lots.Lots[3] = new Lot { Origin = new Produced { Facility = 4, Inputs = new[] { 5 } } };
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lots.Lots[4] = new Lot { Origin = new Attributed() };
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lots.Lots[5] = new Lot { Origin = new Extracted() };
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lots.Lots[6] = new Lot { Origin = new Attributed() };
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var child = BarePack(hull: null, dockingBayContents: new (int2, ItemInstance)[][]
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{
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new (int2, ItemInstance)[] { (default, new CompoundCommodity { Lot = 3 }) }
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});
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var root = BarePack(hull: new EquippableItem { Lot = 1 }, children: new EntityPack[] { child });
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var zones = new[]
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{
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new SavedZone
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{
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Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { root } }
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}
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};
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RunSave.Commit(cache, Game(cache), zones, lots);
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// The live ledger is never pruned.
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Assert.Equal(new[] { 1, 2, 3, 4, 5, 6 }, lots.Lots.Keys.OrderBy(k => k));
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}
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using (var cache = Open())
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{
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var stored = RunSave.Lots(cache);
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Assert.Equal(new[] { 1, 3, 4, 5 }, stored.Lots.Keys.OrderBy(k => k));
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Assert.Equal(7, stored.NextLot);
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}
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}
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// F4: RunSave.Commit must take GC roots from every committed zone, not only the first. Two zones, each with a
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// different lot on its hull; both must survive.
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[Fact]
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public void CommitTakesRootsFromEveryZone()
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{
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using (var cache = Open())
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{
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var lots = new ProvenanceLedger { NextLot = 3 };
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lots.Lots[1] = new Lot { Origin = new Attributed() };
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lots.Lots[2] = new Lot { Origin = new Attributed() };
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var zones = new[]
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{
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new SavedZone
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{
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Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { BarePack(hull: new EquippableItem { Lot = 1 }) } }
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},
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new SavedZone
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{
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Name = "Zone 1", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { BarePack(hull: new EquippableItem { Lot = 2 }) } }
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}
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};
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RunSave.Commit(cache, Game(cache), zones, lots);
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}
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using (var cache = Open())
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{
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var stored = RunSave.Lots(cache);
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Assert.Equal(new[] { 1, 2 }, stored.Lots.Keys.OrderBy(k => k));
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}
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}
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[Fact]
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public void MissingLotIsLoud()
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{
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var ledger = new ProvenanceLedger();
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Assert.Throws<InvalidOperationException>(() => ledger[0]);
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Assert.Throws<InvalidOperationException>(() => ledger.Reachable(new[] { 9 }));
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}
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// F1: the reopen defect was found through a hand-built pack; this pins the same defect class at the layer it
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// actually failed, a real ship generated by LoadoutGenerator against a catalog fixture, committed into a
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// SavedZone and reopened (Soul's probe in docs/headless-playground-cut.md §2.6).
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[Fact]
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public void ReopenSurvivesAGeneratedShipWithEntities()
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{
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using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
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{
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var maker = cache.Upsert(new Faction { Name = "Generator Maker", ShortName = "GEN" });
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var hullShape = new Shape(4, 4);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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var hull = cache.Upsert(new HullData
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{
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Name = "Runabout", HullType = HullType.Ship, Shape = hullShape, Price = 50,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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});
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var gear = cache.Upsert(new GearData { Name = "Scanner", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 5 });
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var cargo = cache.Upsert(new CargoBayData { Name = "Hold", Shape = new Shape(), InteriorShape = new Shape(), Price = 3 });
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var capacitor = cache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
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foreach (var (name, design) in new[] { ("Runabout by Generator Maker", hull.Key), ("Scanner by Generator Maker", gear.Key), ("Hold by Generator Maker", cargo.Key), ("Cap by Generator Maker", capacitor.Key) })
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cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
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cache.FlushAsync().Wait();
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}
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EntityPack pack;
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ProvenanceLedger lots;
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using (var cache = Open())
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{
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var random = new Random(7);
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var items = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
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var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
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pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Runabout");
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Assert.NotNull(pack);
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lots = items.Lots;
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var game = new SavedGame
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{
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Factions = Array.Empty<CultRecordRef<Faction>>(),
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Relationships = Array.Empty<FactionRelationship>(),
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HomeZones = new Dictionary<int, int>(),
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BossZones = new Dictionary<int, int>(),
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DiscoveredZones = new[] { 0 },
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ActionBarBindings = new SavedActionBarBinding[0],
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Exit = -1
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};
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var zones = new[]
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{
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new SavedZone
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{
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Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { pack } }
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}
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};
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RunSave.Commit(cache, game, zones, lots);
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}
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using (var cache = Open())
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{
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var storedLots = RunSave.Lots(cache);
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var run = cache.GetGlobal<SavedGame>();
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var zone = cache.Get(run.Zones[0]);
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Assert.NotNull(zone.Contents);
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var crafted = EntitySerializer.Items(zone.Contents.Entities[0]).OfType<CraftedItemInstance>().ToArray();
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Assert.NotEmpty(crafted);
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foreach (var instance in crafted)
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{
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var lot = storedLots[instance.Lot];
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Assert.Equal(instance.Data.Key, lot.Design.Key);
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}
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}
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}
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// A minimal, valid EntityPack with every collection field non-null, for tests that build packs directly rather
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// than through EntitySerializer.Pack.
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private static ShipPack BarePack(EquippableItem hull, EntityPack[] children = null,
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(int2, ItemInstance)[][] dockingBayContents = null) => new ShipPack
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{
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Name = "ship",
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Hull = hull,
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Equipment = Array.Empty<(int2, EquippableItem)>(),
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CargoBays = Array.Empty<(int2, EquippableItem)>(),
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DockingBays = Array.Empty<(int2, EquippableItem)>(),
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CargoContents = Array.Empty<(int2, ItemInstance)[]>(),
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DockingBayContents = dockingBayContents ?? Array.Empty<(int2, ItemInstance)[]>(),
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Children = children ?? Array.Empty<EntityPack>(),
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Temperature = new float[0, 0],
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Armor = new float[0, 0],
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Conductivity = new bool2[0, 0],
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DockingBayAssignments = Array.Empty<int>(),
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Settings = new EntitySettings(),
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WeaponGroups = Array.Empty<int[]>()
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};
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// Zone seeds hash names with this; string.GetHashCode differs per process on .NET Core. The literal was computed
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// once, from an independent transcription of CultMath's pcg over the UTF-8 bytes.
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[Fact]
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public void StableHashIsNotProcessRandomized() => Assert.Equal(2427892944u, "Adrasteia".StableHash());
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// As in AetherDb's loadout command: the settings an ItemManager needs to build units, and nothing authored.
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internal static GameplaySettings TestSettings() => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp()
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};
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// Two orbits and a body upserted into the run store and left staged, as zone generation leaves them.
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private static ZonePack StageZoneContents(CultCache cache)
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{
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var root = cache.Upsert(new OrbitData());
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var moon = cache.Upsert(new OrbitData { Parent = root, Distance = 5 });
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var body = cache.Upsert<BodyData>(new PlanetData { Name = "Rock", Orbit = moon });
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return new ZonePack { Orbits = { root, moon }, Planets = { body } };
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}
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private static SavedGame Game(CultCache cache) => new SavedGame
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{
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Factions = new[] { cache.RefOf(cache.GetAll<Faction>().Single()) },
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Relationships = new[] { FactionRelationship.Neutral },
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HomeZones = new Dictionary<int, int> { { 0, 0 } },
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BossZones = new Dictionary<int, int>(),
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DiscoveredZones = new[] { 0 },
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ActionBarBindings = new SavedActionBarBinding[0],
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Exit = -1
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};
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// Fresh instances every call; zone contentsIndex holds the given contents, every other zone was never visited.
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private static SavedZone[] Zones(int count, ZonePack contents, int contentsIndex) => Enumerable.Range(0, count)
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.Select(i => new SavedZone
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{
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Name = $"Zone {i}",
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Position = new float2(i * 10, 0),
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AdjacentZones = Enumerable.Range(0, count).Where(j => j != i).ToArray(),
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Factions = new[] { 0 },
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Owner = 0,
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Contents = i == contentsIndex ? contents : null
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})
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.ToArray();
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private static int RunRecordCount(CultCache cache) =>
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cache.AllStoredDocuments.Count(stored => RunSave.IsRunRecord(stored.Descriptor.DocumentType));
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private static string[] SavedZoneKeys(CultCache cache) => cache.AllStoredDocuments
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.Where(stored => stored.Document is SavedZone)
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.Select(stored => stored.Key.Value)
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.OrderBy(key => key, StringComparer.Ordinal)
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.ToArray();
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private static int RecordsIn(string path) =>
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CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(path)).Records.Count();
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private static string Hash(string path) => Convert.ToHexString(SHA256.HashData(File.ReadAllBytes(path)));
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}
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