ActionGameManager.Sensitivity was a Unity-serialized public float2, but CultMath's float2 isn't Unity-serializable, so ARPG.unity's stored value loaded as zero and mouse look went dead. Sensitivity is a player preference, so it belongs in PlayerInputSettings (key 2) with the prior default (-0.001, 0.001) as a field initializer, so a pre-existing player store missing the key still deserializes to the working default instead of zero. ActionGameManager now reads PlayerSettings.InputSettings.Sensitivity directly; no cached copy on the MonoBehaviour. Adds a pinning test that simulates an old store lacking key 2 and asserts the default, plus a round-trip test for a non-default value. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
43 lines
2 KiB
C#
43 lines
2 KiB
C#
using CultMath;
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using GameCult.Caching.MessagePack;
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using MessagePack;
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using Xunit;
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using static CultMath.math;
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// Pins the fix for the zero-sensitivity regression: ActionGameManager.Sensitivity (a Unity-serialized float2) was
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// deleted because CultMath's float2 isn't Unity-serializable, and the setting moved into the CultCache
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// PlayerInputSettings global. A player store written before this field existed has no key 2 for Sensitivity; it must
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// deserialize with the look-sensitivity default, not zero, or mouse look goes dead again.
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public sealed class PlayerSettingsSensitivityTests
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{
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private static readonly MessagePackSerializerOptions Options =
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CultDocumentMessagePackSerialization.OptionsFor(typeof(PlayerInputSettings).Assembly);
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[Fact]
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public void MissingSensitivityKeyDeserializesToDefault()
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{
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// Simulate a pre-existing store: a PlayerInputSettings array holding only keys 0 and 1, so key 2
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// (Sensitivity) was never written.
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var buffer = new System.Buffers.ArrayBufferWriter<byte>();
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var writer = new MessagePackWriter(buffer);
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writer.WriteArrayHeader(2);
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MessagePackSerializer.Serialize(ref writer, new System.Collections.Generic.Dictionary<string, System.Collections.Generic.Dictionary<int, string>>(), Options);
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MessagePackSerializer.Serialize(ref writer, new System.Collections.Generic.List<string>(), Options);
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writer.Flush();
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var settings = MessagePackSerializer.Deserialize<PlayerInputSettings>(buffer.WrittenMemory, Options);
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Assert.Equal(float2(-0.001f, 0.001f), settings.Sensitivity);
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}
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[Fact]
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public void NonDefaultSensitivityRoundTrips()
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{
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var settings = new PlayerInputSettings { Sensitivity = float2(0.5f, -0.25f) };
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var bytes = MessagePackSerializer.Serialize(settings, Options);
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var result = MessagePackSerializer.Deserialize<PlayerInputSettings>(bytes, Options);
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Assert.Equal(float2(0.5f, -0.25f), result.Sensitivity);
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}
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}
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