Refactor world simulation and API to enhance world state management; introduce StoredWorldDto for internal bookkeeping, improve synchronization between simulation and API data, and implement new simulation options for idle and catch-up behavior. Update documentation to reflect changes in data structures and API endpoints.
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@@ -18,7 +18,10 @@ public sealed class WorldSimulationHostTests : IDisposable
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_store = new WorldStore(
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Options.Create(new WorldStorageOptions { RootDirectory = _root }),
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NullLogger<WorldStore>.Instance);
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_host = new WorldSimulationHost(_store, NullLogger<WorldSimulationHost>.Instance);
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_host = new WorldSimulationHost(
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_store,
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Options.Create(new SimulationOptions()),
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NullLogger<WorldSimulationHost>.Instance);
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}
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[Fact]
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@@ -100,26 +103,61 @@ public sealed class WorldSimulationHostTests : IDisposable
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Assert.Null(_host.TryGetClock(summary.Id));
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}
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/// <summary>
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/// Storage bookkeeping cannot leak here by construction - <see cref="WorldSummaryDto"/> has no field to
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/// hold it - so what is left to check is that the facts survive the projection and the live values land.
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/// </summary>
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[Fact]
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public void Overlay_strips_last_ticked_at_for_api()
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public void Overlay_carries_the_stored_facts_and_the_live_clock()
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{
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var summary = Summary("ready-33333333", "Ready");
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_host.Attach(summary);
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var overlaid = _host.Overlay(summary);
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Assert.Equal(summary.Id, overlaid.Id);
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Assert.Equal(summary.Name, overlaid.Name);
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Assert.Equal(summary.SizeMeters, overlaid.SizeMeters);
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Assert.Equal(summary.CreatedAt, overlaid.CreatedAt);
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Assert.NotNull(overlaid.Clock);
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Assert.Null(overlaid.LastTickedAt);
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Assert.NotNull(overlaid.Weather);
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}
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[Fact]
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public void Overlay_strips_last_ticked_at_for_worlds_that_are_not_running()
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public void Overlay_falls_back_to_the_stored_facts_for_a_world_that_is_not_running()
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{
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var overlaid = _host.Overlay(Summary("pending-66666666", "Pending") with
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{
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Status = WorldStatus.Pending,
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});
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var pending = Summary("pending-66666666", "Pending") with { Status = WorldStatus.Pending };
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Assert.Null(overlaid.LastTickedAt);
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var overlaid = _host.Overlay(pending);
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Assert.Equal(WorldStatus.Pending, overlaid.Status);
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Assert.Equal(pending.Name, overlaid.Name);
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// No simulation is running, so there is no live weather to lay over it.
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Assert.Null(overlaid.Weather);
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}
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[Fact]
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public async Task Reading_a_lazily_ticked_world_reports_the_current_time_not_a_stale_one()
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{
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var summary = Summary("lazy-88888888", "Lazy");
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await _store.SaveSummaryAsync(summary);
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_host.Attach(summary);
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var before = _host.TryGetClock(summary.Id);
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Assert.NotNull(before);
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// Nothing ticks it in between; the read itself has to do the skipped work.
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await Task.Delay(400);
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var after = _host.TryGetClock(summary.Id);
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Assert.NotNull(after);
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Assert.True(
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after.GameTime > before.GameTime,
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"A read must bring the world current rather than answering from the last lazy tick.");
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// 400 ms at x1 is 2 game minutes; allow for scheduling slop either side.
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var advanced = after.GameTime - before.GameTime;
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Assert.InRange(advanced, TimeSpan.FromMinutes(1.5), TimeSpan.FromMinutes(6));
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}
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/// <summary>
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@@ -156,7 +194,7 @@ public sealed class WorldSimulationHostTests : IDisposable
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throw new TimeoutException($"Simulation for world '{id}' never attached.");
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}
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private static WorldSummaryDto Summary(string id, string name) => new()
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private static StoredWorldDto Summary(string id, string name) => new()
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{
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Id = id,
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Name = name,
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@@ -175,7 +213,7 @@ public sealed class WorldSimulationHostTests : IDisposable
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string[] ids =
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[
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"legacy-11111111", "ready-22222222", "ready-33333333",
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"racy-44444444", "stale-55555555", "pending-66666666", "doomed-77777777",
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"racy-44444444", "stale-55555555", "pending-66666666", "doomed-77777777", "lazy-88888888",
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];
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foreach (var id in ids)
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