mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-13 00:40:59 +02:00
261 lines
9.9 KiB
Lua
261 lines
9.9 KiB
Lua
-- Lockstep desync fuzz: two full LinkBattle simulations over a loopback,
|
|
-- driven the way a player drives them, checked turn by turn.
|
|
--
|
|
-- The suite in run_link_tests.lua battles one Charizard against one
|
|
-- Blastoise with the A button held, which reaches exactly one code path:
|
|
-- move slot 1, no switch, no faint, no status, no locked action. Every
|
|
-- desync players actually hit lived outside it. This walks the rest:
|
|
-- random multi-mon parties with random movesets, random move choices,
|
|
-- switches, faints and replacements, and -- the part that matters -- two
|
|
-- sides that are NOT identical clients. Three things differ between two
|
|
-- real players and never differ inside one test process:
|
|
--
|
|
-- options animations on/off, text speed, battle style change how long a
|
|
-- side spends in its message queue
|
|
-- speed the GAME SPEED option multiplies the logic clock, so one side
|
|
-- takes several fixed steps per frame while the other takes one
|
|
-- lag the relay is not instantaneous, so a peer's action lands while
|
|
-- this side is somewhere in the middle of its own turn
|
|
--
|
|
-- None of those may change the outcome: a lockstep battle is decided by the
|
|
-- two actions and the shared RNG stream, nothing else. What they DID change
|
|
-- was when each machine wrote per-turn bookkeeping flags, and the state hash
|
|
-- read `false`/`0` against `nil` as a divergence and ended winnable matches
|
|
-- as draws (LinkBattle's `off`, BattleState's per-battler flinch clear, and
|
|
-- fightLockedAction no longer storing its boundTurns mirror).
|
|
--
|
|
-- Self-contained; run directly or via run_link_tests.lua:
|
|
-- luajit tests/link_desync_fuzz.lua [runs] [firstSeed]
|
|
|
|
package.path = "./?.lua;./?/init.lua;" .. package.path
|
|
love = love or require("tests.love_stub")
|
|
|
|
local Data = require("src.core.Data")
|
|
if not Data.pokemon then Data:load() end
|
|
local Pokemon = require("src.pokemon.Pokemon")
|
|
local Protocol = require("src.link.Protocol")
|
|
local Net = require("src.link.Net")
|
|
local Json = require("src.link.Json")
|
|
local Input = require("src.core.Input")
|
|
local LinkBattle = require("src.link.LinkBattle")
|
|
Input:init()
|
|
require("src.render.Font").load(Data)
|
|
|
|
-- one PRNG per run so a failure replays from its seed alone
|
|
local function makeRandom(seed)
|
|
local s = seed % 2147483647
|
|
if s <= 0 then s = s + 2147483646 end
|
|
return function(a, b)
|
|
s = (s * 16807) % 2147483647
|
|
if a == nil then return s / 2147483647 end
|
|
if b == nil then a, b = 1, a end
|
|
return a + (s % (b - a + 1))
|
|
end
|
|
end
|
|
|
|
local SPECIES = {}
|
|
for id in pairs(Data.pokemon) do SPECIES[#SPECIES + 1] = id end
|
|
table.sort(SPECIES) -- pairs order is not stable; the seed has to be the only input
|
|
local MOVES = {}
|
|
for id, m in pairs(Data.moves) do
|
|
if id ~= "STRUGGLE" and m.pp and m.pp > 0 then MOVES[#MOVES + 1] = id end
|
|
end
|
|
table.sort(MOVES)
|
|
|
|
-- a loopback pair that holds each message for `delay` pumps before it lands
|
|
-- in the peer's inbox, so one side is mid-queue when the other's action
|
|
-- arrives (Net.loopbackPair on its own delivers instantly, which is the one
|
|
-- thing the real relay never does)
|
|
local function laggyPair(delayA, delayB)
|
|
local a, b = Net.loopbackPair()
|
|
a.wire, b.wire = {}, {}
|
|
a.delay, b.delay = delayA or 0, delayB or 0
|
|
local function send(self, msg)
|
|
if self.closed then return end
|
|
local decoded = Json.decode(Json.encode(msg)) -- same round trip as the wire
|
|
if decoded then table.insert(self.wire, { msg = decoded, at = self.delay }) end
|
|
end
|
|
local function update(self)
|
|
for i = #self.wire, 1, -1 do
|
|
local row = self.wire[i]
|
|
row.at = row.at - 1
|
|
if row.at <= 0 then
|
|
table.remove(self.wire, i)
|
|
if not self.peerEnd.closed then table.insert(self.peerEnd.inbox, row.msg) end
|
|
end
|
|
end
|
|
end
|
|
a.send, b.send = send, send
|
|
a.update, b.update = update, update
|
|
return a, b
|
|
end
|
|
|
|
local function makeFakeGame(name, options)
|
|
local save = require("src.core.SaveData").newGame()
|
|
save.player.name = name
|
|
for k, v in pairs(options or {}) do save.options[k] = v end
|
|
local stack = { list = {} }
|
|
function stack:push(s, ...)
|
|
table.insert(self.list, s)
|
|
if s.enter then s:enter(...) end
|
|
end
|
|
function stack:pop() table.remove(self.list) end
|
|
function stack:top() return self.list[#self.list] end
|
|
function stack:update(dt)
|
|
local t = self:top()
|
|
if t and t.update then t:update(dt) end
|
|
end
|
|
return { data = Data, input = Input, stack = stack, save = save }
|
|
end
|
|
|
|
-- random movesets, not level-up ones: status, trapping, thrash, bide,
|
|
-- Hyper Beam and Rage are where the locked-action paths live
|
|
local function randomParty(rnd, size)
|
|
local party = {}
|
|
for _ = 1, size do
|
|
local mon = Pokemon.new(Data, SPECIES[rnd(1, #SPECIES)], rnd(5, 60))
|
|
mon.moves = {}
|
|
for _ = 1, rnd(1, 4) do
|
|
local id = MOVES[rnd(1, #MOVES)]
|
|
table.insert(mon.moves, { id = id, pp = Data.moves[id].pp })
|
|
end
|
|
party[#party + 1] = mon
|
|
end
|
|
return party
|
|
end
|
|
|
|
local PARTS = { "actives", "volatile", "bench" }
|
|
local function firstMismatch(a, b)
|
|
local turns = {}
|
|
for t in pairs(a.localParts) do turns[t] = true end
|
|
for t in pairs(b.localParts) do turns[t] = true end
|
|
local ordered = {}
|
|
for t in pairs(turns) do ordered[#ordered + 1] = t end
|
|
table.sort(ordered)
|
|
for _, t in ipairs(ordered) do
|
|
local mine, theirs = a.localParts[t], b.localParts[t]
|
|
if mine and theirs then
|
|
for _, part in ipairs(PARTS) do
|
|
if mine[part] ~= theirs[part] then return t, part end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Returns nil when the run agreed, or a description of how it split.
|
|
local function runOne(seed)
|
|
local rnd = makeRandom(seed)
|
|
-- the two sides are deliberately different clients
|
|
local optsA = { animations = false, textSpeed = 1, battleStyle = "SET" }
|
|
local optsB = { animations = true, textSpeed = 3, battleStyle = "SHIFT" }
|
|
local stepsA, stepsB = rnd(1, 4), 1 -- A fast-forwards, B does not
|
|
local lagA, lagB = rnd(0, 8), rnd(0, 8)
|
|
|
|
local gameA, gameB = makeFakeGame("RED", optsA), makeFakeGame("BLUE", optsB)
|
|
gameA.save.party = randomParty(rnd, rnd(1, 4))
|
|
gameB.save.party = randomParty(rnd, rnd(1, 4))
|
|
|
|
local netA, netB = laggyPair(lagA, lagB)
|
|
local battleSeed = rnd(1, 2 ^ 30)
|
|
local battleA = LinkBattle.newHost(gameA, netA, {
|
|
myParty = Protocol.packParty(gameA.save.party),
|
|
theirParty = Protocol.packParty(gameB.save.party),
|
|
theirName = "BLUE", seed = battleSeed })
|
|
local battleB = LinkBattle.newGuest(gameB, netB, {
|
|
myParty = Protocol.packParty(gameB.save.party),
|
|
theirParty = Protocol.packParty(gameA.save.party),
|
|
theirName = "RED", seed = battleSeed })
|
|
if not battleA or not battleB then return nil, 0 end
|
|
|
|
local resA, resB
|
|
battleA.onFinish = function(r) resA = r end
|
|
battleB.onFinish = function(r) resB = r end
|
|
gameA.stack:push(battleA)
|
|
gameB.stack:push(battleB)
|
|
|
|
local sides = {
|
|
{ bt = battleA, game = gameA, party = battleA.playerParty, steps = stepsA },
|
|
{ bt = battleB, game = gameB, party = battleB.playerParty, steps = stepsB },
|
|
}
|
|
|
|
-- Only the cursor is steered; A (held below) does the committing, so the
|
|
-- battle is reached through DisplayBattleMenu exactly as a player reaches
|
|
-- it and every locked action (recharge / thrash / rage / bide / trapping /
|
|
-- bound / Struggle) fires from its own code path rather than being
|
|
-- injected. A switch waits for a second menu frame for the same reason:
|
|
-- the real PKMN branch sits behind the menu-entry bookkeeping.
|
|
local function drive(side)
|
|
local bt = side.bt
|
|
if bt.result then return end
|
|
if bt.phase ~= "menu" then side.menuFrames = 0 end
|
|
if bt.phase == "moveSelect" then
|
|
local usable = {}
|
|
for i, mv in ipairs(bt.player.curMoves) do
|
|
if (mv.pp or 0) > 0 and bt.player.disabledSlot ~= i then usable[#usable + 1] = i end
|
|
end
|
|
if #usable > 0 then bt.moveIndex = usable[rnd(1, #usable)] end
|
|
bt.menuIndex = 1
|
|
elseif bt.phase == "menu" then
|
|
bt.menuIndex = 1 -- FIGHT
|
|
side.menuFrames = (side.menuFrames or 0) + 1
|
|
if side.menuFrames >= 2 and not bt:menuLockedAction(bt.player)
|
|
and rnd(1, 100) <= 10 then
|
|
for _ = 1, 4 do
|
|
local mon = side.party[rnd(1, #side.party)]
|
|
if mon.hp > 0 and mon ~= bt.player.mon then
|
|
bt:resolveSwitch(mon)
|
|
side.menuFrames = 0
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local guard = 0
|
|
while (resA == nil or resB == nil) and guard < 60000 do
|
|
guard = guard + 1
|
|
Input.pressed = { a = true }
|
|
for _, side in ipairs(sides) do
|
|
for _ = 1, side.steps do
|
|
drive(side)
|
|
side.game.stack:update(1 / 60)
|
|
end
|
|
end
|
|
local turn, part = firstMismatch(battleA, battleB)
|
|
if turn then
|
|
return ("seed %d: turn %d %s split (lag %d/%d, steps %d/%d)"):format(
|
|
seed, turn, part, lagA, lagB, stepsA, stepsB), battleA.turnCount or 0
|
|
end
|
|
end
|
|
-- a battle still running at the guard is a stalemate (two mons that cannot
|
|
-- KO each other), not a split; only a finished one can be checked mirrored
|
|
if guard < 60000
|
|
and (battleA.player.mon.hp ~= battleB.enemy.mon.hp
|
|
or battleA.enemy.mon.hp ~= battleB.player.mon.hp) then
|
|
return ("seed %d: final HP not mirrored (%d/%d vs %d/%d)"):format(
|
|
seed, battleA.player.mon.hp, battleA.enemy.mon.hp,
|
|
battleB.enemy.mon.hp, battleB.player.mon.hp), battleA.turnCount or 0
|
|
end
|
|
return nil, battleA.turnCount or 0
|
|
end
|
|
|
|
local RUNS = tonumber(arg and arg[1]) or 40
|
|
local FIRST = tonumber(arg and arg[2]) or 1
|
|
|
|
local failures, turns = 0, 0
|
|
for seed = FIRST, FIRST + RUNS - 1 do
|
|
local ok, why, t = pcall(runOne, seed)
|
|
turns = turns + (t or 0)
|
|
if not ok then
|
|
failures = failures + 1
|
|
print("FAIL link desync fuzz seed " .. seed .. ": " .. tostring(why))
|
|
elseif why then
|
|
failures = failures + 1
|
|
print("FAIL link desync fuzz " .. why)
|
|
end
|
|
end
|
|
print(("link desync fuzz: %d runs, %d turns, %d failures"):format(RUNS, turns, failures))
|
|
assert(failures == 0, failures .. " lockstep run(s) diverged")
|
|
return true
|