Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using Theriapolis.Core;
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using Theriapolis.Core.Tactical;
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using Theriapolis.Core.Util;
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using Xunit;
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namespace Theriapolis.Tests.Tactical;
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/// <summary>
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/// Streamer-level invariants: caching, eviction, and delta round-trip.
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/// </summary>
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public sealed class ChunkStreamerTests : IClassFixture<WorldCache>
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{
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private const ulong TestSeed = 0xCAFEBABEUL;
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private readonly WorldCache _cache;
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public ChunkStreamerTests(WorldCache c) => _cache = c;
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[Fact]
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public void Get_CachesSubsequentCalls()
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{
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var w = _cache.Get(TestSeed).World;
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var streamer = new ChunkStreamer(TestSeed, w, new InMemoryChunkDeltaStore());
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var cc = new ChunkCoord(3, 3);
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var first = streamer.Get(cc);
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var second = streamer.Get(cc);
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Assert.Same(first, second);
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}
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[Fact]
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public void EnsureLoaded_PopulatesCacheNearPlayer()
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{
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var w = _cache.Get(TestSeed).World;
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var streamer = new ChunkStreamer(TestSeed, w, new InMemoryChunkDeltaStore());
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// Centre on world tile (50, 50) → tactical-pixel (1600, 1600).
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var pos = new Vec2(50 * C.WORLD_TILE_PIXELS, 50 * C.WORLD_TILE_PIXELS);
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streamer.EnsureLoadedAround(pos, worldTileRadius: C.TACTICAL_WINDOW_WORLD_TILES);
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Assert.NotEmpty(streamer.Loaded);
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}
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[Fact]
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public void DeltaRoundtrip_PreservesTileEdits()
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{
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var w = _cache.Get(TestSeed).World;
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var deltas = new InMemoryChunkDeltaStore();
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var streamer = new ChunkStreamer(TestSeed, w, deltas);
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var cc = new ChunkCoord(8, 8);
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var chunk = streamer.Get(cc);
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// Pick a known tile, edit it, mark the chunk dirty.
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ref var t = ref chunk.Tiles[10, 10];
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var origSurface = t.Surface;
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var newSurface = origSurface == TacticalSurface.Cobble ? TacticalSurface.Sand : TacticalSurface.Cobble;
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t.Surface = newSurface;
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t.Deco = TacticalDeco.None;
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chunk.HasDelta = true;
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// Force the streamer above the cache cap so the chunk gets evicted
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// (and its delta flushed). Easiest way: load enough other chunks.
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for (int i = 0; i < C.CHUNK_CACHE_SOFT_MAX + 2; i++)
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streamer.Get(new ChunkCoord(100 + i, 100));
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streamer.EnsureLoadedAround(new Vec2(100 * C.WORLD_TILE_PIXELS, 100 * C.WORLD_TILE_PIXELS),
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worldTileRadius: 1);
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// Now reload our edited chunk and verify the delta was reapplied.
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var reloaded = streamer.Get(cc);
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Assert.Equal(newSurface, reloaded.Tiles[10, 10].Surface);
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}
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[Fact]
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public void FlushAll_PersistsModifiedChunks()
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{
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var w = _cache.Get(TestSeed).World;
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var deltas = new InMemoryChunkDeltaStore();
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var streamer = new ChunkStreamer(TestSeed, w, deltas);
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var cc = new ChunkCoord(2, 2);
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var chunk = streamer.Get(cc);
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chunk.Tiles[5, 5].Deco = TacticalDeco.Boulder;
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chunk.HasDelta = true;
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streamer.FlushAll();
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Assert.NotNull(deltas.Get(cc));
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Assert.NotEmpty(deltas.Get(cc)!.TileMods);
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}
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}
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