Aetheria/tests/Aetheria.Shared.Tests/RunSaveTests.cs
Meta Vens 3d081f0d3b RunSaveTests: the product round-trip uses the fixture's one faction
The first commit's new fact built a second Faction and Game() requires exactly
one; that commit's ALotsProductSurvivesTheRunSave failed (1004 of 1005 passed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:58:55 +02:00

702 lines
32 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using CultMath;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using Xunit;
using Random = CultMath.Random;
// The run lifecycle over all three stores: a save is one commit with stable zone keys, and a clear removes every run record.
public sealed class RunSaveTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-runsave-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private string Run => Path.Combine(_root, "run.cc");
private string Player => Path.Combine(_root, "player.cc");
public RunSaveTests()
{
Directory.CreateDirectory(_root);
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
cache.Commit(batch =>
{
batch.Upsert(new TestCatalogGlobal { Name = "Temperament" });
batch.Upsert(new Faction { Name = "Adrasteia", ShortName = "ADR" });
});
}
public void Dispose() => Directory.Delete(_root, true);
private CultCache Open() => AetheriaStores.Open(Catalog, Run, Player);
[Fact]
public void RepeatedSavesKeepRecordCountConstant()
{
ZonePack contents = null;
for (var i = 0; i < 5; i++)
{
using (var cache = Open())
{
contents ??= StageZoneContents(cache);
RunSave.Commit(cache, Game(cache), Zones(3, contents, 0), new ProvenanceLedger());
}
using (var cache = Open())
{
Assert.Equal(8, RunRecordCount(cache));
Assert.Equal(8, RecordsIn(Run));
Assert.Equal(new[] { "savedzone-0", "savedzone-1", "savedzone-2" }, SavedZoneKeys(cache));
}
}
}
[Fact]
public void SaveRemovesZonesNoLongerInTheRun()
{
using (var cache = Open())
{
RunSave.Commit(cache, Game(cache), Zones(3, null, -1), new ProvenanceLedger());
RunSave.Commit(cache, Game(cache), Zones(2, null, -1), new ProvenanceLedger());
}
using (var cache = Open())
Assert.Equal(new[] { "savedzone-0", "savedzone-1" }, SavedZoneKeys(cache));
}
[Fact]
public void SaveWritesOnlyTheRunStore()
{
using (var cache = Open())
cache.Commit(batch => batch.Upsert(new PlayerSettings()));
var before = new[] { Catalog, Player }.Select(Hash).ToArray();
using (var cache = Open())
RunSave.Commit(cache, Game(cache), Zones(3, StageZoneContents(cache), 0), new ProvenanceLedger());
Assert.Equal(before, new[] { Catalog, Player }.Select(Hash).ToArray());
Assert.Equal(8, RecordsIn(Run));
}
[Fact]
public void ResumeThenSaveKeepsUnloadedZoneContents()
{
using (var cache = Open())
RunSave.Commit(cache, Game(cache), Zones(2, StageZoneContents(cache), 1), new ProvenanceLedger());
using (var cache = Open())
{
var galaxy = new Galaxy(cache, cache.GetGlobal<SavedGame>(), _ => { });
var itemManager = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
galaxy.Zones[0].Contents = new Zone(itemManager, new PlanetSettings(), new ZonePack(), galaxy.Zones[0], galaxy);
var (game, zones) = RunSave.Capture(cache, galaxy, galaxy.Zones[0].Contents, null, new SavedActionBarBinding[0], 0);
RunSave.Commit(cache, game, zones, RunSave.Lots(cache));
}
using (var cache = Open())
{
var unloaded = cache.Get(cache.GetGlobal<SavedGame>().Zones[1]);
Assert.NotNull(unloaded.Contents);
Assert.NotNull(cache.Get(unloaded.Contents.Orbits[1]));
Assert.NotNull(cache.Get(unloaded.Contents.Planets[0]));
}
}
// The run's credits ride the save: what Capture is given is what a later Continue reads from the run store.
[Fact]
public void CreditsSurviveContinue()
{
using (var cache = Open())
RunSave.Commit(cache, Game(cache), Zones(2, StageZoneContents(cache), 0), new ProvenanceLedger());
using (var cache = Open())
{
var galaxy = new Galaxy(cache, cache.GetGlobal<SavedGame>(), _ => { });
var itemManager = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
galaxy.Zones[0].Contents = new Zone(itemManager, new PlanetSettings(), new ZonePack(), galaxy.Zones[0], galaxy);
var (game, zones) = RunSave.Capture(cache, galaxy, galaxy.Zones[0].Contents, null, new SavedActionBarBinding[0], 4242);
RunSave.Commit(cache, game, zones, RunSave.Lots(cache));
}
using (var cache = Open())
Assert.Equal(4242, cache.GetGlobal<SavedGame>().Credits);
}
[Fact]
public void ClearRemovesEveryRunRecord()
{
using (var cache = Open())
{
cache.Commit(batch => batch.Upsert(new PlayerSettings()));
RunSave.Commit(cache, Game(cache), Zones(3, StageZoneContents(cache), 0), new ProvenanceLedger());
}
var before = new[] { Catalog, Player }.Select(Hash).ToArray();
using (var cache = Open())
RunSave.Clear(cache);
using (var cache = Open())
{
Assert.Equal(0, RunRecordCount(cache));
Assert.Null(cache.GetGlobal<SavedGame>());
}
Assert.Equal(0, RecordsIn(Run));
Assert.Equal(before, new[] { Catalog, Player }.Select(Hash).ToArray());
}
// A new run's start writes its arena's orbits and bodies while the saved run is still stored. A start that fails,
// by returning nothing or by throwing, takes away only what it wrote; one that starts takes away the saved run.
[Fact]
public void ANewRunReplacesTheSavedRunOnlyOnceItHasStarted()
{
using (var cache = Open())
RunSave.Commit(cache, Game(cache), Zones(3, StageZoneContents(cache), 0), new ProvenanceLedger());
string[] saved;
using (var cache = Open())
saved = RunKeys(cache);
Assert.Equal(8, saved.Length);
using (var cache = Open())
{
Assert.Null(RunSave.Replace<ZonePack>(cache, () =>
{
WriteAnOrbitTheSavedRunLacks(cache);
return null;
}));
Assert.Equal(saved, RunKeys(cache));
}
using (var cache = Open())
{
Assert.Equal(saved, RunKeys(cache));
Assert.NotNull(cache.GetGlobal<SavedGame>());
}
using (var cache = Open())
{
Assert.Throws<InvalidOperationException>(() => RunSave.Replace<ZonePack>(cache, () =>
{
WriteAnOrbitTheSavedRunLacks(cache);
throw new InvalidOperationException("the arena would not generate");
}));
Assert.Equal(saved, RunKeys(cache));
}
using (var cache = Open())
Assert.Equal(saved, RunKeys(cache));
ZonePack started;
using (var cache = Open())
started = RunSave.Replace(cache, () => StageZoneContents(cache));
using (var cache = Open())
{
Assert.Null(cache.GetGlobal<SavedGame>());
Assert.Equal(started.Orbits.Select(orbit => orbit.Key.Value).Concat(started.Planets.Select(body => body.Key.Value))
.OrderBy(key => key, StringComparer.Ordinal), RunKeys(cache));
}
}
private static string[] RunKeys(CultCache cache) => cache.AllStoredDocuments
.Where(stored => RunSave.IsRunRecord(stored.Descriptor.DocumentType))
.Select(stored => stored.Key.Value)
.OrderBy(key => key, StringComparer.Ordinal)
.ToArray();
// Lot 1 sits on the root ship's hull; lot 3 (Produced from facility 4, input 5) sits in a docked child's
// docking-bay contents; lots 2 and 6 are minted but referenced by nothing packed. Only the reachable closure
// {1, 3, 4, 5} survives into the written copy; the live ledger keeps every lot.
[Fact]
public void CommitKeepsOnlyReachableLots()
{
using (var cache = Open())
{
var lots = new ProvenanceLedger { NextLot = 7 };
lots.Lots[1] = new Lot { Origin = new Attributed() };
lots.Lots[2] = new Lot { Origin = new Attributed() };
lots.Lots[3] = new Lot { Origin = new Produced { Facility = 4, Inputs = new[] { 5 } } };
lots.Lots[4] = new Lot { Origin = new Attributed() };
lots.Lots[5] = new Lot { Origin = new Extracted() };
lots.Lots[6] = new Lot { Origin = new Attributed() };
var child = BarePack(hull: null, dockingBayContents: new (int2, ItemInstance)[][]
{
new (int2, ItemInstance)[] { (default, new CompoundCommodity { Lot = 3 }) }
});
var root = BarePack(hull: new EquippableItem { Lot = 1 }, children: new EntityPack[] { child });
var zones = new[]
{
new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { root } }
}
};
RunSave.Commit(cache, Game(cache), zones, lots);
// The live ledger is never pruned.
Assert.Equal(new[] { 1, 2, 3, 4, 5, 6 }, lots.Lots.Keys.OrderBy(k => k));
}
using (var cache = Open())
{
var stored = RunSave.Lots(cache);
Assert.Equal(new[] { 1, 3, 4, 5 }, stored.Lots.Keys.OrderBy(k => k));
Assert.Equal(7, stored.NextLot);
}
}
// F4: RunSave.Commit must take GC roots from every committed zone, not only the first. Two zones, each with a
// different lot on its hull; both must survive.
[Fact]
public void CommitTakesRootsFromEveryZone()
{
using (var cache = Open())
{
var lots = new ProvenanceLedger { NextLot = 3 };
lots.Lots[1] = new Lot { Origin = new Attributed() };
lots.Lots[2] = new Lot { Origin = new Attributed() };
var zones = new[]
{
new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { BarePack(hull: new EquippableItem { Lot = 1 }) } }
},
new SavedZone
{
Name = "Zone 1", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { BarePack(hull: new EquippableItem { Lot = 2 }) } }
}
};
RunSave.Commit(cache, Game(cache), zones, lots);
}
using (var cache = Open())
{
var stored = RunSave.Lots(cache);
Assert.Equal(new[] { 1, 2 }, stored.Lots.Keys.OrderBy(k => k));
}
}
[Fact]
public void MissingLotIsLoud()
{
var ledger = new ProvenanceLedger();
Assert.Throws<InvalidOperationException>(() => ledger[0]);
Assert.Throws<InvalidOperationException>(() => ledger.Reachable(new[] { 9 }));
}
// F1: the reopen defect was found through a hand-built pack; this pins the same defect class at the layer it
// actually failed, a real ship generated by LoadoutGenerator against a catalog fixture, committed into a
// SavedZone and reopened (Soul's probe in docs/headless-playground-cut.md §2.6).
[Fact]
public void ReopenSurvivesAGeneratedShipWithEntities()
{
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
var maker = cache.Upsert(new Faction { Name = "Generator Maker", ShortName = "GEN" });
var hullShape = new Shape(4, 4);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
var hull = cache.Upsert(new HullData
{
Name = "Runabout", HullType = HullType.Ship, Shape = hullShape, Price = 50,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
});
var gear = cache.Upsert(new GearData { Name = "Scanner", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 5 });
var cargo = cache.Upsert(new CargoBayData { Name = "Hold", Shape = new Shape(), InteriorShape = new Shape(), Price = 3 });
var capacitor = cache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
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) })
cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
cache.FlushAsync().Wait();
}
EntityPack pack;
ProvenanceLedger lots;
using (var cache = Open())
{
var random = new Random(7);
var items = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Runabout");
Assert.NotNull(pack);
lots = items.Lots;
var game = new SavedGame
{
Factions = Array.Empty<CultRecordRef<Faction>>(),
Relationships = Array.Empty<FactionRelationship>(),
HomeZones = new Dictionary<int, int>(),
BossZones = new Dictionary<int, int>(),
DiscoveredZones = new[] { 0 },
ActionBarBindings = new SavedActionBarBinding[0],
Exit = -1
};
var zones = new[]
{
new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { pack } }
}
};
RunSave.Commit(cache, game, zones, lots);
}
using (var cache = Open())
{
var storedLots = RunSave.Lots(cache);
var run = cache.GetGlobal<SavedGame>();
var zone = cache.Get(run.Zones[0]);
Assert.NotNull(zone.Contents);
var crafted = EntitySerializer.Items(zone.Contents.Entities[0]).OfType<CraftedItemInstance>().ToArray();
Assert.NotEmpty(crafted);
foreach (var instance in crafted)
{
var lot = storedLots[instance.Lot];
Assert.Equal(instance.Data.Key, lot.Design.Key);
}
}
}
// A lot's product is what names its units, so it must come back from the run file as the same product key; a lot
// minted without one reads unset.
[Fact]
public void ALotsProductSurvivesTheRunSave()
{
CultRecordRef<FactionProductData> product;
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
var lamp = new CultRecordRef<CraftedItemData>(cache.Upsert(new GearData { Name = "Lamp" }).Key);
var maker = cache.RefOf(cache.GetAll<Faction>().Single());
product = new CultRecordRef<FactionProductData>(cache.Upsert(
new FactionProductData { Name = "Lamp Prime", Design = lamp, Manufacturer = maker }).Key);
cache.FlushAsync().Wait();
}
using (var cache = Open())
{
var design = cache.RefOf<ItemData>(cache.GetByName<GearData>("Lamp"));
var lots = new ProvenanceLedger { NextLot = 3 };
lots.Lots[1] = new Lot { Design = design, Origin = new Attributed(), Product = product };
lots.Lots[2] = new Lot { Design = design, Origin = new Attributed() };
var zone = new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack
{
Entities = new List<EntityPack>
{
BarePack(hull: new EquippableItem { Data = design, Lot = 1 }),
BarePack(hull: new EquippableItem { Data = design, Lot = 2 })
}
}
};
RunSave.Commit(cache, Game(cache), new[] { zone }, lots);
}
using (var cache = Open())
{
var stored = RunSave.Lots(cache);
Assert.Equal(product.Key, stored[1].Product.Key);
Assert.False(stored[2].Product.IsSet());
}
}
// MQ4: Continue refuses a run that names a design the catalog no longer holds, naming the missing mod ships, and
// never edits the save. A design can be named by an item in a zone or only by a minted lot, so each is covered.
[Theory]
[InlineData(true, false)]
[InlineData(false, true)]
public void RunReferencingAMissingModRefusesContinue(bool itemNamesIt, bool lotNamesIt)
{
var modHull = new CultRecordKey("mod-hull:mod.skiff");
var missing = new CultRecordRef<ItemData>(modHull);
CultRecordRef<ItemData> present;
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
cache.UpsertAsync(typeof(HullData), new HullData { Name = "Skiff" }, modHull).GetAwaiter().GetResult();
present = new CultRecordRef<ItemData>(cache.Upsert(new HullData { Name = "Wasp" }).Key);
cache.FlushAsync().Wait();
}
var itemDesign = itemNamesIt ? missing : present;
var lotDesign = lotNamesIt ? missing : present;
void CommitRun()
{
using var cache = Open();
var lots = new ProvenanceLedger { NextLot = 3 };
lots.Lots[1] = new Lot { Design = lotDesign, Origin = new Attributed() };
// A lot minted before designs were recorded has none; an unset design is not a missing one.
lots.Lots[2] = new Lot { Origin = new Attributed() };
var zone = new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack
{
Entities = new List<EntityPack>
{
BarePack(hull: new EquippableItem { Data = itemDesign, Lot = 1 }),
BarePack(hull: new EquippableItem { Lot = 2 })
}
}
};
RunSave.Commit(cache, Game(cache), new[] { zone }, lots);
}
CommitRun();
// Installed: nothing is missing.
using (var cache = Open()) RunSave.RequireDesigns(cache, cache.GetGlobal<SavedGame>());
var before = File.ReadAllBytes(Run);
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
cache.Commit(batch => batch.Remove(modHull));
using (var cache = Open())
{
var refusal = Assert.Throws<InvalidOperationException>(() => RunSave.RequireDesigns(cache, cache.GetGlobal<SavedGame>()));
Assert.Contains("missing mod ships: mod.skiff", refusal.Message);
Assert.DoesNotContain("other designs", refusal.Message);
}
Assert.Equal(before, File.ReadAllBytes(Run));
}
// --- RequireDesigns: what it walks, what it lists ---------------------------------------------------------------
// Commits a run whose zones the caller builds, then returns RequireDesigns' refusal message, or null when it passes.
// `present` is a gear item ("Lamp", not a hull) the catalog holds; unit(design, lot) mints an item naming `design`
// whose lot names `lot`.
private string DesignsRefused(Func<CultRecordRef<ItemData>, Func<CultRecordRef<ItemData>, CultRecordRef<ItemData>, EquippableItem>, SavedZone[]> build)
{
CultRecordRef<ItemData> present;
using (var setup = AetheriaStores.Open(Catalog, catalogWritable: true))
{
var existing = setup.GetAll<GearData>().SingleOrDefault(gear => gear.Name == "Lamp");
var lamp = existing != null ? setup.RefOf(existing) :
setup.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape() });
present = new CultRecordRef<ItemData>(lamp.Key);
setup.FlushAsync().Wait();
}
using var cache = Open();
var ledger = new ProvenanceLedger();
EquippableItem Unit(CultRecordRef<ItemData> design, CultRecordRef<ItemData> lot)
{
var number = ledger.NextLot++;
ledger.Lots[number] = new Lot { Design = lot, Origin = new Attributed() };
return new EquippableItem { Data = design, Lot = number };
}
ledger.NextLot = 1;
RunSave.Commit(cache, Game(cache), build(present, Unit), ledger);
try { RunSave.RequireDesigns(cache, cache.GetGlobal<SavedGame>()); return null; }
catch (InvalidOperationException refusal) { return refusal.Message; }
}
private static CultRecordRef<ItemData> Key(string key) => new CultRecordRef<ItemData>(new CultRecordKey(key));
private static SavedZone ZoneOf(params EntityPack[] packs) => new SavedZone
{
Name = "Zone", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = packs.ToList() }
};
// Whatever the slot, a design missing from the catalog is found, and a design the catalog holds (a gear item, not
// only a hull) is not: the gate walks every unit an entity carries, recursively, and resolves any item design.
[Theory]
[InlineData("hull")]
[InlineData("equipment")]
[InlineData("cargo bay")]
[InlineData("docking bay")]
[InlineData("cargo contents")]
[InlineData("docking contents")]
[InlineData("child hull")]
[InlineData("child equipment")]
public void RequireDesignsFindsAMissingDesignInEverySlotOfAnEntity(string slot)
{
string Refusal(bool missing) => DesignsRefused((present, unit) =>
{
EquippableItem Slot(string where) => unit(missing && where == slot ? Key("hull:gone") : present, present);
var child = BarePack(Slot("child hull"));
child.Equipment = new[] { (new int2(0, 0), Slot("child equipment")) };
var pack = BarePack(Slot("hull"), new EntityPack[] { child });
pack.Equipment = new[] { (new int2(0, 0), Slot("equipment")) };
pack.CargoBays = new[] { (new int2(0, 0), Slot("cargo bay")) };
pack.DockingBays = new[] { (new int2(0, 0), Slot("docking bay")) };
pack.CargoContents = new[] { new (int2, ItemInstance)[] { (new int2(0, 0), Slot("cargo contents")) } };
pack.DockingBayContents = new[] { new (int2, ItemInstance)[] { (new int2(0, 0), Slot("docking contents")) } };
return new[] { ZoneOf(pack) };
});
Assert.Null(Refusal(missing: false));
Assert.Contains("missing other designs: hull:gone. Reinstall", Refusal(missing: true));
}
// Every zone and every lot is read, not the first: each names its own missing design.
[Fact]
public void RequireDesignsReadsEveryZoneAndEveryLot()
{
var refusal = DesignsRefused((present, unit) => new[]
{
ZoneOf(BarePack(unit(Key("hull:zone-a"), present))),
ZoneOf(BarePack(unit(present, present))),
ZoneOf(BarePack(unit(Key("hull:zone-b"), present)), BarePack(unit(present, Key("hull:lot-a")))),
ZoneOf(BarePack(unit(present, present)), BarePack(unit(present, Key("hull:lot-b"))))
});
Assert.Contains("missing other designs: hull:lot-a, hull:lot-b, hull:zone-a, hull:zone-b. Reinstall", refusal);
}
// Each missing design is listed once however many units name it, ordinally, mod ships apart from the rest.
[Fact]
public void RequireDesignsListsEachMissingDesignOnceInStableOrder()
{
var refusal = DesignsRefused((present, unit) => new[]
{
ZoneOf(BarePack(unit(Key("hull:b"), Key("mod-hull:z"))), BarePack(unit(Key("mod-hull:z"), Key("hull:b")))),
ZoneOf(BarePack(unit(Key("hull:B"), Key("mod-hull:m"))), BarePack(unit(Key("hull:a"), Key("hull:b"))))
});
Assert.Equal("This run names designs the catalog no longer holds; missing mod ships: m, z; " +
"missing other designs: hull:B, hull:a, hull:b. Reinstall them, or start a new game.", refusal);
}
// A save can hold a null where the gate needs a value: refused with a message that says where, never a
// NullReferenceException. The records are written straight to the run store, since a save never writes them itself.
[Theory]
[InlineData("item", "an item in savedzone-0 is null")]
[InlineData("entity", "an entity is null")]
[InlineData("zone", "zone savedzone-1 has no record")]
[InlineData("lot", "lot 2 is null")]
[InlineData("lots", "the lot ledger has no lots")]
public void RequireDesignsRefusesANullWhereTheWalkNeedsAValue(string kind, string where)
{
using var cache = Open();
var pack = BarePack(new EquippableItem { Data = Key("hull:none"), Lot = 1 });
if (kind == "item") pack.Equipment = new[] { (new int2(0, 0), (EquippableItem) null) };
if (kind == "entity") pack.Children = new EntityPack[] { null };
var ledger = new ProvenanceLedger { NextLot = 3, Lots = { [1] = new Lot { Origin = new Attributed() } } };
if (kind == "lot") ledger.Lots[2] = null;
if (kind == "lots") ledger.Lots = null;
var game = Game(cache);
game.Zones = new[] { new CultRecordRef<SavedZone>(new CultRecordKey("savedzone-0")), new CultRecordRef<SavedZone>(new CultRecordKey("savedzone-1")) };
cache.Commit(batch =>
{
batch.Upsert(typeof(SavedZone), ZoneOf(pack), new CultRecordKey("savedzone-0"));
if (kind != "zone") batch.Upsert(typeof(SavedZone), ZoneOf(), new CultRecordKey("savedzone-1"));
batch.Upsert(game);
batch.Upsert(ledger);
});
var refusal = Assert.Throws<InvalidOperationException>(() => RunSave.RequireDesigns(cache, cache.GetGlobal<SavedGame>()));
Assert.Contains("save is malformed: " + where, refusal.Message);
}
// The same run with nothing null is not malformed: null contents (a zone never visited) and unset designs are legitimate.
[Fact]
public void RequireDesignsAcceptsAZoneNeverVisitedAndAnUnsetDesign()
{
Assert.Null(DesignsRefused((present, unit) => new[]
{
new SavedZone { Name = "Never", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1 },
ZoneOf(BarePack(unit(default, default)))
}));
}
[Fact]
public void ARunNamingAMissingShippedDesignIsRefusedToo()
{
var gone = new CultRecordRef<ItemData>(new CultRecordKey("hull:gone"));
using var cache = Open();
var zone = new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { BarePack(hull: new EquippableItem { Data = gone, Lot = 1 }) } }
};
RunSave.Commit(cache, Game(cache), new[] { zone }, new ProvenanceLedger { NextLot = 2, Lots = { [1] = new Lot { Origin = new Attributed() } } });
var refusal = Assert.Throws<InvalidOperationException>(() => RunSave.RequireDesigns(cache, cache.GetGlobal<SavedGame>()));
Assert.Contains("missing other designs: hull:gone", refusal.Message);
Assert.DoesNotContain("mod ships", refusal.Message);
}
// A minimal, valid EntityPack with every collection field non-null, for tests that build packs directly rather
// than through EntitySerializer.Pack.
private static ShipPack BarePack(EquippableItem hull, EntityPack[] children = null,
(int2, ItemInstance)[][] dockingBayContents = null) => new ShipPack
{
Name = "ship",
Hull = hull,
Equipment = Array.Empty<(int2, EquippableItem)>(),
CargoBays = Array.Empty<(int2, EquippableItem)>(),
DockingBays = Array.Empty<(int2, EquippableItem)>(),
CargoContents = Array.Empty<(int2, ItemInstance)[]>(),
DockingBayContents = dockingBayContents ?? Array.Empty<(int2, ItemInstance)[]>(),
Children = children ?? Array.Empty<EntityPack>(),
Temperature = new float[0, 0],
Armor = new float[0, 0],
Conductivity = new bool2[0, 0],
DockingBayAssignments = Array.Empty<int>(),
Settings = new EntitySettings(),
WeaponGroups = Array.Empty<int[]>()
};
// Zone seeds hash names with this; string.GetHashCode differs per process on .NET Core. The literal was computed
// once, from an independent transcription of CultMath's pcg over the UTF-8 bytes.
[Fact]
public void StableHashIsNotProcessRandomized() => Assert.Equal(2427892944u, "Adrasteia".StableHash());
// As in AetherDb's loadout command: the settings an ItemManager needs to build units, and nothing authored.
internal static GameplaySettings TestSettings() => new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp()
};
// What a start that fails leaves behind: a record of its own, which the saved run does not hold.
private static void WriteAnOrbitTheSavedRunLacks(CultCache cache) => cache.Upsert(new OrbitData { Distance = 99 });
// Two orbits and a body upserted into the run store and left staged, as zone generation leaves them.
private static ZonePack StageZoneContents(CultCache cache)
{
var root = cache.Upsert(new OrbitData());
var moon = cache.Upsert(new OrbitData { Parent = root, Distance = 5 });
var body = cache.Upsert<BodyData>(new PlanetData { Name = "Rock", Orbit = moon });
return new ZonePack { Orbits = { root, moon }, Planets = { body } };
}
private static SavedGame Game(CultCache cache) => new SavedGame
{
Factions = new[] { cache.RefOf(cache.GetAll<Faction>().Single()) },
Relationships = new[] { FactionRelationship.Neutral },
HomeZones = new Dictionary<int, int> { { 0, 0 } },
BossZones = new Dictionary<int, int>(),
DiscoveredZones = new[] { 0 },
ActionBarBindings = new SavedActionBarBinding[0],
Exit = -1
};
// Fresh instances every call; zone contentsIndex holds the given contents, every other zone was never visited.
private static SavedZone[] Zones(int count, ZonePack contents, int contentsIndex) => Enumerable.Range(0, count)
.Select(i => new SavedZone
{
Name = $"Zone {i}",
Position = new float2(i * 10, 0),
AdjacentZones = Enumerable.Range(0, count).Where(j => j != i).ToArray(),
Factions = new[] { 0 },
Owner = 0,
Contents = i == contentsIndex ? contents : null
})
.ToArray();
private static int RunRecordCount(CultCache cache) =>
cache.AllStoredDocuments.Count(stored => RunSave.IsRunRecord(stored.Descriptor.DocumentType));
private static string[] SavedZoneKeys(CultCache cache) => cache.AllStoredDocuments
.Where(stored => stored.Document is SavedZone)
.Select(stored => stored.Key.Value)
.OrderBy(key => key, StringComparer.Ordinal)
.ToArray();
private static int RecordsIn(string path) =>
CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(path)).Records.Count();
private static string Hash(string path) => Convert.ToHexString(SHA256.HashData(File.ReadAllBytes(path)));
}