Merge remote-tracking branch 'origin/dev' into feat/worldapi-start-wild-battle

This commit is contained in:
Jakub Lisicki
2026-08-08 12:42:10 +02:00
77 changed files with 6267 additions and 248 deletions
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#!/usr/bin/env python3
"""ROM-free regression tests for source-build version detection and routing."""
from contextlib import redirect_stderr, redirect_stdout
from io import StringIO
from pathlib import Path
from types import SimpleNamespace
from unittest import TestCase, main, mock
import sys
sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "tools"))
import build_rom_data # noqa: E402
class BuildRomDataCliTest(TestCase):
def run_builder(self, sha1, *extra):
manifest = {"romSha1": sha1, "symbols": {}}
rom = SimpleNamespace(sha1=sha1)
with mock.patch.object(build_rom_data, "RomImage", return_value=rom), \
mock.patch.object(build_rom_data, "load_manifest", return_value=manifest), \
mock.patch.object(build_rom_data, "build") as build, \
mock.patch.object(build_rom_data.os, "makedirs"), \
redirect_stdout(StringIO()), redirect_stderr(StringIO()):
result = build_rom_data.main([
"--rom", "fixture.gb", "--only", "constants", *extra])
return result, build
def test_blue_rom_selects_blue_manifest_and_cache_paths(self):
result, build = self.run_builder(
build_rom_data.CANONICAL_BLUE_SHA1)
self.assertEqual(result, 0)
args = build.call_args.args
self.assertEqual(args[3], "blue/data/generated")
self.assertEqual(args[4], "blue/assets/generated")
def test_red_rom_keeps_historical_root_paths(self):
result, build = self.run_builder(build_rom_data.CANONICAL_RED_SHA1)
self.assertEqual(result, 0)
args = build.call_args.args
self.assertEqual(args[3], "data/generated")
self.assertEqual(args[4], "assets/generated")
def test_explicit_output_paths_are_preserved(self):
result, build = self.run_builder(
build_rom_data.CANONICAL_YELLOW_SHA1,
"--out", "/tmp/custom-data", "--assets", "/tmp/custom-assets")
self.assertEqual(result, 0)
args = build.call_args.args
self.assertEqual(args[3], "/tmp/custom-data")
self.assertEqual(args[4], "/tmp/custom-assets")
def test_unknown_rom_is_rejected_before_build(self):
unknown = "0" * 40
result, build = self.run_builder(unknown)
self.assertEqual(result, 1)
build.assert_not_called()
if __name__ == "__main__":
main()
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-- Battle checkpoints are exposed only at a settled, reconstructable player
-- decision boundary. This suite is ROM-free and exercises the public engine
-- checkpoint capability against the fixture battle implementation.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle checkpoint boundary")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame()
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
local stack = setmetatable({ states = {} }, { __index = StateStack })
local overworld = {
map = { id = save.player.map },
player = {
cellX = save.player.x, cellY = save.player.y,
facing = save.player.facing, surfing = false,
},
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
local game = { data = Data, save = save, stack = stack, overworld = overworld }
stack.states[1] = overworld
local battle = BattleState.newWild(game, "FIXMON_B", 12)
battle.phase = "menu"
battle.queue = {}
battle.checkpointOrigin = { kind = "wild_encounter" }
battle.onFinish = function() end
stack.states[2] = battle
return game, overworld, battle
end
local game, overworld, battle = makeGame()
T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "battle",
}, "settled standard wild battle is a checkpoint boundary")
local function refused(mutator, code, label)
local game2, ow2, battle2 = makeGame()
mutator(game2, ow2, battle2)
local capability = Checkpoint.inspect(game2)
T.check(capability.canCapture == false and capability.reason == code,
label .. ": " .. tostring(capability.reason))
end
refused(function(_, _, b) b.phase = "messages" end,
"battle_phase_busy", "message phase is rejected")
refused(function(_, _, b) b.queue = { { text = "busy" } } end,
"battle_phase_busy", "nonempty action queue is rejected")
refused(function(_, _, b) b.waitFrames = 1 end,
"battle_phase_busy", "partial wait is rejected")
refused(function(_, _, b) b.enemy.mon.hp = b.enemy.mon.hp - 1 end,
"battle_phase_busy", "unfinished HP display synchronization is rejected")
refused(function(_, _, b) b.player.mustRecharge = true end,
"battle_phase_busy", "automatic locked action is rejected")
refused(function(_, ow) ow.runner = { isRunning = function() return true end } end,
"script_busy", "suspended script beneath battle is rejected")
refused(function(_, _, b) b.checkpointOrigin = nil end,
"battle_origin_unsupported", "unknown completion closure is rejected")
refused(function(_, _, b) b.safari = { balls = 30, steps = 10 } end,
"battle_variant_unsupported", "Safari battle is rejected")
refused(function(_, _, b) b.ghost = true end,
"battle_variant_unsupported", "ghost battle is rejected")
refused(function(_, _, b) b.demo = true end,
"battle_variant_unsupported", "old-man demo is rejected")
refused(function(_, _, b) b.kind = "link" end,
"link_battle_unsupported", "link battle is rejected")
-- Ordinary overworld behavior remains unchanged by the battle branch.
game.stack.states[2] = nil
T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "overworld",
}, "settled overworld remains supported")
T.finish()
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-- Data-only capture of a settled battle checkpoint, including deterministic
-- gameplay RNG and normalized object-reference sets.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle checkpoint capture")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local oldGet, oldSet = love.math.getRandomState, love.math.setRandomState
local randomState = "fixture-rng-A"
love.math.getRandomState = function() return randomState end
love.math.setRandomState = function(state) randomState = state end
local function makeGame(kind)
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.party = {
Pokemon.new(Data, "FIXMON_A", 20),
Pokemon.new(Data, "FIXMON_C", 15),
}
local stack = setmetatable({ states = {} }, { __index = StateStack })
local overworld = {
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function overworld:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing = self.player.facing
target.player.surfing = self.player.surfing and true or false
end
local game = { data = Data, save = save, stack = stack, overworld = overworld }
stack.states[1] = overworld
local battle
if kind == "trainer" then
battle = BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
battle.checkpointOrigin = {
kind = "trainer_encounter", map = "FIX_TOWN", npcId = "TRAINER_1",
trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
event = "EVENT_BEAT_TRAINER_1",
}
else
battle = BattleState.newWild(game, "FIXMON_B", 12)
battle.checkpointOrigin = { kind = "wild_encounter", map = "FIX_TOWN" }
end
battle.phase, battle.queue = "menu", {}
battle.onFinish = function() end
stack.states[2] = battle
return game, battle
end
local game, battle = makeGame("wild")
battle.turnCount = 7
battle.runAttempts = 2
battle.payDay = 45
battle.player.stages.attack = 2
battle.player.confusedTurns = 3
battle.player.curTypes = { "FIRE", "FLYING" }
local originalMoveId = battle.player.curMoves[1].id
battle.player.curMoves[1].id = "FIX_CUT"
battle.player.curMoves[1].mimic = true
battle.mimicRestores = {
{ battler = battle.player, entry = battle.player.curMoves[1], id = originalMoveId },
}
battle.enemy.mon.hp = battle.enemy.mon.hp - 4
battle.enemy.shownHP = battle.enemy.mon.hp
battle.enemy.stages.defense = -1
battle.enemy.aiLayer2 = 1
battle.enemy.thrashMove = battle.enemy.curMoves[1]
battle.enemy.thrashTurns = 2
battle.participants = { [game.save.party[1]] = true,
[game.save.party[2]] = true }
battle.leveledUp = { [game.save.party[2]] = true }
battle.sideToxic = { enemy = 3 }
battle.sides[1].screens.reflect = { turns = 2 }
battle.field.weather = { id = "fixture-rain", turns = 4 }
local snapshot, code, message = Checkpoint.capture(game)
T.check(snapshot ~= nil, "settled battle captures: " .. tostring(code or message))
T.eq(snapshot and snapshot.kind, "battle", "checkpoint kind is battle")
if snapshot and snapshot.kind == "battle" then
T.eq(snapshot.rng.love, "fixture-rng-A", "LÖVE RNG state is captured")
T.same(snapshot.runtime.overworld,
{ map = "FIX_TOWN", x = 2, y = 3, facing = "left", surfing = false },
"return overworld point is captured")
T.same(snapshot.runtime.battle.origin,
{ kind = "wild_encounter", map = "FIX_TOWN" },
"semantic continuation origin is data-only")
T.eq(snapshot.runtime.battle.turnCount, 7, "turn count is captured")
T.eq(snapshot.runtime.battle.rulesetId, "gen1_faithful",
"battle mechanics ruleset identity is captured")
T.eq(snapshot.runtime.battle.runAttempts, 2, "escape attempts are captured")
T.eq(snapshot.runtime.battle.player.stages.attack, 2,
"player stat stages are captured")
T.eq(snapshot.runtime.battle.player.confusedTurns, 3,
"player volatile status is captured")
T.same(snapshot.runtime.battle.player.curTypes, { "FIRE", "FLYING" },
"transformed battle types are captured")
T.same(snapshot.runtime.battle.mimicRestores,
{ { side = "player", slot = 1, id = originalMoveId } },
"Mimic restore pointers normalize to side and move slot")
T.eq(snapshot.runtime.battle.enemy.stages.defense, -1,
"enemy stat stages are captured")
T.eq(snapshot.runtime.battle.enemy.aiLayer2, 1,
"enemy AI selection layer is captured")
T.eq(snapshot.runtime.battle.enemy.thrashMoveSlot, 1,
"move-instance references normalize to move slots")
T.eq(snapshot.runtime.battle.enemy.thrashMove, nil,
"live move-instance references are not serialized as detached copies")
T.same(snapshot.runtime.battle.participants, { 1, 2 },
"Pokemon-keyed participants normalize to party indices")
T.same(snapshot.runtime.battle.leveledUp, { 2 },
"Pokemon-keyed level-up set normalizes to party indices")
T.same(snapshot.runtime.battle.sides[1].screens.reflect, { turns = 2 },
"data-only side extensions are captured")
T.same(snapshot.runtime.battle.field.weather,
{ id = "fixture-rain", turns = 4 },
"data-only field extensions are captured")
local encoded = SaveSerializer.encode(snapshot)
T.check(type(encoded) == "string" and #encoded > 0,
"battle checkpoint passes the canonical data-only serializer")
snapshot.save.money = 1
snapshot.runtime.battle.player.stages.attack = -6
T.check(game.save.money ~= 1, "checkpoint progress is detached")
T.eq(battle.player.stages.attack, 2, "checkpoint battle state is detached")
end
local trainerGame, trainer = makeGame("trainer")
trainer.enemyIndex = 1
trainer.aiUses = 2
local trainerSnapshot = Checkpoint.capture(trainerGame)
T.eq(trainerSnapshot and trainerSnapshot.kind, "battle",
"ordinary trainer battle captures")
if trainerSnapshot and trainerSnapshot.kind == "battle" then
T.eq(trainerSnapshot.runtime.battle.oppClass, "OPP_FIX_YOUNGSTER",
"trainer class is captured")
T.eq(trainerSnapshot.runtime.battle.partyIndex, 1,
"trainer roster index is captured")
T.eq(#trainerSnapshot.runtime.battle.enemyParty, #trainer.enemyParty,
"complete enemy roster is captured")
end
local extensionGame, extensionBattle = makeGame("wild")
extensionBattle.field.tokens[1] = { id = "callback-token", onExpire = function() end }
local unsafe, unsafeCode = Checkpoint.capture(extensionGame)
T.check(unsafe == nil and unsafeCode == "battle_extension_unsafe",
"callback-bearing battle extensions are rejected, not stripped")
love.math.getRandomState = nil
local rngGame = makeGame("wild")
local noRng, rngCode = Checkpoint.capture(rngGame)
T.check(noRng == nil and rngCode == "rng_state_unavailable",
"battle capture fails closed without serializable gameplay RNG")
love.math.getRandomState, love.math.setRandomState = oldGet, oldSet
T.finish()
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-- Engine-owned battle continuations replace unserializable onFinish closures
-- after a persistent checkpoint reconstructs the overworld and battle.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle checkpoint continuation")
local GameMethods = require("src.core.Game")
local OverworldState = require("src.world.OverworldController")
local function fakeOverworld()
local npc = { id = "FIX_TOWN_obj_1", frozen = true }
local ow = setmetatable({
map = { id = "FIX_TOWN" },
npcPool = { [npc.id] = npc },
engaging = true,
}, { __index = OverworldState })
ow.afterBattle = function(self, result, battle)
self.after = { result = result, battle = battle }
end
ow.checkVictoryRewards = function(self, class, party)
self.reward = { class = class, party = party }
end
return ow, npc
end
local wildOw = fakeOverworld()
local wildGame = { save = { defeatedTrainers = {}, flags = {} } }
local wild = { game = wildGame, kind = "wild" }
T.check(wildOw:restoreBattleContinuation(wild,
{ kind = "wild_encounter", map = "FIX_TOWN" }) == true,
"ordinary wild continuation binds")
wild.onFinish("run")
T.same(wildOw.after, { result = "run", battle = wild },
"wild continuation returns through canonical afterBattle")
local trainerOw, trainerNpc = fakeOverworld()
local trainerGame = { save = { defeatedTrainers = {}, flags = {} } }
local trainer = {
game = trainerGame, kind = "trainer",
oppClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
}
local trainerOrigin = {
kind = "trainer_encounter", map = "FIX_TOWN",
npcId = trainerNpc.id, trainerClass = trainer.oppClass, partyIndex = 1,
event = "EVENT_BEAT_FIX_TRAINER",
}
T.check(trainerOw:restoreBattleContinuation(trainer, trainerOrigin) == true,
"ordinary trainer continuation binds")
trainer.onFinish("win")
T.check(trainerGame.save.defeatedTrainers[trainerNpc.id] == true,
"trainer win stamps the stable object id")
T.check(trainerGame.save.flags.EVENT_BEAT_FIX_TRAINER == true,
"trainer win stamps the header event")
T.same(trainerOw.reward,
{ class = "OPP_FIX_YOUNGSTER", party = 1 },
"trainer win runs canonical victory rewards")
T.same(trainerOw.after, { result = "win", battle = trainer },
"trainer win returns through canonical afterBattle")
T.check(trainerOw.engaging == false and trainerNpc.frozen == false,
"reconstructed trainer completion leaves overworld input unfrozen")
local lossOw, lossNpc = fakeOverworld()
local lossGame = { save = { defeatedTrainers = {}, flags = {} } }
local lossBattle = {
game = lossGame, kind = "trainer",
oppClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
}
T.check(lossOw:restoreBattleContinuation(lossBattle, trainerOrigin) == true,
"trainer loss continuation binds")
lossBattle.onFinish("lose")
T.eq(lossGame.save.defeatedTrainers[lossNpc.id], nil,
"trainer loss does not stamp the trainer defeated")
T.eq(lossGame.save.flags.EVENT_BEAT_FIX_TRAINER, nil,
"trainer loss does not stamp the header event")
T.eq(lossOw.reward, nil, "trainer loss does not grant victory rewards")
local mismatchOw = fakeOverworld()
T.check(mismatchOw:restoreBattleContinuation(trainer, {
kind = "trainer_encounter", map = "OTHER_MAP", npcId = trainerNpc.id,
trainerClass = trainer.oppClass, partyIndex = 1,
}) == false, "continuation from another map is rejected")
T.check(mismatchOw:restoreBattleContinuation(trainer, {
kind = "trainer_encounter", map = "FIX_TOWN", npcId = trainerNpc.id,
trainerClass = "OPP_OTHER", partyIndex = 1,
}) == false, "mismatched trainer identity is rejected")
local ow = {}
local stack = { states = { ow } }
function stack:top() return self.states[#self.states] end
local game = setmetatable({ overworld = ow, stack = stack }, { __index = GameMethods })
local entered, resumed = false, false
local battle = {
enter = function() entered = true end,
resumeCheckpoint = function() resumed = true end,
}
game:restoreCheckpointBattle(battle)
T.check(game.stack:top() == battle, "reconstructed battle is installed on stack")
T.check(resumed == true, "checkpoint-specific battle resume path runs")
T.check(entered == false, "ordinary battle intro is not replayed")
T.finish()
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-- A battle checkpoint reconstructs a new controller from data, rather than
-- retaining the original table/closure, and restores gameplay RNG exactly.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle checkpoint restore")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Damage = require("src.battle.Damage")
local Encounter = require("src.world.Encounter")
local GameMethods = require("src.core.Game")
local Music = require("src.core.Music")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local StateStack = require("src.core.StateStack")
local TrainerAI = require("src.battle.TrainerAI")
local Data = Fixtures.fresh()
local oldRandom = love.math.random
local oldGet, oldSet = love.math.getRandomState, love.math.setRandomState
local oldPlayBattle = Music.playBattle
Music.playBattle = function() end
local rng = 12345
love.math.getRandomState = function() return tostring(rng) end
love.math.setRandomState = function(state) rng = assert(tonumber(state)) end
love.math.random = function(a, b)
rng = (rng * 1103515245 + 12345) % 2147483648
local unit = rng / 2147483648
if a == nil then return unit end
if b == nil then return math.floor(unit * a) + 1 end
return a + math.floor(unit * (b - a + 1))
end
local function makeGame(kind)
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
save.party = {
Pokemon.new(Data, "FIXMON_A", 20),
Pokemon.new(Data, "FIXMON_C", 15),
}
-- Strip new-game defaults that are intentionally absent from the tiny
-- fixture registry, then place the sanitized save on a fixture map.
SaveData.validate(save, Data)
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
local stack = setmetatable({ states = {} }, { __index = StateStack })
local overworld = {
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function overworld:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing = self.player.facing
target.player.surfing = self.player.surfing and true or false
end
function overworld:restoreBattleContinuation(battle, origin)
battle.onFinish = function(result)
self.lastRestoredFinish = { result = result, origin = origin.kind }
end
return true
end
local game = setmetatable(
{ data = Data, save = save, stack = stack, overworld = overworld },
{ __index = GameMethods })
function game:restoreCheckpointSave(loaded)
self.save = loaded
self.overworld.map = { id = loaded.player.map }
self.overworld.player = {
cellX = loaded.player.x, cellY = loaded.player.y,
facing = loaded.player.facing,
surfing = loaded.player.surfing and true or false,
}
self.overworld.runner = { isRunning = function() return false end }
self.overworld.parallelRunners, self.overworld.pendingScripts = {}, {}
self.overworld.parallelQueue, self.overworld.scriptMoves = {}, {}
self.stack.states = { self.overworld }
end
stack.states[1] = overworld
local battle
if kind == "trainer" then
battle = BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
battle.checkpointOrigin = {
kind = "trainer_encounter", map = "FIX_TOWN", npcId = "TRAINER_1",
trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
event = "EVENT_BEAT_TRAINER_1",
}
else
battle = BattleState.newWild(game, "FIXMON_B", 12)
battle.checkpointOrigin = { kind = "wild_encounter", map = "FIX_TOWN" }
end
battle.phase, battle.queue = "menu", {}
battle.musicKind = battle:computeMusicKind()
battle.onFinish = function() end
stack.states[2] = battle
return game, battle
end
local function settleOverworld(game)
game.stack.states = { game.overworld }
game.save.money = 999999
game.save.party[1].hp = 1
game.overworld.player.cellX = 8
game.overworld.player.facing = "up"
end
local game, originalBattle = makeGame("wild")
originalBattle.turnCount = 4
originalBattle.runAttempts = 1
originalBattle.player.stages.speed = 3
local originalMoveId = originalBattle.player.curMoves[1].id
originalBattle.player.curMoves[1].id = "FIX_CUT"
originalBattle.player.curMoves[1].mimic = true
originalBattle.mimicRestores = {
{ battler = originalBattle.player, entry = originalBattle.player.curMoves[1],
id = originalMoveId },
}
originalBattle.enemy.mon.hp = originalBattle.enemy.mon.hp - 5
originalBattle.enemy.shownHP = originalBattle.enemy.mon.hp
originalBattle.enemy.disabledSlot = 1
originalBattle.enemy.disabledTurns = 2
originalBattle.enemy.aiLayer2 = 1
originalBattle.enemy.thrashTurns = 2
originalBattle.enemy.mon.moves = {
{ id = "FIX_SCRATCH", pp = 35 }, { id = "FIX_CUT", pp = 30 },
}
originalBattle.enemy.curMoves = originalBattle.enemy.mon.moves
originalBattle.enemy.thrashMove = originalBattle.enemy.curMoves[1]
originalBattle.participants = { [game.save.party[1]] = true }
local checkpoint = assert(Checkpoint.capture(game))
local encounterDef = { grass = {
rate = 256, buckets = { 128, 256 },
slots = { { species = "FIXMON_A", level = 4 },
{ species = "FIXMON_B", level = 7 } },
} }
Encounter.load(Data)
local function randomOutcomes(battle)
local damage, detail = Damage.compute(battle.ruleset, battle.player,
battle.enemy, Data.moves.FIX_CUT, { rng = battle.rng })
local hit = Damage.accuracyRoll(battle.ruleset, Data.moves.FIX_CUT,
battle.player, battle.enemy, battle.rng)
local ai = TrainerAI.chooseMove(battle.enemy, battle.rng, nil)
local escaped = battle:runRollVanilla(1, 100)
local encounter = Encounter.roll(encounterDef, love.math.random)
local nextValue = love.math.random(1, 1000000)
return {
damage = damage, critical = detail.crit, hit = hit,
ai = ai.id, escaped = escaped, encounter = encounter,
nextValue = nextValue,
}
end
local expectedOutcomes = randomOutcomes(originalBattle)
settleOverworld(game)
game.save.options.ruleset = "modern_clean"
rng = 777
local restored, code, message = Checkpoint.restore(game, checkpoint)
T.check(restored == true, "battle checkpoint restores: " .. tostring(message or code))
local rebuilt = restored and game.stack:top()
if restored then
T.check(rebuilt ~= originalBattle, "restore creates a new battle controller")
T.eq(getmetatable(rebuilt), BattleState, "restored stack top is a BattleState")
T.eq(rebuilt.phase, "menu", "restored battle resumes at the decision menu")
T.eq(#rebuilt.queue, 0, "restored battle has no stale action queue")
T.eq(rebuilt.turnCount, 4, "turn count roundtrips")
T.eq(rebuilt.runAttempts, 1, "escape state roundtrips")
T.eq(rebuilt.player.stages.speed, 3, "player stages roundtrip")
T.check(rebuilt.mimicRestores and rebuilt.mimicRestores[1]
and rebuilt.mimicRestores[1].battler == rebuilt.player
and rebuilt.mimicRestores[1].entry == rebuilt.player.curMoves[1],
"Mimic restore references are rebuilt against the new battler")
rebuilt:restoreMimicked(rebuilt.player)
T.eq(rebuilt.player.curMoves[1].id, originalMoveId,
"restored Mimic move returns to its canonical id when battle copy leaves")
T.eq(rebuilt.player.curMoves[1].mimic, nil,
"restored Mimic marker clears with the battle copy")
-- Put the checkpointed battle state back before differential recapture.
rebuilt.player.curMoves[1].id = "FIX_CUT"
rebuilt.player.curMoves[1].mimic = true
rebuilt.mimicRestores = {
{ battler = rebuilt.player, entry = rebuilt.player.curMoves[1], id = originalMoveId },
}
T.eq(rebuilt.enemy.disabledSlot, 1, "enemy volatile state roundtrips")
T.eq(rebuilt.enemy.disabledTurns, 2, "enemy volatile duration roundtrips")
T.eq(rebuilt.enemy.aiLayer2, 1, "enemy AI selection layer roundtrips")
T.check(rebuilt.enemy.thrashMove == rebuilt.enemy.curMoves[1],
"multi-turn move references rebuild against the new move list")
T.eq(rebuilt.enemy.mon.hp, checkpoint.runtime.battle.enemyMon.hp,
"enemy Pokemon model roundtrips")
T.eq(game.save.money, checkpoint.save.money, "persistent progress roundtrips")
T.eq(game.save.party[1].hp, checkpoint.save.party[1].hp,
"party model roundtrips")
T.eq(game.save.options.ruleset, "modern_clean",
"current global ruleset option remains untouched")
T.check(rebuilt.ruleset == require("src.battle.rulesets.gen1_faithful"),
"restored battle keeps the mechanics ruleset it was captured with")
T.same(Checkpoint.capture(game), checkpoint,
"capture A, discard, restore A, capture A2 yields normalized A == A2")
local replayed = randomOutcomes(rebuilt)
T.same(replayed, expectedOutcomes,
"damage, critical, accuracy, AI, escape, encounter and next RNG replay exactly")
rebuilt.onFinish("run")
T.same(game.overworld.lastRestoredFinish,
{ result = "run", origin = "wild_encounter" },
"restored battle receives a reconstructed semantic continuation")
end
local partyGame, switchedOriginal = makeGame("wild")
partyGame.save.party[1].hp = 0
local activeMon = partyGame.save.party[2]
activeMon.status = "PAR"
activeMon.moves[1].pp = activeMon.moves[1].pp - 4
switchedOriginal.player = BattleState.makeBattler(
Data, activeMon, true, partyGame.save)
switchedOriginal.sides[1].battlers = { switchedOriginal.player }
switchedOriginal.participants = {
[partyGame.save.party[1]] = true,
[partyGame.save.party[2]] = true,
}
local partyCheckpoint = assert(Checkpoint.capture(partyGame))
settleOverworld(partyGame)
partyGame.save.party[2].status = nil
partyGame.save.party[2].moves[1].pp = 1
restored, code, message = Checkpoint.restore(partyGame, partyCheckpoint)
T.check(restored == true,
"switched/status/PP checkpoint restores: " .. tostring(message or code))
local partyRebuilt = partyGame.stack:top()
if restored then
T.eq(partyGame.save.party[1].hp, 0,
"fainted non-active party member roundtrips")
T.check(partyRebuilt.player.mon == partyGame.save.party[2],
"switched active Pokemon reconstructs against restored party identity")
T.eq(partyRebuilt.player.mon.status, "PAR", "active status roundtrips")
T.eq(partyRebuilt.player.mon.moves[1].pp,
partyCheckpoint.save.party[2].moves[1].pp, "reduced PP roundtrips")
T.check(partyRebuilt.participants[partyGame.save.party[1]] == true
and partyRebuilt.participants[partyGame.save.party[2]] == true,
"participant references rebuild against fainted and active party members")
T.same(Checkpoint.capture(partyGame), partyCheckpoint,
"switch, faint, status and PP differential recapture is exact")
end
local trainerGame, trainerOriginal = makeGame("trainer")
trainerOriginal.turnCount = 6
trainerOriginal.enemy.mon.hp = trainerOriginal.enemy.mon.hp - 3
trainerOriginal.enemy.shownHP = trainerOriginal.enemy.mon.hp
trainerOriginal.aiUses = 1
trainerOriginal.participants = { [trainerGame.save.party[1]] = true,
[trainerGame.save.party[2]] = true }
local trainerCheckpoint = assert(Checkpoint.capture(trainerGame))
settleOverworld(trainerGame)
restored, code, message = Checkpoint.restore(trainerGame, trainerCheckpoint)
T.check(restored == true, "trainer checkpoint restores: " .. tostring(message or code))
local trainerRebuilt = trainerGame.stack:top()
if restored then
T.check(trainerRebuilt ~= trainerOriginal,
"trainer restore is independent of the original controller")
T.eq(trainerRebuilt.oppClass, "OPP_FIX_YOUNGSTER", "trainer class roundtrips")
T.eq(trainerRebuilt.enemyIndex, 1, "enemy roster index roundtrips")
T.eq(trainerRebuilt.aiUses, 1, "trainer AI item budget roundtrips")
T.same(Checkpoint.capture(trainerGame), trainerCheckpoint,
"trainer differential recapture is exact")
end
local function clone(value)
return assert(SaveSerializer.decode(SaveSerializer.encode(value)))
end
local beforeRejected = assert(Checkpoint.capture(trainerGame))
local missingSpecies = clone(trainerCheckpoint)
missingSpecies.runtime.battle.enemyParty[1].species = "MISSING_SPECIES"
restored, code = Checkpoint.restore(trainerGame, missingSpecies)
T.check(restored == false and code == "invalid_content",
"unknown battle content is rejected before mutation")
T.same(Checkpoint.capture(trainerGame), beforeRejected,
"rejected battle content leaves runtime and RNG unchanged")
local badOrigin = clone(trainerCheckpoint)
badOrigin.runtime.battle.origin.npcId = nil
restored, code = Checkpoint.restore(trainerGame, badOrigin)
T.check(restored == false and code == "battle_origin_unsupported",
"incomplete semantic continuation is rejected before mutation")
T.same(Checkpoint.capture(trainerGame), beforeRejected,
"rejected continuation leaves runtime and RNG unchanged")
-- Fail after the new battle has been installed, when its RNG is applied.
-- The transaction must reconstruct the prior battle and restore its RNG.
local workingSetRandomState = love.math.setRandomState
local setCalls = 0
love.math.setRandomState = function(state)
setCalls = setCalls + 1
if setCalls == 1 then error("injected RNG restore failure") end
return workingSetRandomState(state)
end
local beforeFailure = assert(Checkpoint.capture(trainerGame))
local rngBeforeFailure = rng
restored, code = Checkpoint.restore(trainerGame, trainerCheckpoint)
T.check(restored == false and code == "restore_failed",
"post-install RNG failure is returned as a structured restore failure")
T.eq(rng, rngBeforeFailure, "failed battle restore rolls RNG back exactly")
T.same(Checkpoint.capture(trainerGame), beforeFailure,
"failed battle restore rolls the complete runtime back exactly")
love.math.setRandomState = workingSetRandomState
love.math.random = oldRandom
love.math.getRandomState, love.math.setRandomState = oldGet, oldSet
Music.playBattle = oldPlayBattle
T.finish()
+345
View File
@@ -0,0 +1,345 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Net = require("src.link.Net")
local Json = require("src.link.Json")
local Session = require("src.link.Session")
local function sessionPair()
local hostNet, guestNet = Net.loopbackPair()
return Session.new(hostNet, { role = "host", kind = "link" }),
Session.new(guestNet, { role = "guest", kind = "link" })
end
local function fakeTransport(options)
options = options or {}
local transport = {
paired = options.paired ~= false,
closed = false,
error = nil,
inbox = options.inbox or {},
closeCount = 0,
}
function transport:update()
if options.onUpdate then options.onUpdate(self) end
if options.updateError then error(options.updateError) end
end
function transport:poll()
if options.pollError then error(options.pollError) end
local messages = self.inbox
self.inbox = {}
return messages
end
function transport:send(message)
self.sent = message
return true
end
function transport:close()
self.closeCount = self.closeCount + 1
self.closed = true
if options.closeError then error(options.closeError) end
end
return transport
end
local function readFile(path)
local handle = assert(io.open(path, "rb"))
local body = handle:read("*a")
handle:close()
return body
end
do
local host, guest = sessionPair()
T.eq(host:getRole(), "host", "host role is assigned locally")
T.eq(guest:getRole(), "guest", "guest role is assigned locally")
T.eq(host:getKind(), "link", "session kind is retained")
T.eq(host:getStatus(), "paired", "wrapped loopback starts paired")
guest:send({
type = "hello", name = "BLUE", role = "host", kind = "tournament",
})
host:update()
local hello = host:take("hello")
T.eq(hello.name, "BLUE", "send forwards the original payload")
T.eq(hello.session, nil, "send adds no session envelope")
T.eq(host:getRole(), "host", "peer payload cannot replace local role")
T.eq(host:getKind(), "link", "peer payload cannot replace local kind")
end
do
local host, guest = sessionPair()
guest:send({ type = "before", sequence = 1 })
guest:send({ type = "hello", sequence = 2 })
guest:send({ type = "after", sequence = 3 })
guest:send({ type = "hello", sequence = 4 })
host:update()
local hello = host:take("hello")
T.eq(hello.sequence, 2, "take removes the first matching packet")
T.eq(host:pollOne().sequence, 1, "pollOne removes only the FIFO head")
local rest = host:poll()
T.eq(#rest, 2, "poll returns every remaining packet once")
T.eq(rest[1].sequence, 3, "take preserves the earlier remainder order")
T.eq(rest[2].sequence, 4, "take preserves repeated-type order")
T.eq(#host:poll(), 0, "poll clears the private FIFO")
end
do
local sent
local transport = {
paired = false,
code = nil,
address = "192.0.2.5:7777",
target = "ROOM01",
update = function(self)
self.paired = true
self.code = "ROOM02"
end,
poll = function() return {} end,
send = function(_, message)
sent = message
return "queued", 7
end,
close = function(self) self.closed = true end,
}
local session = Session.new(transport, { role = "guest", kind = "tournament" })
T.eq(session:getStatus(), "connecting", "unpaired transport starts connecting")
T.eq(session.address, "192.0.2.5:7777", "address metadata is mirrored")
T.eq(session.target, "ROOM01", "target metadata is mirrored")
local outbound = { type = "ping" }
local result, count = session:send(outbound)
T.eq(result, "queued", "send preserves the transport's first return")
T.eq(count, 7, "send preserves the transport's second return")
T.eq(sent, outbound, "send forwards the original table unchanged")
session:update()
T.eq(session:getStatus(), "paired", "update observes transport pairing")
T.eq(session.code, "ROOM02", "update refreshes relay metadata")
end
do
local transport = fakeTransport({ onUpdate = function(self)
self.inbox[#self.inbox + 1] = { type = "bye", final = true }
self.closed = true
end })
local session = Session.new(transport, { role = "host", kind = "link" })
session:update()
T.eq(session:getStatus(), "draining", "normal close drains its final packet")
T.eq(session.closed, false, "compatibility closed waits for the FIFO")
T.eq(session:take("bye").final, true, "final close packet remains observable")
T.eq(session:getStatus(), "closed", "normal drain reaches closed")
T.eq(transport.closeCount, 1, "transport cleanup runs once")
end
do
local transport = fakeTransport({
onUpdate = function(self) self.closed = true end,
closeError = "normal cleanup exploded",
})
local session = Session.new(transport, { role = "host", kind = "link" })
T.check(pcall(session.update, session),
"normal-close cleanup exception does not escape the game loop")
local reason, detail = session:getFailure()
T.eq(reason, "transport_error",
"normal-close cleanup exception becomes a transport failure")
T.check(detail:find("normal cleanup exploded", 1, true) ~= nil,
"normal-close cleanup failure keeps its diagnostic detail")
T.eq(session:getStatus(), "failed",
"normal-close cleanup exception cannot report a clean close")
end
do
local transport = fakeTransport({ onUpdate = function(self)
self.inbox = { { type = "before", sequence = 1 } }
self.error = "socket failed"
self.closed = true
end })
local session = Session.new(transport, { role = "guest", kind = "link" })
session:update()
local reason, detail = session:getFailure()
T.eq(reason, "transport_error", "transport failure has a stable reason")
T.eq(detail, "socket failed", "transport failure retains original detail")
T.eq(session:getStatus(), "draining", "transport failure drains valid prefix")
T.eq(session.error, nil, "legacy error stays hidden during drain")
T.eq(session.closed, false, "legacy closed stays false during failed drain")
T.eq(session:pollOne().sequence, 1, "failed drain returns its valid prefix")
T.eq(session:getStatus(), "failed", "failed drain reaches failed")
T.eq(session.error, "socket failed", "legacy error appears at terminal failure")
transport.error = "later error"
session:update()
local _, latchedDetail = session:getFailure()
T.eq(latchedDetail, "socket failed", "first terminal failure stays latched")
end
do
local transport = fakeTransport({ inbox = {
{ type = "before", sequence = 1 },
false,
{ type = "after", sequence = 3 },
} })
local session = Session.new(transport, { role = "host", kind = "link" })
session:update()
local reason = session:getFailure()
T.eq(reason, "protocol_error", "malformed packet fails as protocol_error")
T.eq(session:getStatus(), "draining", "malformed batch drains valid prefix")
local messages = session:poll()
T.eq(#messages, 1, "malformed value and untrusted tail are not exposed")
T.eq(messages[1].sequence, 1, "valid prefix survives malformed packet")
T.eq(session:getStatus(), "failed", "protocol drain reaches failed")
end
do
local transport = fakeTransport({ inbox = { { type = 7 } } })
local session = Session.new(transport, { role = "host", kind = "link" })
session:update()
T.eq(session:getFailure(), "protocol_error",
"table without string type is a protocol error")
end
do
local transport = fakeTransport({
inbox = { { type = "future_world_packet", value = 9 } },
})
local session = Session.new(transport, { role = "host", kind = "link" })
session:update()
T.eq(session:pollOne().value, 9, "unknown typed packet stays mode-owned")
end
do
local transport = fakeTransport({
inbox = { { type = "already_decoded", value = 4 } },
updateError = "update exploded",
})
local session = Session.new(transport, { role = "host", kind = "link" })
local ok = pcall(session.update, session)
T.check(ok, "transport update exception does not escape the game loop")
T.eq(session:getStatus(), "draining", "update exception still drains prior inbox")
T.eq(session:pollOne().value, 4, "decoded packet survives update exception")
T.eq(session:getStatus(), "failed", "update exception becomes terminal failure")
end
do
local transport = fakeTransport({ pollError = "poll exploded" })
local session = Session.new(transport, { role = "host", kind = "link" })
T.check(pcall(session.update, session),
"transport poll exception does not escape the game loop")
local reason, detail = session:getFailure()
T.eq(reason, "transport_error", "poll exception is a transport failure")
T.check(detail:find("poll exploded", 1, true) ~= nil,
"poll exception keeps its diagnostic detail")
end
do
local transport = fakeTransport({ closeError = "close exploded" })
local session = Session.new(transport, { role = "guest", kind = "link" })
T.check(pcall(session.close, session),
"transport close exception does not escape cleanup")
T.eq(session:getFailure(), "transport_error",
"close exception is a transport failure")
session:close()
T.eq(transport.closeCount, 1, "failed close is still attempted only once")
end
do
local transport = fakeTransport()
local session = Session.new(transport, { role = "guest", kind = "link" })
session:close()
session:close()
session:update()
T.eq(transport.closeCount, 1, "close and post-terminal update are idempotent")
T.eq(session:getStatus(), "closed", "explicit close reaches closed")
end
do
T.check(not pcall(Session.new, nil, { role = "host", kind = "link" }),
"constructor rejects missing transport")
local transport = fakeTransport()
T.check(not pcall(Session.new, transport, { role = "leader", kind = "link" }),
"constructor rejects unsupported role")
T.check(not pcall(Session.new, transport, { role = "host", kind = "" }),
"constructor rejects empty kind")
end
do
local senderNet, receiverNet = Net.loopbackPair()
local receiver = Session.new(receiverNet, { role = "guest", kind = "link" })
senderNet:send(false)
receiver:update()
T.eq(receiver:getFailure(), "protocol_error",
"loopback forwards decoded false to session validation")
end
do
local delivered = false
local transport = Net.new()
transport.enetHost = {
service = function()
if delivered then return nil end
delivered = true
return { type = "receive", data = "false" }
end,
}
local session = Session.new(transport, { role = "guest", kind = "link" })
session:update()
T.eq(session:getFailure(), "protocol_error",
"ENet forwards decoded false to session validation")
end
do
local transport = Net.new()
local session = Session.new(transport, { role = "host", kind = "tournament" })
T.check(pcall(transport.handleTCPLine, transport, "42"),
"TCP control handoff does not index a decoded scalar")
session:update()
T.eq(session:getFailure(), "protocol_error",
"decoded TCP scalar reaches session validation")
end
do
local transport = Net.new()
transport:handleTCPLine(Json.encode({ type = "hosted", code = "ABCDEF" }))
T.eq(transport.code, "ABCDEF", "valid relay controls stay transport-owned")
transport:handleTCPLine(Json.encode({ type = "hello", name = "RED" }))
T.eq(transport:poll()[1].name, "RED", "valid application packet stays intact")
end
do
local source = readFile("src/link/LinkState.lua")
T.check(source:find('require("src.link.Session")', 1, true) ~= nil,
"LinkState depends on the session boundary")
T.check(source:find('kind = "link"', 1, true) ~= nil,
"LinkState assigns the link session kind locally")
T.check(source:find("self.net.inbox", 1, true) == nil,
"LinkState never mutates a transport inbox")
T.check(source:find("self.net = Net.new()", 1, true) == nil,
"LinkState stores only successful session wrappers")
T.check(source:find(':take("hello")', 1, true) ~= nil,
"LinkState retrieves hello without draining unrelated packets")
T.check(source:find(':take("party")', 1, true) ~= nil,
"LinkState leaves battle handoff packets in session order")
T.check(source:find("getStatus()", 1, true) ~= nil,
"LinkState uses the session lifecycle instead of raw terminal flags")
end
do
local source = readFile("src/link/Tournament.lua")
T.check(source:find('require("src.link.Session")', 1, true) ~= nil,
"Tournament depends on the session boundary")
T.check(source:find('kind = "tournament"', 1, true) ~= nil,
"Tournament assigns its connection role and kind locally")
T.check(source:find("self.net.inbox", 1, true) == nil,
"Tournament never mutates a transport inbox")
T.check(source:find("self.net = Net.new()", 1, true) == nil,
"Tournament stores only a successful session wrapper")
T.check(source:find(':take("hello")', 1, true) ~= nil,
"Tournament retrieves match hello without draining its tail")
T.check(source:find(":pollOne()", 1, true) ~= nil,
"Tournament processes handoff prefixes one packet at a time")
T.check(source:find("getStatus()", 1, true) ~= nil,
"Tournament uses the session lifecycle instead of raw terminal flags")
end
T.finish("link_session")
+5 -1
View File
@@ -142,7 +142,11 @@ do
index, err = ModIndex.parse(Json.encode({ mods = { NUZLOCKE } }))
check(index == nil and err ~= nil, "a feed with no schema_version is refused")
index, err = ModIndex.parse("<!DOCTYPE html><html>404</html>")
check(index == nil and err ~= nil, "an HTML error page soft-fails")
check(index == nil and tostring(err):find("HTML", 1, true) ~= nil,
"an HTML error page is named, not blamed on the parser")
index, err = ModIndex.parse("Error: upstream unavailable")
check(index == nil and tostring(err):find("not JSON", 1, true) ~= nil,
"a plain-text error names the response")
index, err = ModIndex.parse('{"schema_version":1}')
check(index == nil and err ~= nil, "a feed with no mods array soft-fails")
end
+25
View File
@@ -76,6 +76,31 @@ do
check(path == nil and dlErr ~= nil, "empty url soft-fails")
end
-- the reported bug: a non-JSON answer (plain-text error, proxy/captive
-- prompt, outage message) used to leak the decoder's "unexpected character"
-- assert at the first byte of the body. The guard must name what the server
-- actually sent and never let that assert surface.
do
local list, err = ModUpdate.parseReleases("Error: API rate limit exceeded", "demo")
check(list == nil and err ~= nil, "plain-text error soft-fails")
check(tostring(err):find("not JSON", 1, true) ~= nil
and tostring(err):find("Error: API", 1, true) ~= nil,
"plain-text error names the response and previews what it said")
list, err = ModUpdate.parseReleases("<!DOCTYPE html><html>502 Bad Gateway</html>", "demo")
check(list == nil and tostring(err):find("HTML", 1, true) ~= nil,
"an HTML error page is named as such")
list, err = ModUpdate.parseReleases("", "demo")
check(list == nil and tostring(err):find("empty", 1, true) ~= nil,
"an empty response is named")
check(tostring(err):find("unexpected character", 1, true) == nil,
"the decoder's assert never leaks into the message")
list = ModUpdate.parseReleases(Json.encode({
{ tag_name = "v1.0.0", assets = {
{ name = "demo-1.0.0.zip", browser_download_url = "https://x/d.zip" } } },
}), "demo")
eq(#list, 1, "the guard lets real JSON through")
end
do
local body = Json.encode({
tag_name = "v2.0.0",
@@ -0,0 +1,100 @@
-- #932 "Bugs reset settings": a caller that hands saveOptions a PARTIAL
-- table (only the keys it changed) used to drop every key it did not
-- mention -- launcher-only keys like lastVersion, and keys the launcher set
-- (battleBg, tilt) all fell back to defaults. saveOptions now reads the
-- on-disk file first and folds caller-absent values underneath, so a delta
-- write changes only what it names.
--
-- This suite pins the three-way merge against injected filesystem stubs
-- (the same { getInfo, read, write, remove } shape the other engine suites
-- use). It is ROM-free (T2 engine tier).
-- luajit tests/engine/options_partial_write_bug932.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local SaveData = require("src.core.SaveData")
local OPTIONS = "options.lua"
local function memfs()
local files = {}
return {
files = files,
write = function(path, content) files[path] = content return true end,
read = function(path) return files[path] end,
remove = function(path) files[path] = nil return true end,
getInfo = function(path)
if files[path] ~= nil then return { type = "file" } end
return nil
end,
}
end
-- Seed a save dir with the full snapshot a launcher would write: defaults,
-- plus the keys the issue cares about. lastVersion is launcher-only (not a
-- defaultOptions member) and must survive ANY write that does not name it.
local function seed(fs)
local seed = SaveData.defaultOptions()
seed.battleBg = "world"
seed.lastVersion = "blue"
seed.tilt = 1
seed.mods = { foo = true }
seed.modOptions = { alpha = { keep = true, x = 1 } }
check(SaveData.saveOptions(seed, fs) ~= nil, "seeding lands")
end
-- ---- launcher-only keys survive a delta write
local fs = memfs()
seed(fs)
-- loader-style partial write: only the mods bucket it manages.
SaveData.saveOptions({ mods = { foo = true } }, fs)
local opts = SaveData.loadOptions(fs)
eq(opts.battleBg, "world", "a partial write keeps battleBg the launcher set")
eq(opts.lastVersion, "blue", "a partial write keeps lastVersion (#932)")
eq(opts.tilt, 1, "a partial write keeps tilt the launcher set")
-- ---- caller-present keys still win
SaveData.saveOptions({ battleBg = "black" }, fs)
eq(SaveData.loadOptions(fs).battleBg, "black",
"a key the caller DOES provide wins over the on-disk value")
eq(SaveData.loadOptions(fs).lastVersion, "blue",
"...while the launcher-only key is still carried")
-- ---- modOptions per-mod deep merge stays intact
SaveData.saveOptions({ modOptions = { alpha = { x = 5 } } }, fs)
local after = SaveData.loadOptions(fs)
eq(after.modOptions.alpha.x, 5, "newest alpha value wins the per-mod merge")
eq(after.modOptions.alpha.keep, true, "alpha's untouched keys survive")
eq(after.modOptions.beta, nil, "no beta was invented by the merge")
-- ---- full-table writes stay authoritative (bindings/activeProfile drops)
-- The fold must NOT resurrect a key a full snapshot deliberately deletes:
-- the RESET REBINDS path nils bindings and the mod manager nils
-- activeProfile, always on full loadOptions tables.
fs = memfs()
seed(fs)
SaveData.saveOptions({ bindings = { a = 1 } }, fs)
eq(SaveData.loadOptions(fs).bindings.a, 1, "bindings is not a default member")
local full = SaveData.loadOptions(fs)
full.bindings = nil
full.activeProfile = nil
SaveData.saveOptions(full, fs)
local reopened = SaveData.loadOptions(fs)
eq(reopened.bindings, nil,
"a full-snapshot deletion of bindings is NOT resurrected by the fold")
eq(reopened.activeProfile, nil,
"a full-snapshot deletion of activeProfile is NOT resurrected")
eq(reopened.battleBg, "world",
"the rest of the full snapshot is still what it was")
T.finish("options_partial_write_bug932")
+19 -16
View File
@@ -204,23 +204,26 @@ eq(reopened.lastVersion, "blue",
"launcher-only keys the game never reads are carried through its write")
-- The corollary, and the reason the copy has to come from loadOptions: a
-- caller that writes a partial literal instead of a loaded table drops every
-- key it does not mention, because mergeOptions only fills DEFAULTS in around
-- what it is handed (SaveData.mergeOptions). Nothing on the boot path does
-- this today; the assertion is the guard rail if someone shortcuts it.
-- caller that writes a partial literal instead of a loaded table would drop
-- every key it does not mention. Since #932 that drop is closed by a
-- three-way merge -- saveOptions folds on-disk values the caller's table
-- does not carry (lastVersion here), defaults-filling only what neither side
-- has -- so even a delta write keeps the launcher's key alive. Nothing on
-- the boot path writes partials today; the assertion is the guard rail if
-- someone shortcuts it.
SaveData.saveOptions({ battleLayout = "og" }, hop)
eq(SaveData.loadOptions(hop).lastVersion, nil,
"a partial write drops launcher-only keys, so the game must write the "
.. "table loadOptions handed it")
eq(SaveData.loadOptions(hop).lastVersion, "blue",
"a partial write no longer drops launcher-only keys (#932)")
-- Known gap, deliberately not asserted: a copy taken BEFORE the launcher's
-- write and flushed after it still wins, because saveOptions merges only
-- modOptions from disk and every other key is last-writer-wins. Measured,
-- not guessed (og beats a newer wide). No shipping path holds an options
-- table across a launcher write -- HostShell.restart replaces the process on
-- the way back to the launcher (#785, #575) and LauncherSettings.open notes
-- its own cached table is only true while its modal covers the launcher --
-- so closing that gap needs a three-way merge (baseline vs caller vs disk),
-- not a straight "disk wins", which would throw away real in-game changes.
-- Known gap, deliberately not asserted: a FULL copy taken BEFORE the
-- launcher's write and flushed after it still wins -- a table holding every
-- defaultOptions key is authoritative, so its og is never folded against a
-- newer wide on disk (#932 closes the PARTIAL-write drop, not this).
-- Measured, not guessed. No shipping path holds an options table across a
-- launcher write -- HostShell.restart replaces the process on the way back
-- to the launcher (#785, #575) and LauncherSettings.open notes its own
-- cached table is only true while its modal covers the launcher -- so
-- closing that gap needs a real three-way baseline (vs caller vs disk), not
-- a straight "disk wins", which would throw away real in-game changes.
T.finish("options_write_readback_bug828")
+154
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@@ -0,0 +1,154 @@
-- Opaque playthrough identity: New Game uniqueness, save/load persistence,
-- stable legacy backfill, and version/slot isolation. No real save directory.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
love = love or require("tests.love_stub")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local GameVersion = require("src.core.GameVersion")
local realFS = love.filesystem
local function memfs(files)
return {
write = function(path, content) files[path] = content return true end,
read = function(path) return files[path] end,
remove = function(path) files[path] = nil return true end,
createDirectory = function() return true end,
getInfo = function(path)
if files[path] then return { type = "file" } end
local prefix = path .. "/"
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
end
return nil
end,
getDirectoryItems = function(path)
local prefix, seen, out = path .. "/", {}, {}
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then
local child = key:sub(#prefix + 1):match("^[^/]+")
if child and not seen[child] then
seen[child] = true
out[#out + 1] = child
end
end
end
table.sort(out)
return out
end,
}
end
local function fresh()
local files = {}
love.filesystem = memfs(files)
SaveData.resetSlotState()
GameVersion.set("red")
return files
end
local function legacy(version, name)
return {
version = version,
meta = { format = 4, mods = {} },
player = { name = name, map = "PALLET_TOWN", x = 5, y = 6 },
flags = {}, inventory = {}, pcItems = {}, party = {}, box = {}, boxes = {},
money = 3000, defeatedTrainers = {}, pokedex = { seen = {}, owned = {} },
}
end
-- No-mod parity: creating/saving a vanilla playthrough allocates no tool scope.
do
fresh()
local first = SaveData.newGame({ version = "red" })
local second = SaveData.newGame({ version = "red" })
T.eq(first.meta.playthroughId, nil,
"New Game allocates no playthrough id before a public tool requests it")
T.check(SaveData.save(first), "unused identity fixture saves")
local untouched = SaveData.load("red")
T.eq(untouched.meta.playthroughId, nil,
"normal save/load stays identity-free when no tool uses the capability")
local firstId = SaveData.ensurePlaythroughId(first)
local secondId = SaveData.ensurePlaythroughId(second)
T.check(type(firstId) == "string" and firstId ~= "",
"the first tool request allocates an opaque playthrough id")
T.neq(secondId, firstId,
"separate New Games receive separate requested playthrough ids")
end
-- Dropping the id from buildMeta or save encoding must fail the roundtrip.
do
fresh()
local save = SaveData.newGame({ version = "red" })
local expected = SaveData.ensurePlaythroughId(save)
T.check(SaveData.save(save), "identity fixture saves")
local loaded = SaveData.load("red")
T.eq(loaded and loaded.meta.playthroughId, expected,
"normal save/load preserves the playthrough id")
end
-- Legacy identity is persisted independently: the legacy progress bytes remain
-- unchanged, yet two loads resolve the same id before a normal SAVE occurs.
do
local files = fresh()
local raw = legacy("red", "LEGACY")
files["save.lua"] = SaveSerializer.encode(raw)
local first = SaveData.load("red")
T.eq(first and first.meta.playthroughId, nil,
"loading a legacy save alone does not allocate tool identity")
local id = SaveData.ensurePlaythroughId(first)
T.check(type(id) == "string" and id ~= "",
"a legacy save receives a playthrough id")
local mappedOptions, mappedErr = SaveSerializer.decode(files["options.lua"] or "")
T.check(mappedOptions ~= nil,
"legacy identity mapping remains decodable: " .. tostring(mappedErr))
local slotBytes = files["saves/red/slot1.lua"]
local onDisk = slotBytes and SaveSerializer.decode(slotBytes)
T.eq(onDisk and onDisk.meta.playthroughId, nil,
"legacy backfill does not rewrite normal progress")
SaveData.resetSlotState()
local second = SaveData.load("red")
T.eq(SaveData.ensurePlaythroughId(second), id,
"legacy backfill is stable across reload before normal SAVE")
end
-- Reusing names and coordinates cannot merge identities across slots or games.
do
fresh()
local redA = SaveData.createSlot("red")
local redB = SaveData.createSlot("red")
SaveData.setActiveSlot("red", redA)
T.check(SaveData.writeSlot("red", redA, legacy("red", "SAME")),
"seed red slot A")
local idA = SaveData.ensurePlaythroughId(SaveData.load("red"))
SaveData.setActiveSlot("red", redB)
T.check(SaveData.writeSlot("red", redB, legacy("red", "SAME")),
"seed red slot B")
local idB = SaveData.ensurePlaythroughId(SaveData.load("red"))
GameVersion.set("blue")
local blue = SaveData.createSlot("blue")
SaveData.setActiveSlot("blue", blue)
T.check(SaveData.writeSlot("blue", blue, legacy("blue", "SAME")),
"seed blue slot")
local idBlue = SaveData.ensurePlaythroughId(SaveData.load("blue"))
T.neq(idA, idB, "two active slots do not share legacy identity")
T.neq(idA, idBlue, "Red and Blue do not share legacy identity")
T.neq(idB, idBlue, "every version/slot scope is isolated")
end
love.filesystem = realFS
SaveData.resetSlotState()
GameVersion.set("red")
T.finish("playthrough_identity")
+42
View File
@@ -0,0 +1,42 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local name = "src.render.SecondScreen"
local oldModule = package.loaded[name]
local oldFfi = package.loaded.ffi
local oldPreload = package.preload.ffi
local null = {}
local calls = 0
local C = {
love_android_secondary_ready = function() return 1 end,
love_android_push_secondary = function() end,
love_android_secondary_enable = function() end,
love_android_poll_secondary_touch = function()
calls = calls + 1
return calls == 1 and "down,12,34" or null
end,
}
local fakeFfi = {
C = C,
NULL = null,
cdef = function() end,
load = function() return C end,
string = function(value) return value end,
}
package.loaded[name] = nil
package.loaded.ffi = nil
package.preload.ffi = function() return fakeFfi end
local SecondScreen = require(name)
T.eq(SecondScreen.pollTouch(), "down,12,34",
"secondary touch reaches the Lua facade")
T.eq(SecondScreen.pollTouch(), nil, "an empty native touch queue returns nil")
C.love_android_poll_secondary_touch = nil
T.eq(SecondScreen.pollTouch(), nil, "an older native bridge remains safe")
package.loaded[name] = oldModule
package.loaded.ffi = oldFfi
package.preload.ffi = oldPreload
T.finish("second-screen touch facade")
@@ -0,0 +1,190 @@
-- Issue #945: a mod's per-trainer battleTheme (trainers.battleTheme, an
-- audio.songs id) was validated and merged onto the trainer record but
-- never read -- battle music came solely from data.audio.battle[kind] where
-- kind is computeMusicKind()'s final/gym/trainer/wild. Both battle-theme
-- start sites (OverworldController:pushBattle's pre-wipe cue and
-- BattleState:enter) now route through BattleState:playBattleTheme(), which
-- hands the override to Music.playBattle's new song arg. A nil override
-- keeps the kind default, so vanilla trainer fights -- and #782's non-gym
-- Giovanni -- are unchanged.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
-- ------- love audio stub: file-backed songs only (mod_audio pattern)
local love = _G.love or {}
_G.love = love
love.audio = love.audio or {}
local assets = {
["assets/theme.ogg"] = true,
["assets/alt.ogg"] = true,
}
local sources = {}
local Source = {}
Source.__index = Source
function Source:play() end
function Source:stop() end
function Source:setLooping() end
function Source:setVolume() end
function Source:setFilter() end
love.audio.newSource = function(what, mode)
if type(what) == "string" and not assets[what] then
error("could not open file " .. what, 0)
end
local src = setmetatable({ file = what, mode = mode, queueable = false }, Source)
sources[#sources + 1] = src
return src
end
love.audio.newQueueableSource = function()
local src = setmetatable({ queueable = true }, Source)
sources[#sources + 1] = src
return src
end
local Music = require("src.core.Music")
local Runtime = require("src.mods.Runtime")
local Font = require("src.render.Font")
local TypeChart = require("src.battle.TypeChart")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local BattleState = require("src.battle.BattleState")
-- ------- the fix-945 mod: register a song and point a trainer class at it
local MOD = {
["mods/fix_youngster_theme/manifest.json"] = [[{
"id": "fix_youngster_theme",
"name": "Fix Youngster Theme",
"version": "1.0.0",
"entry": "main.lua",
"api": 2
}]],
["mods/fix_youngster_theme/main.lua"] = [[
local mod = ...
mod.content.music:register("Music_ModTheme", { file = "assets/theme.ogg" })
mod.content.trainers:patch("OPP_FIX_YOUNGSTER", {
battleTheme = "Music_ModTheme",
})
]],
}
local function newGame(data)
local save = SaveData.newGame()
save.player.name = "RED"
save.player.rival = "GARY"
save.party = { Pokemon.new(data, "FIXMON_A", 30) }
return { data = data, save = save,
stack = { top = function() return nil end,
push = function() end, pop = function() end } }
end
-- record every cue the music.select hook sees
local function hookRecorder(seen)
Runtime.hooks:wrap("music.select", function(nextLink, song, ctx)
seen[#seen + 1] = { song = song, kind = ctx.kind,
trainerId = ctx.trainerId }
return nextLink(song, ctx)
end, nil, "bug945")
end
-- a playBattle spy that records (kind, trainerId, song) without touching audio
local function spyPlayBattle()
local calls = {}
local real = Music.playBattle
Music.playBattle = function(data, kind, trainerId, song)
calls[#calls + 1] = { kind = kind, trainerId = trainerId, song = song }
end
return calls, function() Music.playBattle = real end
end
-- ------- the modded class resolves and the override reaches the cue
local Data = T.fixtures.fresh()
Font.load(Data)
TypeChart.load(Data)
local run = T.sdk.loadMods({ "mods/fix_youngster_theme" },
{ data = Data, fs = T.sdk.memfs(MOD) })
T.eq(#run.errors, 0, "the battleTheme mod loads without validation errors")
T.eq(Data.trainers.OPP_FIX_YOUNGSTER.battleTheme, "Music_ModTheme",
"the patch lands on the trainer record")
-- give the kind defaults a home so the no-override fallback is observable
Data.audio = Data.audio or {}
Data.audio.battle = Data.audio.battle or {
wild = "Music_DefaultWild", trainer = "Music_DefaultTrainer",
}
Data.audio.songs = Data.audio.songs or {}
Data.audio.songs.Music_DefaultWild = { file = "assets/alt.ogg" }
Data.audio.songs.Music_DefaultTrainer = { file = "assets/alt.ogg" }
local battle = BattleState.newTrainer(newGame(Data), "OPP_FIX_YOUNGSTER", 1)
T.eq(battle:battleTheme(), "Music_ModTheme",
"battleTheme() resolves the per-trainer override")
T.eq(battle:computeMusicKind(), "trainer",
"a plain trainer fight is still trainer-kind")
local calls, restore = spyPlayBattle()
battle:playBattleTheme()
T.eq(#calls, 1, "playBattleTheme cues the theme once")
T.eq(calls[1].kind, "trainer", "the cue carries the computed kind")
T.eq(calls[1].trainerId, "OPP_FIX_YOUNGSTER", "the cue carries the trainer id")
T.eq(calls[1].song, "Music_ModTheme", "the override label wins over the kind default")
-- enter() sets self.musicKind before playing; playBattleTheme honors it
battle.musicKind = "gym"
battle:playBattleTheme()
T.eq(calls[2].kind, "gym", "a pre-set musicKind (the enter path) is used as-is")
restore()
-- ------- Music.playBattle: override arg wins; nil falls back to the default
local seen = {}
hookRecorder(seen)
Music.reload()
Music.playBattle(Data, "trainer", "OPP_FIX_YOUNGSTER", "Music_ModTheme")
T.eq(seen[1].song, "Music_ModTheme", "the override arg is played")
T.eq(seen[1].kind, "trainer", "the hook sees the battle kind")
T.eq(seen[1].trainerId, "OPP_FIX_YOUNGSTER", "the hook sees the trainer id")
Music.reload()
Music.playBattle(Data, "trainer", "OPP_FIX_YOUNGSTER")
T.eq(seen[2].song, "Music_DefaultTrainer",
"no override falls back to the kind's default song")
T.eq(seen[2].trainerId, "OPP_FIX_YOUNGSTER",
"the hook still sees the trainer id on the default path")
-- ------- a vanilla class has no override, so the kind default is untouched
local DataV = T.fixtures.fresh()
Font.load(DataV)
TypeChart.load(DataV)
DataV.audio = {
battle = { wild = "Music_DefaultWild", trainer = "Music_DefaultTrainer" },
songs = {
Music_DefaultWild = { file = "assets/alt.ogg" },
Music_DefaultTrainer = { file = "assets/alt.ogg" },
},
}
local battleV = BattleState.newTrainer(newGame(DataV), "OPP_FIX_YOUNGSTER", 1)
T.eq(battleV:battleTheme(), nil, "a vanilla trainer class has no override")
local callsV, restoreV = spyPlayBattle()
battleV:playBattleTheme()
T.eq(callsV[1].kind, "trainer", "vanilla cue keeps the trainer kind")
T.eq(callsV[1].song, nil, "vanilla passes no override, so the default plays (#782)")
restoreV()
local seenV = {}
hookRecorder(seenV)
Music.reload()
Music.playBattle(DataV, "trainer", "OPP_FIX_YOUNGSTER")
T.eq(seenV[1].song, "Music_DefaultTrainer",
"vanilla battles play the kind default, not a per-trainer theme (#782)")
T.finish("trainer battle theme bug945")
+151
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@@ -0,0 +1,151 @@
-- Engine invariant (#916): after the Fly / Dig departure animation ends, the
-- trainer sprite must stay hidden through the warp fade-out and only become
-- visible again when the arrival animation (flyArrive / teleport spin-down)
-- plays on the new map.
--
-- Root cause: the player-hide guard only held while a departure animation
-- was live. flyAnim was nil'd the instant the bird finished path2, and the
-- teleportOut countdown cleared the spin fields at 0, but startWarpTo's
-- 32-frame fade keeps the overworld drawing beneath the veil (the Transition
-- is not isOpaque), so with the departure guard gone and the arrival not yet
-- armed, the standing sprite popped back in at the old cell for the whole
-- fade.
--
-- The fix is a playerHidden flag on OverworldState: set when the departure
-- completes (flyAnim path2 / teleportOut countdown), cleared in startWarpTo's
-- midpoint the same tick the arrival arms, and folded into both player-draw
-- guards. This suite runs the REAL Transition + setMap headlessly and
-- asserts there is no fade frame where the player would draw bare.
--
-- ROM-free (fixture dataset, no ROM boot): lives in tests/engine so the CI
-- headless tier runs it; also runnable standalone via
-- `luajit tests/engine/warp_sprite_hidden_bug916.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, eq = T.check, T.eq
local Data = T.fixtures.fresh()
-- fixture patches that let the overworld boot and run headlessly
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 = {} }
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local OW = require("src.world.OverworldController")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
Game.save = SaveData.newGame()
Game.save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
local stack = Game.stack
-- The draw guard both entity passes use: the player sprite is skipped while
-- any of flyAnim / flyArrive / playerHidden is set.
local function playerHidden(ow)
return ow.flyAnim ~= nil or ow.flyArrive ~= nil or ow.playerHidden == true
end
local function newOW()
stack:push(OW, "FIX_TOWN", 5, 6, "down")
local ow = stack:top()
Game.overworld = ow
return ow
end
-- Drive `ow` until its departure + warp + arrival all complete, tracking the
-- fade window. Returns counters: fadeFrames / fadeFramesHidden (frames the
-- Transition was on top; of those, frames the player was hidden), gapFrames
-- (fade frames where NO arrival was active AND the player was NOT hidden --
-- the regression this suite guards), arrivalFrame (first frame an arrival
-- animation armed), warpFrame (first frame a fade is up).
--
-- Breaks once an arrival armed and then fully finished (no stale departure
-- or arrival animation, OW back on top); `maxFrames` is the safety net.
local function drive(ow, maxFrames)
local st = { fadeFrames = 0, fadeFramesHidden = 0, gapFrames = 0,
arrivalFrame = nil, warpFrame = nil }
for i = 1, maxFrames or 260 do
local fading = stack:top() ~= ow
stack:update()
if fading then
st.fadeFrames = st.fadeFrames + 1
if playerHidden(ow) then st.fadeFramesHidden = st.fadeFramesHidden + 1 end
local arrivalActive = ow.flyArrive ~= nil or ow.player.spinDrop == true
if not arrivalActive and not playerHidden(ow) then
st.gapFrames = st.gapFrames + 1
end
if st.warpFrame == nil then st.warpFrame = i end
end
if st.arrivalFrame == nil
and (ow.flyArrive ~= nil or ow.player.spinDrop == true) then
st.arrivalFrame = i
end
if st.arrivalFrame and stack:top() == ow
and ow.flyArrive == nil and ow.player.spinDrop ~= true
and not ow.player.inputLocked then
break -- departure + fade + arrival all finished
end
end
return st
end
-- ------------------------------------------------------------------ dig/teleport
-- Departure spin (48) -> warp fade -> arrival spin-down. From the moment
-- the spin ends until the arrival arms, the sprite must never draw bare.
local ow = newOW()
local doneFired = false
ow:beginTeleportOut(function()
doneFired = true
ow.player.inputLocked = false -- the party-menu caller unlocks after the warp
end)
local st = drive(ow, 260)
check(st.warpFrame ~= nil, "dig departure ends and the warp fade begins")
check(st.fadeFrames > 0, "dig warp fade ran (" .. st.fadeFrames .. " frames)")
eq(st.gapFrames, 0,
"no dig fade frame leaves the player standing bare (#916)")
check(st.fadeFramesHidden >= st.fadeFrames - 1,
"dig fade hidden on every frame but the arrival-arming midpoint ("
.. st.fadeFramesHidden .. "/" .. st.fadeFrames .. ")")
check(st.arrivalFrame ~= nil, "dig arrival spin-down arms")
check(ow.playerHidden == false, "dig hide cleared on the new map")
check(doneFired, "dig onDone fires after the warp")
check(ow.player.spinDrop ~= true and ow.player.spinning == false,
"dig arrival spin-down completes")
check(not playerHidden(ow), "player drawable again after the dig landing")
-- ------------------------------------------------------------------ fly
-- flap (24) + path1 (36) + hold (40) + path2 (33) = 133 frames of flyAnim,
-- then the fade, then the bird swoops in (flyArrive). Same invariant.
Data.field.flyWarps.FIX_ROUTE = { x = 4, y = 6 }
ow = newOW()
ow:flyTo("FIX_ROUTE")
st = drive(ow, 260)
check(st.warpFrame ~= nil, "fly departure ends and the warp fade begins")
-- flap (8*3) + path1 (12*3) + hold (40) + path2 (11*3) = 133 frames; the
-- warp fires on frame 133's update, so the fade is on top from loop frame 134
eq(st.warpFrame, 134, "fly fade begins right after the bird''s exit path")
check(st.fadeFrames > 0, "fly warp fade ran (" .. st.fadeFrames .. " frames)")
eq(st.gapFrames, 0,
"no fly fade frame leaves the player standing bare (#916)")
check(st.fadeFramesHidden >= st.fadeFrames - 1,
"fly fade hidden on every frame but the arrival-arming midpoint ("
.. st.fadeFramesHidden .. "/" .. st.fadeFrames .. ")")
check(st.arrivalFrame ~= nil, "fly arrival swoop arms")
check(ow.playerHidden == false, "fly hide cleared on the new map")
check(ow.flyArrive == nil, "fly arrival swoop completes")
check(not ow.player.inputLocked, "fly landing releases player input")
check(not playerHidden(ow), "player drawable again after the fly landing")
T.finish("warp_sprite_hidden_bug916")
+42
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@@ -0,0 +1,42 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local Assets = require("src.render.Assets")
local WorldAPI = require("src.world.WorldAPI")
Assets.imageData = function()
return { getPixel = function(_, x)
local shade = x < 8 and 1 or 0
return shade, shade, shade, 1
end }
end
local api = WorldAPI.new({ stack = { states = {} } }, "tester")
local overview, err = api:mapOverview()
T.eq(overview, nil, "map overview is unavailable outside the overworld")
T.eq(err, "no overworld", "map overview reports why it is unavailable")
local map = { id = "TEST_MAP", widthCells = 2, heightCells = 2 }
function map:isWarpTileCell(x, y) return x == 1 and y == 0 end
function map:isWaterCell(x, y) return x == 0 and y == 1 end
function map:isWalkableCell(x, y) return x == 0 and y == 0 end
function map:tileAt(x) return x % 2 end
api = WorldAPI.new({ stack = { states = {
{ isOverworld = true, map = map },
} } }, "tester")
overview = api:mapOverview()
T.eq(overview.mapId, "TEST_MAP", "map overview identifies the active map")
T.eq(overview.width, 2, "map overview reports its width")
T.eq(overview.height, 2, "map overview reports its height")
T.eq(overview.rows[1], ".+", "walkable land and warps are distinct")
T.eq(overview.rows[2], "~ ", "water and blocked terrain are distinct")
T.eq(overview.tileRows, nil, "tile overview is optional")
map.tileset = { image = "test.png", tilesPerRow = 2 }
overview = api:mapOverview()
T.eq(overview.tileWidth, 4, "tile overview reports its width")
T.eq(overview.tileHeight, 4, "tile overview reports its height")
T.eq(overview.tileRows[1], "0303", "tile overview preserves map shading")
T.finish("world map overview")
+442
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-- Public mod.checkpoints contract over a semantic Game/StateStack fixture.
-- The mod entry chunk sees no private module; the harness builds the engine side.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local oldGetRandomState = love.math.getRandomState
local oldSetRandomState = love.math.setRandomState
local checkpointRngState = "overworld-rng-A"
love.math.getRandomState = function() return checkpointRngState end
love.math.setRandomState = function(state) checkpointRngState = state end
local T = require("tests.harness").suite("mod checkpoints")
local Loader = require("src.mods.Loader")
local Runtime = require("src.mods.Runtime")
local GameMethods = require("src.core.Game")
local BattleState = require("src.battle.BattleState")
local Fixtures = require("tests.modkit").fixtures
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local Version = require("src.core.Version")
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
local function memfs(files)
return {
read = function(path) return files[path] end,
write = function(path, body) files[path] = body return true end,
remove = function(path) files[path] = nil return true end,
createDirectory = function() return true end,
getInfo = function(path)
if files[path] then return { type = "file" } end
local prefix = path .. "/"
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
end
return nil
end,
load = function(path)
if not files[path] then return nil, "no file: " .. path end
return load(files[path], path)
end,
getDirectoryItems = function(path)
local prefix, seen, out = path .. "/", {}, {}
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then
local child = key:sub(#prefix + 1):match("^[^/]+")
if child and not seen[child] then
seen[child] = true
out[#out + 1] = child
end
end
end
table.sort(out)
return out
end,
}
end
local function baseSave()
return {
version = "red",
meta = { format = 4, mods = {}, playthroughId = "play-a" },
player = {
map = "PALLET_TOWN", x = 5, y = 6, facing = "down", surfing = false,
name = "RED", rival = "BLUE", id = 7,
},
money = 3000,
party = { { species = "BULBASAUR", level = 5, hp = 19,
moves = { "TACKLE" } } },
flags = { GOT_STARTER = true },
inventory = { POTION = 1 },
pcItems = { POTION = 2 },
box = { { species = "BULBASAUR", level = 4, hp = 16,
moves = { "TACKLE" } } },
boxes = { [2] = { { species = "BULBASAUR", level = 3, hp = 14,
moves = { "TACKLE" } } } },
defeatedTrainers = { PALLET_RIVAL = true },
objectToggles = { PALLET_TOWN = { OAK = false } },
itemsTaken = { PALLET_TOWN_POTION = true },
pokedex = { seen = { BULBASAUR = true }, owned = { BULBASAUR = true } },
modData = {},
options = { volume = 4, bindings = {} },
}
end
local function makeGame()
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local ow = {
map = { id = "PALLET_TOWN" },
player = { cellX = 5, cellY = 6, facing = "down", surfing = false },
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
runner = { isRunning = function() return false end },
}
function ow:captureSave(save)
save.player.map = self.map.id
save.player.x = self.player.cellX
save.player.y = self.player.cellY
save.player.facing = self.player.facing
save.player.surfing = self.player.surfing and true or false
end
function ow:enter(mapId, x, y, facing, opts)
game.lastEnterOpts = opts
if game.failNextEnter then
game.failNextEnter = false
error("injected reconstruction failure")
end
self.map = { id = mapId }
self.player = {
cellX = x, cellY = y, facing = facing,
surfing = game.save.player.surfing and true or false,
}
self.scriptMoves, self.pendingScripts = {}, {}
self.parallelRunners, self.parallelQueue = {}, {}
self.runner = { isRunning = function() return false end }
end
game = setmetatable({
save = baseSave(), stack = stack, overworld = ow,
data = {
pokemon = { BULBASAUR = { dex = 1 } },
moves = { TACKLE = { pp = 35 } },
items = { POTION = {} },
constants = { fallbackMove = "TACKLE" },
field = { boot = { startMap = "PALLET_TOWN", startX = 5, startY = 6 } },
maps = {
PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 },
ROUTE_1 = { id = "ROUTE_1", width = 10, height = 18 },
BROKEN = { id = "BROKEN", width = 10, height = 9 },
},
},
}, { __index = GameMethods })
stack.states[1] = ow
return game, ow
end
local files = {
["mods/probe/manifest.json"] =
'{"id":"probe","name":"probe","version":"1.0.0",'
.. '"entry":"main.lua","api":2,"profile":"content"}',
["mods/probe/main.lua"] = [[
return function(mod) _G.MOD_CHECKPOINTS = mod.checkpoints end
]],
}
local game, ow = makeGame()
local loader = Loader.new({ fs = memfs(files) })
loader.game = game
T.check(loader:load({}) == true, "checkpoint fixture mod loads")
local checkpoints = _G.MOD_CHECKPOINTS
T.check(type(checkpoints) == "table",
"Loader exposes mod.checkpoints through the public mod object")
if type(checkpoints) ~= "table" then
Runtime.events, Runtime.hooks = savedEvents, savedHooks
_G.MOD_CHECKPOINTS = nil
T.finish()
end
local capability = checkpoints:inspect(game)
T.same(capability, { canCapture = true, canRestore = true, kind = "overworld" },
"plain overworld control is a stable checkpoint boundary")
local function refused(mutator, expectedCode, message)
local undo = mutator()
local result = checkpoints:inspect(game)
T.check(result.canCapture == false and result.reason == expectedCode, message)
undo()
end
refused(function()
ow.transitioning = true
return function() ow.transitioning = nil end
end, "transition_busy", "transition frames are rejected")
refused(function()
ow.runner = { isRunning = function() return true end }
return function() ow.runner = { isRunning = function() return false end } end
end, "script_busy", "foreground suspended scripts are rejected")
refused(function()
ow.parallelRunners = { { isRunning = function() return true end } }
return function() ow.parallelRunners = {} end
end, "script_busy", "parallel suspended scripts are rejected")
refused(function()
ow.pendingScripts = { { rows = {} } }
return function() ow.pendingScripts = {} end
end, "script_busy", "queued scripts are rejected")
refused(function()
ow.scriptMoves = { { entity = ow.player } }
return function() ow.scriptMoves = {} end
end, "script_busy", "scripted movement is rejected")
refused(function()
game.stack.states[2] = { screenId = "StartMenu" }
return function() game.stack.states[2] = nil end
end, "screen_busy", "modal screens over the overworld are rejected")
refused(function()
ow.emote = { frames = 1 }
return function() ow.emote = nil end
end, "animation_busy", "partial overworld animations are rejected")
refused(function()
ow.player.moving = true
return function() ow.player.moving = nil end
end, "movement_busy", "partial player movement is rejected")
local titleGame = { save = game.save, stack = {
top = function() return { screenId = "TitleState" } end,
} }
local titleCapability = checkpoints:inspect(titleGame)
T.check(titleCapability.canCapture == false
and titleCapability.reason == "not_overworld",
"title and non-playthrough runtime is rejected")
-- Capture synchronizes semantic position into a detached data-only record.
ow.map.id, ow.player.cellX, ow.player.cellY = "ROUTE_1", 7, 8
ow.player.facing, ow.player.surfing = "left", true
local snapshot, code, message = checkpoints:capture(game)
T.check(snapshot ~= nil, "stable overworld captures: " .. tostring(code or message))
T.eq(snapshot.format, 1, "checkpoint format is explicit")
T.eq(snapshot.kind, "overworld", "checkpoint runtime kind is explicit")
T.same(snapshot.identity, {
engineVersion = Version.engine,
gameVersion = "red",
playthroughId = "play-a",
},
"checkpoint carries compatibility identity")
T.same(snapshot.runtime.overworld,
{ map = "ROUTE_1", x = 7, y = 8, facing = "left", surfing = true },
"checkpoint carries exact semantic overworld position")
T.eq(snapshot.save.player.map, "ROUTE_1",
"captured progress is synchronized from the live controller")
T.eq(snapshot.save.options, nil, "global settings are excluded from progress rewind")
T.same(snapshot.rng, { love = "overworld-rng-A" },
"overworld checkpoint carries deterministic gameplay RNG")
local legacy = checkpoints:capture(game)
legacy.rng = nil
checkpointRngState = "legacy-runtime-rng"
local legacyRestored, legacyCode = checkpoints:restore(game, legacy)
T.check(legacyRestored == true,
"legacy format-1 overworld checkpoint without RNG remains loadable: "
.. tostring(legacyCode))
T.eq(checkpointRngState, "legacy-runtime-rng",
"legacy checkpoint leaves the current RNG stream untouched")
checkpointRngState = "overworld-rng-A"
snapshot.save.money = 1
snapshot.runtime.overworld.x = 1
T.eq(game.save.money, 3000, "mutating a checkpoint cannot mutate live progress")
T.eq(ow.player.cellX, 7, "mutating a checkpoint cannot move the live player")
-- Recapture the unmodified canonical A used for the differential roundtrip.
snapshot = checkpoints:capture(game)
local original = snapshot
game.save.money = 999999
game.save.flags.GOT_STARTER = nil
game.save.party[1].hp = 1
game.save.inventory.POTION = 99
game.save.pcItems.POTION = nil
game.save.box = {}
game.save.boxes = {}
game.save.defeatedTrainers.PALLET_RIVAL = nil
game.save.objectToggles.PALLET_TOWN.OAK = true
game.save.itemsTaken.PALLET_TOWN_POTION = nil
game.save.pokedex.seen.BULBASAUR = nil
game.save.pokedex.owned.BULBASAUR = nil
game.save.options.volume = 9
checkpointRngState = "overworld-rng-B"
ow.map.id, ow.player.cellX, ow.player.cellY = "PALLET_TOWN", 2, 3
ow.player.facing, ow.player.surfing = "up", false
local restored, restoreCode, restoreMessage = checkpoints:restore(game, original)
T.check(restored == true,
"valid checkpoint restores: " .. tostring(restoreCode or restoreMessage))
local recaptured = checkpoints:capture(game)
T.same(recaptured, original,
"capture A, mutate B, restore A, capture A2 yields normalized A == A2")
T.eq(game.save.options.volume, 9,
"checkpoint restoration preserves current global settings")
T.eq(checkpointRngState, "overworld-rng-A",
"overworld checkpoint restores gameplay RNG")
T.eq(game.save.inventory.POTION, 1, "inventory progress roundtrips")
T.eq(game.save.pcItems.POTION, 2, "PC item progress roundtrips")
T.eq(game.save.box[1].hp, 16, "current box Pokemon roundtrips")
T.eq(game.save.boxes[2][1].hp, 14, "stored box collection roundtrips")
T.eq(game.save.defeatedTrainers.PALLET_RIVAL, true,
"defeated trainer progress roundtrips")
T.eq(game.save.objectToggles.PALLET_TOWN.OAK, false,
"map object toggle progress roundtrips")
T.eq(game.save.itemsTaken.PALLET_TOWN_POTION, true,
"taken-object progress roundtrips")
T.eq(game.save.pokedex.owned.BULBASAUR, true, "Pokedex progress roundtrips")
T.check(game.lastEnterOpts and game.lastEnterOpts.checkpoint == true,
"engine reconstruction is marked to suppress map-entry side effects")
-- Compatibility and schema failures occur before any mutation.
local beforeRejected = checkpoints:capture(game)
local wrongFormat = checkpoints:capture(game)
wrongFormat.format = 99
restored, restoreCode = checkpoints:restore(game, wrongFormat)
T.check(not restored and restoreCode == "unsupported_format",
"unknown checkpoint format is rejected")
local wrongGame = checkpoints:capture(game)
wrongGame.identity.gameVersion = "blue"
restored, restoreCode = checkpoints:restore(game, wrongGame)
T.check(not restored and restoreCode == "wrong_game",
"another game version is rejected")
local wrongProfile = checkpoints:capture(game)
wrongProfile.identity.playthroughId = "play-b"
restored, restoreCode = checkpoints:restore(game, wrongProfile)
T.check(not restored and restoreCode == "wrong_playthrough",
"another playthrough is rejected")
local badMap = checkpoints:capture(game)
badMap.runtime.overworld.map = "MISSING_MAP"
badMap.save.player.map = "MISSING_MAP"
restored, restoreCode = checkpoints:restore(game, badMap)
T.check(not restored and restoreCode == "invalid_map",
"unknown content reference is rejected")
T.same(checkpoints:capture(game), beforeRejected,
"validation failures leave the live state unchanged")
local invalidGame = makeGame()
local badSpecies = checkpoints:capture(invalidGame)
badSpecies.save.party[1].species = "MISSING_SPECIES"
restored, restoreCode = checkpoints:restore(invalidGame, badSpecies)
T.check(not restored and restoreCode == "invalid_content",
"unknown Pokemon content is rejected before reconstruction")
T.eq(invalidGame.save.party[1].species, "BULBASAUR",
"invalid Pokemon content leaves the live party unchanged")
-- A reconstruction exception rolls back to the exact pre-operation state.
local target = checkpoints:capture(game)
target.runtime.overworld.map = "BROKEN"
target.runtime.overworld.x, target.runtime.overworld.y = 1, 1
target.save.player.map = "BROKEN"
target.save.player.x, target.save.player.y = 1, 1
target.save.money = 42
local beforeFailure = checkpoints:capture(game)
game.failNextEnter = true
restored, restoreCode = checkpoints:restore(game, target)
T.check(not restored and restoreCode == "restore_failed",
"reconstruction exception is returned as a structured failure")
T.same(checkpoints:capture(game), beforeFailure,
"failed reconstruction rolls back the complete pre-operation checkpoint")
-- The same public facade must carry a real battle checkpoint end to end. The
-- engine-side fixture is deliberately constructed outside the probe mod; the
-- mod sees and calls only mod.checkpoints.
local function makeBattleGame()
local data = Fixtures.fresh()
local save = SaveData.newGame()
save.meta.playthroughId = "public-battle-playthrough"
save.party = { Pokemon.new(data, "FIXMON_A", 20) }
-- The tiny fixture registry intentionally omits several full-game defaults.
-- Normalize those once, then place the save on its fixture map.
SaveData.validate(save, data)
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
local stack = setmetatable({ states = {} }, { __index = StateStack })
local battleGame
local battleOw = {
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function battleOw:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing = self.player.facing
target.player.surfing = self.player.surfing and true or false
end
function battleOw:enter(mapId, x, y, facing)
self.map = { id = mapId }
self.player = { cellX = x, cellY = y, facing = facing, surfing = false }
end
function battleOw:restoreBattleContinuation(restoredBattle, origin)
if origin.kind ~= "wild_encounter" or origin.map ~= self.map.id then
return false
end
restoredBattle.onFinish = function() end
return true
end
battleGame = setmetatable({
data = data, save = save, stack = stack, overworld = battleOw,
}, { __index = GameMethods })
stack.states[1] = battleOw
local battle = BattleState.newWild(battleGame, "FIXMON_B", 12)
battle.phase, battle.queue = "menu", {}
battle.checkpointOrigin = { kind = "wild_encounter", map = "FIX_TOWN" }
battle.musicKind = battle:computeMusicKind()
battle.onFinish = function() end
stack.states[2] = battle
return battleGame, battle
end
checkpointRngState = "public-battle-rng-A"
local battleGame, liveBattle = makeBattleGame()
T.same(checkpoints:inspect(battleGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "public mod.checkpoints reports a settled battle boundary")
liveBattle.turnCount = 4
liveBattle.player.stages.attack = 2
local battleSnapshot, battleCaptureCode = checkpoints:capture(battleGame)
T.check(battleSnapshot and battleSnapshot.kind == "battle",
"public mod.checkpoints captures a data-only battle: "
.. tostring(battleCaptureCode))
if battleSnapshot then
battleGame.save.money = 1
liveBattle.turnCount = 99
checkpointRngState = "public-battle-rng-B"
local battleRestored, battleRestoreCode, battleRestoreMessage = checkpoints:restore(
battleGame, battleSnapshot)
T.check(battleRestored == true,
"public mod.checkpoints reconstructs a battle: "
.. tostring(battleRestoreCode) .. " / " .. tostring(battleRestoreMessage))
local restoredBattle = battleGame.stack:top()
T.eq(restoredBattle.turnCount, 4,
"public battle reconstruction restores the exact turn")
T.eq(restoredBattle.player.stages.attack, 2,
"public battle reconstruction restores battler stages")
T.eq(checkpointRngState, "public-battle-rng-A",
"public battle reconstruction restores gameplay RNG")
T.same(checkpoints:capture(battleGame), battleSnapshot,
"public battle capture/restore/capture is a normalized differential roundtrip")
end
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
_G.MOD_CHECKPOINTS = nil
love.math.getRandomState = oldGetRandomState
love.math.setRandomState = oldSetRandomState
T.finish()
+181
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-- Public mod.storage contract: data-only transactions, namespace isolation,
-- deterministic listing, recovery, and failure retention.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("mod storage")
local Loader = require("src.mods.Loader")
local Runtime = require("src.mods.Runtime")
local Version = require("src.core.Version")
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
local function manifest(id)
return ('{"id":"%s","name":"%s","version":"1.0.0",')
:format(id, id) .. '"entry":"main.lua","api":2,"profile":"content"}'
end
local function memfs(files)
local fs = { files = files, failTmp = false, failMain = false }
function fs.read(path) return files[path] end
function fs.write(path, body)
if fs.failTmp and path:sub(-4) == ".tmp" then return false, "tmp denied" end
if fs.failMain and path:sub(-4) == ".lua" then return false, "main denied" end
files[path] = body
return true
end
function fs.remove(path) files[path] = nil return true end
function fs.createDirectory() return true end
function fs.getInfo(path)
if files[path] then return { type = "file" } end
local prefix = path .. "/"
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
end
return nil
end
function fs.load(path)
if not files[path] then return nil, "no file: " .. path end
return load(files[path], path)
end
function fs.getDirectoryItems(path)
local prefix, seen, out = path .. "/", {}, {}
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then
local child = key:sub(#prefix + 1):match("^[^/]+")
if child and not seen[child] then
seen[child] = true
out[#out + 1] = child
end
end
end
table.sort(out)
return out
end
return fs
end
local function game(version, playthroughId)
return { save = {
version = version,
meta = { format = 4, mods = {}, playthroughId = playthroughId },
} }
end
local files = {
["mods/alpha/manifest.json"] = manifest("alpha"),
["mods/alpha/main.lua"] = [[
return function(mod) _G.MOD_STORAGE_ALPHA = mod.storage end
]],
["mods/beta/manifest.json"] = manifest("beta"),
["mods/beta/main.lua"] = [[
return function(mod) _G.MOD_STORAGE_BETA = mod.storage end
]],
}
local fs = memfs(files)
local loader = Loader.new({ fs = fs })
local current = game("red", "play-a")
loader.game = current
T.check(loader:load({}) == true, "storage fixture mods load")
local alpha, beta = _G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA
T.check(type(alpha) == "table" and type(beta) == "table",
"Loader exposes mod.storage through the public mod object")
if type(alpha) ~= "table" or type(beta) ~= "table" then
Runtime.events, Runtime.hooks = savedEvents, savedHooks
_G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA = nil, nil
T.finish()
end
-- Removing scope identity or exposing a mutable private slot id breaks this.
local context = alpha:context(current)
T.same(context, {
engineVersion = Version.engine,
gameVersion = "red",
playthroughId = "play-a",
}, "context exposes stable engine/game/playthrough compatibility identity")
-- Data-only write/read. The literal expected table is independent of storage.
local payload = { format = 1, nested = { money = 1234 }, flags = { a = true } }
local ok, code, message = alpha:write(current, "states/quick/q1", payload)
T.check(ok == true, "data-only payload writes: " .. tostring(code or message))
local loaded = alpha:read(current, "states/quick/q1")
T.same(loaded, payload, "stored payload roundtrips as data")
T.check(loaded ~= payload and loaded.nested ~= payload.nested,
"read returns decoded data rather than the caller's live table")
local bad, badCode = alpha:write(current, "states/bad", { callback = function() end })
T.check(not bad and badCode == "encode_failed",
"functions are rejected with a stable data-only error")
local escaped, escapedCode = alpha:write(current, "../escape", {})
T.check(not escaped and escapedCode == "invalid_key",
"path traversal is rejected before persistence")
-- Logical enumeration is deterministic and prefix-scoped.
T.check(alpha:write(current, "states/quick/zeta", { n = 2 }), "write zeta")
T.check(alpha:write(current, "states/quick/alpha", { n = 1 }), "write alpha")
T.check(alpha:write(current, "settings", { enabled = true }), "write settings")
local keys = alpha:list(current, "states/quick")
T.same(keys, { "states/quick/alpha", "states/quick/q1", "states/quick/zeta" },
"list returns sorted logical keys under the requested prefix")
-- Mod, playthrough, and game namespaces cannot observe each other.
local missing, missingCode = beta:read(current, "states/quick/q1")
T.check(missing == nil and missingCode == "not_found",
"another mod cannot read the first mod's payload")
missing, missingCode = alpha:read(game("red", "play-b"), "states/quick/q1")
T.check(missing == nil and missingCode == "not_found",
"another playthrough cannot read the payload")
missing, missingCode = alpha:read(game("blue", "play-a"), "states/quick/q1")
T.check(missing == nil and missingCode == "not_found",
"another game version cannot read the payload")
-- Find the implementation-owned file only to inject corruption; assertions stay
-- on public read behavior, not the path shape.
local function mainFor(fragment)
for path in pairs(files) do
if path:find(fragment, 1, true) and path:sub(-4) == ".lua" then return path end
end
end
local q1Main = mainFor("q1")
T.check(type(q1Main) == "string", "failure fixture locates the persisted q1")
files[q1Main] = "not a serialized table"
loaded, code = alpha:read(current, "states/quick/q1")
T.same(loaded, payload, "corrupt main recovers the last verified payload")
T.eq(code, nil, "successful recovery is a normal read")
-- A failed replacement cannot destroy the prior verified value.
T.check(alpha:write(current, "replace", { version = 1 }), "seed replace value")
fs.failTmp = true
ok, code = alpha:write(current, "replace", { version = 2 })
fs.failTmp = false
T.check(not ok and code == "write_failed", "staging failure is reported")
T.same(alpha:read(current, "replace"), { version = 1 },
"staging failure leaves the prior value readable")
-- Delete is exact and idempotent-not-found is explicit.
T.check(alpha:write(current, "delete/me", { yes = true }), "seed delete target")
T.check(alpha:write(current, "delete/keep", { yes = true }), "seed delete neighbor")
T.check(alpha:delete(current, "delete/me") == true, "delete removes its target")
missing, missingCode = alpha:read(current, "delete/me")
T.check(missing == nil and missingCode == "not_found", "deleted key is unavailable")
T.same(alpha:read(current, "delete/keep"), { yes = true },
"delete leaves neighboring keys untouched")
-- No-mod parity: constructing/loading an empty loader creates no storage bytes.
local emptyFiles, emptyFs = {}, nil
emptyFs = memfs(emptyFiles)
local emptyLoader = Loader.new({ fs = emptyFs })
emptyLoader.game = current
T.check(emptyLoader:load({}) == true, "no-mod loader still boots")
T.eq(next(emptyFiles), nil, "no-mod boot creates no storage paths or files")
Runtime.events, Runtime.hooks = savedEvents, savedHooks
Runtime.currentMod = nil
_G.MOD_STORAGE_ALPHA, _G.MOD_STORAGE_BETA = nil, nil
T.finish()
+46
View File
@@ -636,6 +636,52 @@ local packed = io.open(cleanPkg, "rb")
check(packed ~= nil, "pack writes the package")
if packed then packed:close() end
-- Reproducible-build callers pin the informational pack timestamp through the
-- standard SOURCE_DATE_EPOCH contract. Two clean invocations over the same
-- input must then produce identical archive bytes and metadata.
local epoch = "1234567890"
local envPrefix = isWindows
and ('set "SOURCE_DATE_EPOCH=%s" && '):format(epoch)
or ("SOURCE_DATE_EPOCH=%s "):format(epoch)
local deterministicA = root .. "/declared-a.modpkg"
local deterministicB = root .. "/declared-b.modpkg"
out, code = run(envPrefix ..
("%s tools/modkit.py pack %q -o %q --base fixture")
:format(python, declared, deterministicA))
check(code == 0, "SOURCE_DATE_EPOCH package A succeeds: " .. out)
out, code = run(envPrefix ..
("%s tools/modkit.py pack %q -o %q --base fixture")
:format(python, declared, deterministicB))
check(code == 0, "SOURCE_DATE_EPOCH package B succeeds: " .. out)
local archiveA = assert(io.open(deterministicA, "rb"))
local bytesA = archiveA:read("*a")
archiveA:close()
local archiveB = assert(io.open(deterministicB, "rb"))
local bytesB = archiveB:read("*a")
archiveB:close()
check(bytesA == bytesB, "SOURCE_DATE_EPOCH makes package bytes reproducible")
local inspectPack = root .. "/inspect_pack.py"
write(inspectPack, [[
import json, sys, zipfile
with zipfile.ZipFile(sys.argv[1]) as archive:
meta = json.loads(archive.read(".modkit/pack.json"))
assert meta["packed_at"] == "2009-02-13T23:31:30Z", meta["packed_at"]
]])
out, code = run(("%s %q %q"):format(python, inspectPack, deterministicA))
check(code == 0, "pack metadata honors SOURCE_DATE_EPOCH: " .. out)
local invalidEpochPrefix = isWindows
and 'set "SOURCE_DATE_EPOCH=not-a-time" && '
or "SOURCE_DATE_EPOCH=not-a-time "
local invalidEpochPkg = root .. "/declared-invalid-epoch.modpkg"
out, code = run(invalidEpochPrefix ..
("%s tools/modkit.py pack %q -o %q --base fixture")
:format(python, declared, invalidEpochPkg))
check(code == 2, "invalid SOURCE_DATE_EPOCH is a usage failure: " .. out)
check(out:find("SOURCE_DATE_EPOCH", 1, true) ~= nil,
"invalid source epoch names the failed contract")
check(io.open(invalidEpochPkg, "rb") == nil,
"invalid source epoch writes no package")
-- MK305 diffs shipped tables against the imported dataset; fake one under
-- a scratch repo root so the check exercises the same on ROM-less machines
local fake = root .. "/fakerepo"
+51
View File
@@ -0,0 +1,51 @@
-- Pokemon Yellow's Oak-speech show-off mon is the player's Pikachu, not
-- Red/Blue's NIDORINO (engine/battle/core.asm BATTLE_TYPE_PIKACHU, the
-- ProfOak demo; engine/movie/oak_speech/oak_speech.asm). The import
-- manifest must carry field.oakSpeech.demoSpecies, and
-- Data:applyVersionedFieldData repairs Yellow caches made before the
-- manifest carried it (#915).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.field and Data.field.oakSpeech) then Data:load() end
local GameVersion = require("src.core.GameVersion")
local S = require("tests.harness").suite("parity Yellow Oak speech")
local check, eq = S.check, S.eq
local oldVersion = GameVersion.get()
local oldTrades = Data.field.trades
local oldOldManBattle = Data.field.oldManBattle
local manifestFile = assert(io.open("tools/rom_manifest_yellow.json", "r"))
local manifest = manifestFile:read("*a")
manifestFile:close()
check(manifest:find('"demoSpecies": "PIKACHU"') ~= nil,
"Yellow manifest stamps field.oakSpeech.demoSpecies as PIKACHU")
-- a stale Yellow cache carries shrink frames but no demoSpecies
local stale = { shrink1 = "assets/generated/intro/shrink1.png",
shrink2 = "assets/generated/intro/shrink2.png" }
local oldOakSpeech = Data.field.oakSpeech
Data.field.oakSpeech = stale
GameVersion.set("yellow")
Data:applyVersionedFieldData()
eq(Data.field.oakSpeech.demoSpecies, "PIKACHU",
"applyVersionedFieldData fills a stale Yellow cache with PIKACHU")
-- fill-if-absent: an importer that learns to stamp the key wins
local preStamped = { demoSpecies = "RAICHU",
shrink1 = "assets/generated/intro/shrink1.png" }
Data.field.oakSpeech = preStamped
Data:applyVersionedFieldData()
eq(Data.field.oakSpeech.demoSpecies, "RAICHU",
"applyVersionedFieldData leaves an already-stamped demoSpecies alone")
Data.field.oakSpeech = oldOakSpeech
Data.field.trades = oldTrades
Data.field.oldManBattle = oldOldManBattle
GameVersion.set(oldVersion)
return S:finish()