Files
the-living-world/tests/TheLivingWorld.Tests/WorldSimulationHostTests.cs
T

226 lines
7.9 KiB
C#

using Microsoft.Extensions.Logging.Abstractions;
using Microsoft.Extensions.Options;
using TheLivingWorld.Api.Simulation;
using TheLivingWorld.Api.Storage;
using TheLivingWorld.Core.Contracts;
using TheLivingWorld.Core.Simulation;
namespace TheLivingWorld.Tests;
public sealed class WorldSimulationHostTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), $"tlw-sim-{Guid.NewGuid():n}");
private readonly WorldStore _store;
private readonly WorldSimulationHost _host;
public WorldSimulationHostTests()
{
_store = new WorldStore(
Options.Create(new WorldStorageOptions { RootDirectory = _root }),
NullLogger<WorldStore>.Instance);
_host = new WorldSimulationHost(
_store,
Options.Create(new SimulationOptions()),
NullLogger<WorldSimulationHost>.Instance);
}
[Fact]
public async Task Startup_seeds_legacy_worlds_without_catching_up_from_created_at()
{
var legacy = Summary("legacy-11111111", "Legacy") with
{
CreatedAt = DateTimeOffset.UtcNow - TimeSpan.FromDays(30),
Clock = null,
LastTickedAt = null,
};
await _store.SaveSummaryAsync(legacy);
await _host.StartAsync(CancellationToken.None);
try
{
var clock = await WaitForClockAsync(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.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 = Summary("ready-22222222", "Ready");
await _store.SaveSummaryAsync(summary);
_host.Attach(summary);
var paused = _host.UpdateClock(summary.Id, new UpdateClockRequest { Paused = true });
Assert.True(paused.Paused);
var scaled = _host.UpdateClock(summary.Id, new UpdateClockRequest { TimeScale = 3 });
Assert.Equal(3, scaled.TimeScale);
Assert.True(scaled.Paused);
_host.Detach(summary.Id);
Assert.False(_host.IsAttached(summary.Id));
Assert.Null(_host.TryGetClock(summary.Id));
}
/// <summary>
/// Storage bookkeeping cannot leak here by construction - <see cref="WorldSummaryDto"/> has no field to
/// hold it - so what is left to check is that the facts survive the projection and the live values land.
/// </summary>
[Fact]
public void Overlay_carries_the_stored_facts_and_the_live_clock()
{
var summary = Summary("ready-33333333", "Ready");
_host.Attach(summary);
var overlaid = _host.Overlay(summary);
Assert.Equal(summary.Id, overlaid.Id);
Assert.Equal(summary.Name, overlaid.Name);
Assert.Equal(summary.SizeMeters, overlaid.SizeMeters);
Assert.Equal(summary.CreatedAt, overlaid.CreatedAt);
Assert.NotNull(overlaid.Clock);
Assert.NotNull(overlaid.Weather);
}
[Fact]
public void Overlay_falls_back_to_the_stored_facts_for_a_world_that_is_not_running()
{
var pending = Summary("pending-66666666", "Pending") with { Status = WorldStatus.Pending };
var overlaid = _host.Overlay(pending);
Assert.Equal(WorldStatus.Pending, overlaid.Status);
Assert.Equal(pending.Name, overlaid.Name);
// No simulation is running, so there is no live weather to lay over it.
Assert.Null(overlaid.Weather);
}
[Fact]
public async Task Reading_a_lazily_ticked_world_reports_the_current_time_not_a_stale_one()
{
var summary = Summary("lazy-88888888", "Lazy");
await _store.SaveSummaryAsync(summary);
_host.Attach(summary);
var before = _host.TryGetClock(summary.Id);
Assert.NotNull(before);
// Nothing ticks it in between; the read itself has to do the skipped work.
await Task.Delay(400);
var after = _host.TryGetClock(summary.Id);
Assert.NotNull(after);
Assert.True(
after.GameTime > before.GameTime,
"A read must bring the world current rather than answering from the last lazy tick.");
// 400 ms at x1 is 2 game minutes; allow for scheduling slop either side.
var advanced = after.GameTime - before.GameTime;
Assert.InRange(advanced, TimeSpan.FromMinutes(1.5), TimeSpan.FromMinutes(6));
}
/// <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 StoredWorldDto 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()
{
// 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", "lazy-88888888",
];
foreach (var id in ids)
_host.Detach(id);
if (Directory.Exists(_root)) Directory.Delete(_root, recursive: true);
GC.SuppressFinalize(this);
}
}