9.1 changed the line those two harnesses pin, stranding five anchors including cut6's own no-op control -- so cut6 was defending nothing until now. Same thing the diagnostics refactor did to four harnesses earlier, and the second time in a day that a change to Commit has stranded anchors elsewhere. The rules are unchanged; only the text moved. That maintenance cost is now a known property of pinning mutations to literal source text. It buys a stale anchor failing loudly within one run, which is how both instances were caught immediately, and it belongs in Cut 10's list beside Soul's harness audit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
376 lines
18 KiB
Shell
376 lines
18 KiB
Shell
#!/usr/bin/env bash
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# Mutation tests for docs/fire-control-cut.md's Cut 3 ("Hit authority moves").
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#
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# Fourteen check_mutation calls covering the cut's own thirteen declared tests (one, ProbabilityFollowsInputs,
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# carries three sub-mutations from its own declared list, so fifteen mutations run in total) against
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# tests/Aetheria.Shared.Tests/FireAuthorityTests.cs, plus one more against the test Cut 7 rewrote in its place:
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#
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# OutOfArcConsumesNoDraw no longer exists. It asserted against ItemManager.Random (`e.Items.Random`), but
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# Cut 6b (6.1) moved every shot's roll onto its own freshly-seeded, immediately-discarded
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# `new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u))` local to Commit -- a deliberate,
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# good change (reproducibility independent of unrelated draws elsewhere) that also meant Commit stopped
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# reading or writing ItemManager.Random on any path, arc or no arc, which made the old test's own declared
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# mutation ("roll first and multiply by zero") pass for a reason that had nothing to do with arcs. Cut 7
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# (fire-control-cut.md, 7.2's own header comment, and FireAuthorityTests.cs's comment on the replacement)
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# rewrote it as CombatNeverDrawsFromTheSharedStream: no combat path draws from the shared stream, in arc or
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# out. That rule IS externally observable (Commit has no reference to ItemManager to draw from at all under
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# the current design, so the only way to make it "touch the shared stream" is to add a read that was not
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# there before) -- this harness's own mutation below does exactly that, through the one handle Commit does
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# hold (`shot.Source.ItemManager`, already read elsewhere in this same function for hull data).
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#
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# A no-op control (a byte-identical rewrite of one target file through this script's own read/write path)
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# proves the mechanism itself is transparent before any real mutation is trusted. Modelled on
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# tests/mutation_tests_fire_control_cut5.sh, the good example: byte-exact I/O, sha256-verified restore after
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# every single mutation, and an explicit tree-clean verdict line at exit.
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#
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# Usage:
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# tests/mutation_tests_fire_control_cut3.sh <path-to-CultLib-worktree>
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#
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# Every mutation is reversed (byte-exact, from an on-disk copy) before the script exits, including on failure
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# or interrupt, and every restore is verified against a sha256 recorded before any mutation ran: the tree-
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# clean verdict at the end states PASS/FAIL explicitly rather than leaving a reader to infer it. A SIGKILL of
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# the whole process group is the one termination bash cannot trap at all -- verify the tree independently
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# after a run that was killed that hard.
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set -u
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if [ $# -lt 1 ]; then
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echo "Usage: $0 <cultlib-root>" >&2
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exit 2
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fi
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CULTLIB_ROOT="$1"
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SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
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REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
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TEST_PROJECT="$REPO_ROOT/tests/Aetheria.Shared.Tests"
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FIRE_CONTROL_CS="$REPO_ROOT/Assets/Scripts/ServerShared/FireControl.cs"
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ENTITY_CS="$REPO_ROOT/Assets/Scripts/ServerShared/Entity.cs"
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# --- byte-exact backup/restore: preserves line endings exactly, no text-mode translation. ---
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declare -A ORIGINALS
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declare -A ORIGINAL_HASH
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FILES=("$FIRE_CONTROL_CS" "$ENTITY_CS")
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BACKUP_DIR="$(mktemp -d)"
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hash_file() {
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sha256sum "$1" 2>/dev/null | awk '{print $1}'
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}
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for f in "${FILES[@]}"; do
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base="$(basename "$f")"
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cp -p "$f" "$BACKUP_DIR/$base.orig"
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ORIGINALS["$f"]="$BACKUP_DIR/$base.orig"
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ORIGINAL_HASH["$f"]="$(hash_file "$f")"
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done
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restore_and_verify() {
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local file="$1"
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cp -p "${ORIGINALS[$file]}" "$file"
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local actual
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actual="$(hash_file "$file")"
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if [ "$actual" != "${ORIGINAL_HASH[$file]}" ]; then
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echo "" >&2
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echo "FATAL: restoring $file did not reproduce its pre-mutation hash -- aborting." >&2
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echo " expected sha256: ${ORIGINAL_HASH[$file]}" >&2
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echo " actual sha256: $actual" >&2
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exit 1
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fi
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}
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TREE_CLEAN_OK=1
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TREE_VERDICT_DONE=0
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verify_tree_clean() {
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if [ "$TREE_VERDICT_DONE" = "1" ]; then return; fi
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local f actual
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for f in "${FILES[@]}"; do
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cp -p "${ORIGINALS[$f]}" "$f" 2>/dev/null
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actual="$(hash_file "$f")"
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if [ "$actual" != "${ORIGINAL_HASH[$f]}" ]; then
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echo "FATAL: $f is NOT byte-identical to how this script found it." >&2
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echo " expected sha256: ${ORIGINAL_HASH[$f]}" >&2
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echo " actual sha256: $actual" >&2
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TREE_CLEAN_OK=0
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fi
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done
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echo ""
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if [ "$TREE_CLEAN_OK" = "1" ]; then
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echo "=== tree-clean verdict: PASS -- every target file is byte-identical to how this script found it ==="
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else
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echo "=== tree-clean verdict: FAIL -- see FATAL lines above; the working tree is contaminated ==="
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fi
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TREE_VERDICT_DONE=1
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}
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trap verify_tree_clean EXIT INT TERM
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FAILURES=()
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# replace_unique FILE ANCHOR REPLACEMENT
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replace_unique() {
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local file="$1" anchor="$2" replacement="$3"
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local count
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count=$(perl -0777 -e '
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my ($anchor, $file) = @ARGV;
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local $/; open(my $fh, "<:raw", $file) or die $!;
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my $text = <$fh>; close $fh;
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my $n = () = $text =~ /\Q$anchor\E/g;
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print $n;
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' "$anchor" "$file")
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if [ "$count" != "1" ]; then
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echo "ERROR: $file: anchor must occur exactly once, found $count" >&2
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echo "--- anchor ---" >&2
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echo "$anchor" >&2
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return 1
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fi
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perl -0777 -e '
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my ($file, $anchor, $replacement) = @ARGV;
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local $/; open(my $fh, "<:raw", $file) or die $!;
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my $text = <$fh>; close $fh;
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my $qa = quotemeta($anchor);
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$text =~ s/$qa/$replacement/;
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open(my $out, ">:raw", $file) or die $!;
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print $out $text; close $out;
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' "$file" "$anchor" "$replacement"
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}
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ARTIFACTS_PATH="$(mktemp -d)"
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run_test() {
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local test="$1"
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local out
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out=$(dotnet test "$TEST_PROJECT" -p:CultLibRoot="$CULTLIB_ROOT" --artifacts-path "$ARTIFACTS_PATH" --filter "FullyQualifiedName~$test" 2>&1)
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if echo "$out" | grep -q "Passed!" && ! echo "$out" | grep -q "Failed: [1-9]"; then
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return 0
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fi
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LAST_OUTPUT="$out"
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return 1
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}
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check_mutation() {
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local name="$1" file="$2" anchor="$3" mutated="$4" test="$5" expect="$6"
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echo ""
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echo "=== $name (expect $expect) ==="
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if ! replace_unique "$file" "$anchor" "$mutated"; then
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FAILURES+=("$name: anchor replacement failed")
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restore_and_verify "$file"
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return
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fi
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if run_test "$test"; then
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passed=1
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else
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passed=0
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fi
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restore_and_verify "$file"
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if [ "$expect" = "green" ]; then
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if [ "$passed" = "1" ]; then
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echo "OK: $test passed under a no-op mutation, as expected"
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else
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FAILURES+=("$name: expected green (test passing), got failure")
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echo "$LAST_OUTPUT" | tail -40
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fi
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else
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if [ "$passed" = "0" ]; then
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echo "OK: $test went red under the mutation, as expected"
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else
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FAILURES+=("$name: expected red (mutant killed), but $test still passed")
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fi
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fi
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}
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# --- No-op control ---
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check_mutation \
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"control (no-op round trip)" \
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"$FIRE_CONTROL_CS" \
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'var elapsed = now - shot.FireTime;' \
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'var elapsed = now - shot.FireTime;' \
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"FireAuthorityTests.EvasionCountsUntilCommitAndNotAfter" \
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"green"
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# --- RollsAreSeeded (Q5): a fight must be reproducible from its seed. Mutation: draw from an unseeded,
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# non-reproducible generator instead of the pure function of (zone identity, shot id). A first attempt seeded
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# from System.DateTime.UtcNow.Ticks survived: this whole 50-shot fixture runs faster than the clock's own tick
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# resolution, so two runs a few milliseconds apart drew the identical "wall clock" value every time and the
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# mutation was accidentally still deterministic. Guid.NewGuid() carries its own entropy source independent of
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# clock resolution and reliably breaks reproducibility. ---
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check_mutation \
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"RollsAreSeeded: Commit's draw must be a pure function of (zone, shot id), not fresh entropy per call" \
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"$FIRE_CONTROL_CS" \
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'var random = new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u));' \
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'var random = new Random((uint) System.Guid.NewGuid().GetHashCode() | 1u);' \
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"FireAuthorityTests.RollsAreSeeded" \
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"red"
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# --- ProbabilityFollowsInputs, variant 1/3: drop pSensor -- probability stops depending on detection info. ---
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# Cut 7 (docs/fire-control-cut.md, Cut 8 header) routed HitProbability through Inspect, replacing this same
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# return line's five early returns with flags and one final gate -- the anchor below tracks Inspect's own
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# spelling (diagnostic.PBase's product of factors) rather than the pre-Inspect line, which no longer exists.
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check_mutation \
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"ProbabilityFollowsInputs (1/3): HitProbability must scale with pSensor, not drop it" \
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"$FIRE_CONTROL_CS" \
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'diagnostic.PBase = diagnostic.Accuracy * diagnostic.PSensor * diagnostic.PSpread * diagnostic.POnHull;' \
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'diagnostic.PBase = diagnostic.Accuracy * diagnostic.PSpread * diagnostic.POnHull;' \
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"FireAuthorityTests.ProbabilityFollowsInputs" \
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"red"
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# --- ProbabilityFollowsInputs, variant 2/3: drop the range gate -- nonzero probability outside [MinRange,Range].
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# Cut 8's own re-anchor: Inspect computes InRange as its own flag rather than an early return; forcing it to
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# true unconditionally is the current spelling of "skip the check." ---
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check_mutation \
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"ProbabilityFollowsInputs (2/3): HitProbability must gate on [MinRange, Range], not skip the check" \
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"$FIRE_CONTROL_CS" \
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'diagnostic.InRange = diagnostic.Range >= weapon.MinRange && diagnostic.Range <= weapon.Range;' \
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'diagnostic.InRange = true;' \
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"FireAuthorityTests.ProbabilityFollowsInputs" \
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"red"
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# --- ProbabilityFollowsInputs, variant 3/3: drop the UnaidedAccuracy cap -- an unaided shooter rolls at full
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# strength (1f) instead of the authored handicap. ---
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check_mutation \
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"ProbabilityFollowsInputs (3/3): an unaided shooter must cap at UnaidedAccuracy, not roll at full strength" \
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"$FIRE_CONTROL_CS" \
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': entity.ItemManager.GameplaySettings.UnaidedAccuracy;' \
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': 1f;' \
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"FireAuthorityTests.ProbabilityFollowsInputs" \
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"red"
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# --- ShotResolvesOnArrival (R3): no durability change before arrival. Mutation: apply as soon as committed,
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# not only once the shot has also arrived. ---
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check_mutation \
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"ShotResolvesOnArrival: Step must apply only at ArrivalTime, not as soon as a shot commits" \
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"$FIRE_CONTROL_CS" \
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'if (shot.Committed && now >= shot.ArrivalTime)' \
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'if (shot.Committed)' \
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"FireAuthorityTests.ShotResolvesOnArrival" \
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"red"
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# --- DeadEntityStopsTakingShots (0b table): a shot whose target left the zone must resolve as a miss and be
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# removed outright, not go on resolving against a target no longer in play. ---
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check_mutation \
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"DeadEntityStopsTakingShots: Step must detect a target that left the zone, not resolve against it anyway" \
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"$FIRE_CONTROL_CS" \
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'var targetGone = shot.Target != null && !zone.Entities.Contains(shot.Target);' \
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'var targetGone = false;' \
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"FireAuthorityTests.DeadEntityStopsTakingShots" \
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"red"
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# --- OutcomeCommitsBeforeImpact (R4): ShotCommitted must fire exactly once per shot. Mutation: publish it
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# twice from the same commit branch. ---
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check_mutation \
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"OutcomeCommitsBeforeImpact: ShotCommitted must publish exactly once per shot, not twice" \
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"$FIRE_CONTROL_CS" \
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$' zone.ShotCommitted.OnNext(shot.Outcome);\r\n shots[i] = shot;\r\n }\r\n\r\n if (shot.Committed && now >= shot.ArrivalTime)' \
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$' zone.ShotCommitted.OnNext(shot.Outcome);\r\n zone.ShotCommitted.OnNext(shot.Outcome);\r\n shots[i] = shot;\r\n }\r\n\r\n if (shot.Committed && now >= shot.ArrivalTime)' \
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"FireAuthorityTests.OutcomeCommitsBeforeImpact" \
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"red"
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# --- EvasionCountsUntilCommitAndNotAfter (R4's second half): deviation must be measured against the elapsed
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# time at commit, not at fire (elapsed pinned to 0, i.e. no drift accounted for at all). Cut 5's own harness
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# already pins this test's OTHER declared mutation (elapsed pinned to the shot's fixed total duration, i.e.
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# measured as if always at arrival) as a named survivor; this is the complementary variant from this cut's own
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# table. ---
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check_mutation \
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"EvasionCountsUntilCommitAndNotAfter: deviation must track elapsed time, not measure as if fired an instant ago" \
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"$FIRE_CONTROL_CS" \
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'var elapsed = now - shot.FireTime;' \
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'var elapsed = 0f;' \
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"FireAuthorityTests.EvasionCountsUntilCommitAndNotAfter" \
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"red"
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# --- ShortFlightCommitsAtFire (R4's graceful degradation): a sub-horizon flight must commit at fire time, in
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# the same tick. Mutation: always require the full CommitHorizon regardless of how short the flight is, so a
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# zero-velocity shot's CommitTime lands after its own ArrivalTime and the commit/resolve order breaks. ---
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check_mutation \
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"ShortFlightCommitsAtFire: CommitTime must degrade to fire time for a sub-horizon flight, not always wait a full horizon" \
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"$FIRE_CONTROL_CS" \
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'CommitTime = now + max(0f, flightTime - commitHorizon),' \
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'CommitTime = now + commitHorizon,' \
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"FireAuthorityTests.ShortFlightCommitsAtFire" \
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"red"
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# --- OutcomeIsSnapshotNotReread (R10/Q6): Apply must use the frozen shot.Damage, not re-read the weapon's
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# live (possibly since-changed) Damage at arrival. ---
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check_mutation \
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"OutcomeIsSnapshotNotReread: Apply must use the frozen shot.Damage, not re-read the live weapon stat" \
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"$FIRE_CONTROL_CS" \
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'shot.Target.ApplyHit(shot.Source, shot.Outcome.Cell, shot.DamageSpread, shot.Penetration, shot.Damage, hitDirection);' \
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'shot.Target.ApplyHit(shot.Source, shot.Outcome.Cell, shot.DamageSpread, shot.Penetration, ((Weapon) shot.Weapon.Behaviors.First(b => b is Weapon)).Damage, hitDirection);' \
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"FireAuthorityTests.OutcomeIsSnapshotNotReread" \
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"red"
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# --- AimedHitLandsOnSelectedItem (R5's payoff): with Precision authored extremely tight (Cut 6d: the test now
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# passes precision: 1000, a sigma a tiny fraction of one cell), a hit must land on the aimed item's own cell,
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# not the hull's centre of mass. Cut 6d deleted the coin-flip branch this mutation used to sabotage
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# (`random.NextFloat() < shot.Precision` picking between the aimed cell and a uniform-random one); the
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# equivalent sabotage under the dart-throw kernel is feeding Commit's aim-point resolver a null Aimed, so it
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# falls back to the centre-of-mass path unconditionally -- the same "aim is ignored" defect, on the new code. ---
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check_mutation \
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"AimedHitLandsOnSelectedItem: the kernel's aim point must respect Aimed, not fall back to centre of mass" \
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"$FIRE_CONTROL_CS" \
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'var (aimPoint, aimedCells) = ResolveAimPoint(shot.Target, hullData, shot.Aimed);' \
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'var (aimPoint, aimedCells) = ResolveAimPoint(shot.Target, hullData, null);' \
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"FireAuthorityTests.AimedHitLandsOnSelectedItem" \
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"red"
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# --- HardpointHitDamagesItemThenHull: damage above armor plus item durability must pass its remainder on to
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# the hull. Mutation: drop the remainder (it never reaches the hull). ---
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check_mutation \
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"HardpointHitDamagesItemThenHull: the remainder after armor and item must reach the hull, not be dropped" \
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"$ENTITY_CS" \
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'hullDamage += d;' \
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'// dropped -- remainder never reaches the hull' \
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"FireAuthorityTests.HardpointHitDamagesItemThenHull" \
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"red"
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# --- PenetrationMarchIsPlanar (R7): the march must rotate the hit direction into the target's own facing, not
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# march along the raw world-space direction. ---
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check_mutation \
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"PenetrationMarchIsPlanar: the penetration march must rotate into the target's own frame, not use raw world direction" \
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"$ENTITY_CS" \
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$' var forward = normalize(Direction);\r\n var right = float2(forward.y, -forward.x);\r\n var penetrationVector = normalize(float2(dot(hitDirection, right), dot(hitDirection, forward)));' \
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' var penetrationVector = normalize(hitDirection);' \
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"FireAuthorityTests.PenetrationMarchIsPlanar" \
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"red"
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# --- ShieldTakesHit: the absorb rule must have one owner (FireControl.Commit). Mutation: remove the shield
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# branch entirely -- shielded/shieldBroken never get set, so Apply always lets the hit reach the hull. ---
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check_mutation \
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"ShieldTakesHit: Commit must decide the shield branch, not skip it (hit always reaches the hull)" \
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"$FIRE_CONTROL_CS" \
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$' var shield = shot.Target.Shield;\r\n var shieldActive = shield != null && shield.Item.Active.Value;\r\n if (shieldActive && shield.CanTakeHit(shot.DamageType, shot.Damage)) shielded = true;\r\n else if (shieldActive) shieldBroken = true;' \
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$' var shield = shot.Target.Shield;' \
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"FireAuthorityTests.ShieldTakesHit" \
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"red"
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# --- Cut 7's replacement for OutOfArcConsumesNoDraw: CombatNeverDrawsFromTheSharedStream. Mutation: Commit
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# reads shot.Source.ItemManager.Random (the shared stream FireAuthorityTests.cs's own Build exposes as
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# e.Items.Random) once per call, restoring exactly the kind of shared-stream touch Cut 6b (6.1) removed --
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# unconditionally, so both the theory's in-arc and out-of-arc cases go red. ---
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check_mutation \
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"CombatNeverDrawsFromTheSharedStream: Commit must never read ItemManager's shared stream, on any path" \
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"$FIRE_CONTROL_CS" \
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'var random = new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u));' \
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'var random = new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u)); shot.Source.ItemManager.Random.NextFloat();' \
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"FireAuthorityTests.CombatNeverDrawsFromTheSharedStream" \
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"red"
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echo ""
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verify_tree_clean
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if [ "${#FAILURES[@]}" -gt 0 ]; then
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echo ""
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echo "=== FAILURES ==="
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for f in "${FAILURES[@]}"; do
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echo "- $f"
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done
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fi
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if [ "${#FAILURES[@]}" -gt 0 ] || [ "$TREE_CLEAN_OK" != "1" ]; then
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echo ""
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echo "RESULT: FAILED -- mutations: $([ "${#FAILURES[@]}" -gt 0 ] && echo "${#FAILURES[@]} failure(s)" || echo "all behaved as declared"), tree-clean: $([ "$TREE_CLEAN_OK" = "1" ] && echo PASS || echo FAIL)"
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exit 1
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fi
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|
|
|
echo "RESULT: All mutations behaved as declared. tree-clean: PASS"
|
|
exit 0
|