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.

This commit is contained in:
Leonid Pershin
2026-08-16 23:28:29 +03:00
parent 2a8b7b49b3
commit cb5117edba
23 changed files with 639 additions and 121 deletions
@@ -100,15 +100,12 @@ public sealed class WorldSimulationTests
}
[Fact]
public void OverlayForApi_strips_storage_only_state_and_adds_live_weather()
public void OverlayForApi_projects_the_stored_world_and_adds_live_weather()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var overlaid = simulation.OverlayForApi(ReadySummary());
Assert.NotNull(overlaid.Clock);
Assert.Null(overlaid.LastTickedAt);
Assert.Null(overlaid.WeatherState);
Assert.Equal(ClimateKind.CentralEuropean, overlaid.Climate);
Assert.NotNull(overlaid.Weather);
Assert.InRange(overlaid.Weather.Humidity, 0, 1);
@@ -137,8 +134,25 @@ public sealed class WorldSimulationTests
Assert.NotNull(stored.WeatherState);
Assert.NotEmpty(stored.WeatherState.Systems);
Assert.NotEqual(0ul, stored.WeatherState.RngState);
// Weather itself is derived, so it has no business in the file.
Assert.Null(stored.Weather);
}
/// <summary>
/// The projection is one-way on purpose: the storage type carries the bookkeeping, the wire type has no
/// field that could hold it, and derived weather never reaches the file.
/// </summary>
[Fact]
public void The_stored_shape_and_the_wire_shape_carry_different_things()
{
var storedFields = typeof(StoredWorldDto).GetProperties().Select(static p => p.Name).ToHashSet();
var wireFields = typeof(WorldSummaryDto).GetProperties().Select(static p => p.Name).ToHashSet();
Assert.Contains("LastTickedAt", storedFields);
Assert.Contains("WeatherState", storedFields);
Assert.DoesNotContain("LastTickedAt", wireFields);
Assert.DoesNotContain("WeatherState", wireFields);
Assert.Contains("Weather", wireFields);
Assert.DoesNotContain("Weather", storedFields);
}
[Fact]
@@ -157,6 +171,61 @@ public sealed class WorldSimulationTests
Assert.Equal(weatherBefore.Condition, weatherAfter.Condition);
}
[Fact]
public void A_week_of_downtime_only_costs_the_world_the_capped_amount_of_game_time()
{
var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromDays(7) };
var options = new SimulationOptions { MaxCatchUpGameHours = 24 };
using var simulation = WorldSimulation.Create(summary, catchUp: true, options);
// Uncapped this would be about six game years; the world wakes up one day older instead.
var advanced = simulation.SnapshotClock().GameTime - GameTime.DefaultStart;
Assert.InRange(advanced, TimeSpan.FromHours(24), TimeSpan.FromHours(24.2));
}
[Fact]
public void A_zero_cap_means_the_world_replays_everything_it_missed()
{
var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(1) };
var options = new SimulationOptions { MaxCatchUpGameHours = 0 };
using var simulation = WorldSimulation.Create(summary, catchUp: true, options);
// One real hour at x1 is 12.5 game days, and nothing trims it.
var advanced = simulation.SnapshotClock().GameTime - GameTime.DefaultStart;
Assert.InRange(advanced, TimeSpan.FromDays(12), TimeSpan.FromDays(13));
}
[Fact]
public void A_world_is_watched_when_it_attaches_and_goes_idle_once_nobody_asks()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var now = DateTimeOffset.UtcNow;
Assert.False(simulation.IsIdle(now, TimeSpan.FromSeconds(20)));
Assert.True(simulation.IsIdle(now + TimeSpan.FromMinutes(5), TimeSpan.FromSeconds(20)));
simulation.Touch();
Assert.False(simulation.IsIdle(DateTimeOffset.UtcNow, TimeSpan.FromSeconds(20)));
// A zero threshold turns the whole idea off: everything stays watched.
Assert.False(simulation.IsIdle(now + TimeSpan.FromDays(1), TimeSpan.Zero));
}
[Fact]
public void Ticking_lazily_lands_on_the_same_game_time_as_ticking_often()
{
using var lazy = WorldSimulation.Create(ReadySummary(), catchUp: false);
using var eager = WorldSimulation.Create(ReadySummary(), catchUp: false);
lazy.Tick(TimeSpan.FromSeconds(5));
for (var i = 0; i < 50; i++) eager.Tick(TimeSpan.FromMilliseconds(100));
// The tick rate is a cost decision, not a correctness one: a step is driven by elapsed wall time.
Assert.Equal(lazy.SnapshotClock().GameTime, eager.SnapshotClock().GameTime);
}
[Fact]
public void A_long_absence_rolls_a_fresh_sky_instead_of_stepping_through_it()
{
@@ -209,7 +278,7 @@ public sealed class WorldSimulationTests
}
}
private static WorldSummaryDto ReadySummary() => new()
private static StoredWorldDto ReadySummary() => new()
{
Id = "town-aaaaaaaa",
Name = "Town",