Enhance world simulation and API functionality; implement clock management improvements, ensure proper handling of world states during updates, and refine data persistence methods to prevent resurrecting deleted worlds.

This commit is contained in:
Leonid Pershin
2026-08-16 22:02:45 +03:00
parent 9d1e3c29c7
commit 3610ee8051
12 changed files with 352 additions and 80 deletions
@@ -22,51 +22,69 @@ public sealed class WorldSimulationHostTests : IDisposable
}
[Fact]
public async Task Attach_hydrates_legacy_worlds_without_catch_up_from_created_at()
public async Task Startup_seeds_legacy_worlds_without_catching_up_from_created_at()
{
var legacy = new WorldSummaryDto
var legacy = Summary("legacy-11111111", "Legacy") with
{
Id = "legacy-11111111",
Name = "Legacy",
Latitude = 31.9,
Longitude = -100.5,
SizeMeters = 10_000,
Status = WorldStatus.Ready,
CreatedAt = DateTimeOffset.UtcNow - TimeSpan.FromDays(30),
Clock = null,
LastTickedAt = null,
};
await _store.SaveSummaryAsync(legacy);
// Mimic host startup hydration for worlds that lack a clock.
var seeded = legacy with
await _host.StartAsync(CancellationToken.None);
try
{
Clock = WorldSimulation.DefaultClock(),
LastTickedAt = DateTimeOffset.UtcNow,
};
await _store.SaveSummaryAsync(seeded);
_host.Attach(seeded with { LastTickedAt = null }); // Attach without prior tick → no catch-up
var clock = await WaitForClockAsync(legacy.Id);
// Force attach path used for legacy: Create with catchUp false via AttachSeeded behaviour —
// Attach with LastTickedAt null means catchUp is false.
var clock = _host.TryGetClock(legacy.Id);
// Thirty days of catch-up would be centuries of game time; the seed must start at the default
// morning and only drift by the handful of real seconds this test takes.
Assert.InRange(clock.GameTime, GameTime.DefaultStart, GameTime.DefaultStart.AddHours(1));
var stored = await _store.GetSummaryAsync(legacy.Id);
Assert.NotNull(stored?.Clock);
Assert.NotNull(stored.LastTickedAt);
}
finally
{
await _host.StopAsync(CancellationToken.None);
}
}
[Fact]
public void Concurrent_attach_registers_exactly_one_simulation()
{
var summary = Summary("racy-44444444", "Racy");
// Every loser of the GetOrAdd race owns an Arch world that must be disposed, not dropped.
Parallel.For(0, 32, _ => _host.Attach(summary));
Assert.True(_host.IsAttached(summary.Id));
var clock = _host.TryGetClock(summary.Id);
Assert.NotNull(clock);
Assert.Equal(GameTime.DefaultStart, clock.GameTime);
Assert.InRange(clock.GameTime, GameTime.DefaultStart, GameTime.DefaultStart.AddMinutes(5));
}
[Fact]
public void Attach_keeps_the_running_clock_when_called_again_with_a_stale_summary()
{
var summary = Summary("stale-55555555", "Stale");
_host.Attach(summary);
_host.UpdateClock(summary.Id, new UpdateClockRequest { TimeScale = 4, Paused = true });
_host.Attach(summary);
var clock = _host.TryGetClock(summary.Id);
Assert.NotNull(clock);
Assert.Equal(4, clock.TimeScale);
Assert.True(clock.Paused);
}
[Fact]
public async Task UpdateClock_changes_pause_and_Detach_stops_simulation()
{
var summary = new WorldSummaryDto
{
Id = "ready-22222222",
Name = "Ready",
Latitude = 31.9,
Longitude = -100.5,
SizeMeters = 10_000,
Status = WorldStatus.Ready,
CreatedAt = DateTimeOffset.UtcNow,
Clock = WorldSimulation.DefaultClock(),
LastTickedAt = DateTimeOffset.UtcNow,
};
var summary = Summary("ready-22222222", "Ready");
await _store.SaveSummaryAsync(summary);
_host.Attach(summary);
@@ -85,18 +103,7 @@ public sealed class WorldSimulationHostTests : IDisposable
[Fact]
public void Overlay_strips_last_ticked_at_for_api()
{
var summary = new WorldSummaryDto
{
Id = "ready-33333333",
Name = "Ready",
Latitude = 31.9,
Longitude = -100.5,
SizeMeters = 10_000,
Status = WorldStatus.Ready,
CreatedAt = DateTimeOffset.UtcNow,
Clock = WorldSimulation.DefaultClock(),
LastTickedAt = DateTimeOffset.UtcNow,
};
var summary = Summary("ready-33333333", "Ready");
_host.Attach(summary);
var overlaid = _host.Overlay(summary);
@@ -104,9 +111,74 @@ public sealed class WorldSimulationHostTests : IDisposable
Assert.Null(overlaid.LastTickedAt);
}
[Fact]
public void Overlay_strips_last_ticked_at_for_worlds_that_are_not_running()
{
var overlaid = _host.Overlay(Summary("pending-66666666", "Pending") with
{
Status = WorldStatus.Pending,
});
Assert.Null(overlaid.LastTickedAt);
}
/// <summary>
/// The tick loop must not recreate the folder of a world deleted underneath it - that would leave a
/// state-only husk that lists as Ready but has no map behind it.
/// </summary>
[Fact]
public async Task Persisting_a_deleted_world_does_not_resurrect_it()
{
var summary = Summary("doomed-77777777", "Doomed");
await _store.SaveSummaryAsync(summary);
_host.Attach(summary);
// Dirty the clock, then delete the world the way the endpoint does not: storage only, still attached.
_host.UpdateClock(summary.Id, new UpdateClockRequest { TimeScale = 2 });
Assert.True(_store.Delete(summary.Id));
await _host.StartAsync(CancellationToken.None);
await _host.StopAsync(CancellationToken.None);
Assert.Null(await _store.GetSummaryAsync(summary.Id));
Assert.False(Directory.Exists(Path.Combine(_root, summary.Id)));
Assert.False(_host.IsAttached(summary.Id));
}
private async Task<WorldClockDto> WaitForClockAsync(string id)
{
for (var attempt = 0; attempt < 100; attempt++)
{
if (_host.TryGetClock(id) is { } clock) return clock;
await Task.Delay(50);
}
throw new TimeoutException($"Simulation for world '{id}' never attached.");
}
private static WorldSummaryDto Summary(string id, string name) => new()
{
Id = id,
Name = name,
Latitude = 31.9,
Longitude = -100.5,
SizeMeters = 10_000,
Status = WorldStatus.Ready,
CreatedAt = DateTimeOffset.UtcNow,
Clock = WorldSimulation.DefaultClock(),
LastTickedAt = DateTimeOffset.UtcNow,
};
public void Dispose()
{
foreach (var id in new[] { "legacy-11111111", "ready-22222222", "ready-33333333" })
// Detach is a no-op for ids this test never attached, so one list covers every case.
string[] ids =
[
"legacy-11111111", "ready-22222222", "ready-33333333",
"racy-44444444", "stale-55555555", "pending-66666666", "doomed-77777777",
];
foreach (var id in ids)
_host.Detach(id);
if (Directory.Exists(_root)) Directory.Delete(_root, recursive: true);