diff --git a/tests/engine/resume_boot_music_no_fade.lua b/tests/engine/resume_boot_music_no_fade.lua new file mode 100644 index 00000000..72c48c2d --- /dev/null +++ b/tests/engine/resume_boot_music_no_fade.lua @@ -0,0 +1,208 @@ +-- Regression test for the title-music-bleeds-into-the-map bug: Continue, +-- F2 quickload, and checkpoint-resume used to drop the player into the +-- overworld while the old song (the title screen's, or F2's previous +-- location) was still cross-fading in over Music.MAP_FADE's ~1.2s, +-- audibly wrong since the player already had control. See +-- OverworldState:setMap (src/world/OverworldController.lua) for the +-- opts.freshBoot mechanism this exercises, and Game.lua for where it's +-- set (onContinue, New Game, F2, restoreCheckpointSave) and where it's +-- deliberately not (dev tooling's reuse of opts.via == "boot"). +-- +-- (A)-(A4) and (C) call the real Game:restoreSave, Game:keypressed("f2"), +-- Game:restoreCheckpointSave and Console:exec("warp ...") -- SaveData.load +-- stubbed to skip the slot/persistence format -- so a dropped freshBoot at +-- any real call site fails this test, not just a hand-built opts table. +-- (D) simulates HotReload's { via = "boot" } shape instead of calling +-- through its local, unexported reloadMap. +-- +-- ROM-free (fixture dataset -- FIX_TOWN/FIX_ROUTE, tests/fixture_data), +-- like tests/engine/warp_sprite_hidden_bug916.lua, so the CI headless +-- tier (no data/generated/) runs it. +-- luajit tests/engine/resume_boot_music_no_fade.lua + +package.path = "./?.lua;./?/init.lua;" .. package.path +if not _G.love then _G.love = require("tests.love_stub") end + +local T = require("tests.modkit") +local check = T.check +local eq = T.eq + +local Source = {} +Source.__index = Source +function Source:play() self.playing = true end +function Source:stop() self.playing = false end +function Source:pause() self.playing = false end +function Source:isPlaying() return self.playing end +function Source:setLooping() end +function Source:setVolume(v) self.volume = v end +function Source:setPitch() end +function Source:setFilter() end +function Source:getDuration() return 1 end + +local made = {} -- file -> the last source built for it +love.audio = { + newSource = function(file, mode) + made[file] = setmetatable({ file = file, mode = mode }, Source) + return made[file] + end, +} + +local Data = T.fixtures.fresh() +-- fixture patches that let the overworld boot and run headlessly (same +-- set tests/engine/warp_sprite_hidden_bug916.lua needs for the same reason) +Data.tilesets.FIX_OUT.tilesPerRow = 16 +Data.field.flyWarps = Data.field.flyWarps or {} +Data.field.playerSprites = { walk = "SPRITE_FIX_PLAYER" } +Data.field.waterTilesets = {} +Data.field.forcedMovement = { tiles = {} } +-- no data.audio in the fixture dataset either; synthesize just enough for +-- real Music.lua playback to run against the real FIX_TOWN/FIX_ROUTE maps +Data.audio = Data.audio or {} +Data.audio.songs = Data.audio.songs or {} +Data.audio.songs.Music_TitleScreen = { file = "title.wav" } +Data.audio.mapSongs = Data.audio.mapSongs or {} +Data.audio.mapSongs.FIX_TOWN = "Music_FixTown" +Data.audio.songs.Music_FixTown = { file = "town.wav" } +Data.audio.mapSongs.FIX_ROUTE = "Music_FixRoute" +Data.audio.songs.Music_FixRoute = { file = "route.wav" } + +local Music = require("src.core.Music") +local SaveData = require("src.core.SaveData") +local Game = require("src.core.Game") +local StateStack = require("src.core.StateStack") +local OverworldState = require("src.world.OverworldController") +local Console = require("src.dev.Console") + +Game.data = Data +Game.save = SaveData.newGame() +Game.save.player.name = "RED" +Game.save.player.map = "FIX_TOWN" +StateStack:init() +Game.stack = StateStack +Game.overworld = OverworldState -- set once at boot in the real game (Game.lua) +Game.input = { + isDown = function() return false end, + wasPressed = function() return false end, + step = function() end, state = {}, pressQueue = {}, +} +Game.renderer = { + beginWorldPass = function() end, endWorldPass = function() end, + beginUIPass = function() end, endUIPass = function() end, + worldViewSize = function() return 160, 144 end, + setSGBZones = function() end, +} + +local function playing() + for file, src in pairs(made) do + if src.playing then return file end + end + return "(silence)" +end + +local function finishFade() + for _ = 1, 7 * Music.MAP_FADE do Music.update(Data) end +end + +-- =========================================================================== +-- (A) The real Game:restoreSave, called the way onContinue calls it. +-- =========================================================================== +Music.play(Data, "Music_TitleScreen") +eq(playing(), "title.wav", "title screen music is playing before Continue") + +local loaded = SaveData.newGame() +loaded.player.map = "FIX_TOWN" +Game:restoreSave(loaded, false, { freshBoot = true }) + +eq(playing(), "town.wav", + "Continue's real restoreSave(..., {freshBoot=true}) swaps at once") + +-- =========================================================================== +-- (A2) The same real Game:restoreSave with no opts at all -- its own +-- default (e.g. for any future caller that doesn't ask for freshBoot) is +-- the safe, ordinary crossfade, not a silent hard-cut. +-- =========================================================================== +Music.play(Data, "Music_TitleScreen") -- stand-in for whatever was playing +local loaded2 = SaveData.newGame() +loaded2.player.map = "FIX_TOWN" +Game:restoreSave(loaded2, false) + +eq(playing(), "title.wav", + "restoreSave(...) with no opts still fades, not an instant swap") +finishFade() +eq(playing(), "town.wav", "...landing on the loaded save's map song") + +-- =========================================================================== +-- (A3) The real Game:keypressed("f2") handler, both ways it's reachable: +-- at the title screen and mid-session. SaveData.load is stubbed rather +-- than round-tripped through the in-memory love.filesystem, to isolate +-- this test from the slot/persistence format. +-- =========================================================================== +local realLoad = SaveData.load +local loaded3 = SaveData.newGame() +loaded3.player.map = "FIX_TOWN" +SaveData.load = function() return loaded3, false end + +StateStack:init() -- no overworld on the stack: "at the title screen" +Music.play(Data, "Music_TitleScreen") +Game:keypressed("f2") +eq(playing(), "town.wav", + "F2 from the title screen (overworld not on the stack) swaps at once") + +StateStack:init() +StateStack.states[1] = OverworldState -- overworld already active: mid-session +Music.play(Data, "Music_TitleScreen") -- stand-in for the session's own song +Game:keypressed("f2") +eq(playing(), "town.wav", + "F2 mid-session (a live overworld already on the stack) also swaps at once") + +SaveData.load = realLoad +StateStack:init() + +-- =========================================================================== +-- (A4) The real Game:restoreCheckpointSave, called the way Checkpoint.resume +-- (RFC 0006's mod.checkpoint:resume) calls it. +-- =========================================================================== +Music.play(Data, "Music_TitleScreen") +local checkpointSave = SaveData.newGame() +checkpointSave.player.map = "FIX_TOWN" +Game:restoreCheckpointSave(checkpointSave) +eq(playing(), "town.wav", + "a title-session checkpoint resume swaps at once, no lingering title music") + +StateStack:init() + +-- =========================================================================== +-- (B) An ordinary warp (e.g. walking into a house) is unaffected: it still +-- cross-fades like any other map-to-map transition. +-- =========================================================================== +OverworldState:setMap("FIX_ROUTE", 3, 3, "up", {}) +eq(playing(), "town.wav", + "an ordinary warp still fades: the old song is still playing right after setMap") +finishFade() +eq(playing(), "route.wav", + "...and lands on the new map's song once the fade completes") + +-- =========================================================================== +-- (C) The real dev console `warp` verb (src/dev/Console.lua VERBS.warp). +-- =========================================================================== +Music.play(Data, "Music_TitleScreen") -- re-arm a "stale" song to prove intent +Console.new(Game):exec("warp FIX_TOWN 5 5") + +eq(playing(), "title.wav", + "Console's real `warp` verb still fades, like an ordinary warp") +finishFade() +eq(playing(), "town.wav", "...landing on the target map's song") + +-- =========================================================================== +-- (D) src/dev/HotReload.lua's reloadMap opts shape, simulated (see header) +-- rather than called through: reloadMap is local/unexported, and +-- HotReload.run's full loader teardown is out of scope for this fix. +-- =========================================================================== +Music.play(Data, "Music_TitleScreen") +OverworldState:setMap("FIX_ROUTE", 3, 3, "up", { via = "boot" }) +eq(playing(), "title.wav", + "HotReload's { via = \"boot\" } setMap still fades, not an instant swap") +finishFade() +eq(playing(), "route.wav", "...landing on the reloaded map's song") + +T.finish("resume_boot_music_no_fade")