Files
Faset_Engine/tests/runtime_tests.cpp
T

329 lines
14 KiB
C++

#include "Gameplay.hpp"
#include <cmath>
#include <faset/runtime/Runtime.hpp>
#include <iostream>
#include <limits>
#include <stdexcept>
#include <string>
#include <vector>
using namespace faset::runtime;
using Json = nlohmann::json;
namespace {
void check(bool result, const char* text) {
if (!result)
throw std::runtime_error(text);
}
void near(float actual, float expected, float tolerance, const char* text) {
check(std::abs(actual - expected) < tolerance, text);
}
template <class F> void rejects(F&& fn, const char* message) {
bool caught = false;
try {
fn();
} catch (const std::exception&) {
caught = true;
}
check(caught, message);
}
Json component(std::string type, Json fields = Json::object()) {
return {{"id", type + "-id"}, {"type", type}, {"version", 1}, {"fields", fields}};
}
Json entity(std::string id, float y = 0) {
return {{"id", id},
{"name", id},
{"parent", nullptr},
{"components", Json::array({component("faset.transform", {{"position", {0, y, 0}}})})}};
}
Json scene(int dim = 2) {
return {{"format", "faset.scene"}, {"version", 1},
{"id", "test-scene"}, {"name", "Test"},
{"dimension", dim}, {"entities", Json::array()},
{"instances", Json::array()}};
}
void physics(int dimension) {
Runtime world;
auto doc = scene(dimension);
auto floor = entity("ground", -0.5f);
auto falling = entity("falling", 4);
auto type = dimension == 2 ? "faset.rigid_body_2d" : "faset.rigid_body_3d";
Json extents = dimension == 2 ? Json{10, 0.5} : Json{10, 0.5, 10};
floor["components"].push_back(
component(type, {{"body_type", "static"}, {"half_extents", extents}}));
falling["components"].push_back(component(type));
doc["entities"] = Json::array({floor, falling});
world.load(doc);
auto h = world.find("falling");
bool contact = false;
for (int i = 0; i < 240; ++i) {
world.advance(1.0 / 60);
for (const auto& event : world.collisions())
contact = contact || event.began;
}
near(world.transform(h).position[1], 0.5f, 0.09f,
"body must fall and settle on actual solver floor");
check(contact, "native contact event must be delivered");
check(world.grounded(h), "settled body must have a supporting native contact");
auto pose = world.transform(h);
pose.position[1] = 6;
world.teleport(h, pose);
near(world.presentation(h).position[1], 6, 0.0001f, "teleport resets interpolation");
check(!world.grounded(h), "teleport off the floor removes grounded state");
rejects([&] { world.setTransform(h, pose); },
"physics transform cannot be casually overwritten");
world.applyImpulse(h, {0, 2, 0});
check(world.velocity(h)[1] > 0, "impulse changes solver velocity");
}
void lifecycle() {
Runtime world;
std::vector<std::string> events;
bool spawned = false;
float presented = -1;
int pressedTicks = 0;
Behavior behavior;
behavior.onStart = [&](Runtime&, EntityHandle, double) { events.push_back("start"); };
behavior.fixedUpdate = [&](Runtime& r, EntityHandle h, double) {
events.push_back("fixed");
if (r.input().jumpPressed)
++pressedTicks;
auto t = r.transform(h);
t.position[0] += 1;
r.setTransform(h, t);
if (!spawned) {
r.spawn(entity("spawned"));
spawned = true;
}
};
behavior.update = [&](Runtime&, EntityHandle, double) { events.push_back("update"); };
behavior.lateUpdate = [&](Runtime& r, EntityHandle h, double) {
events.push_back("late");
presented = r.presentation(h).position[0];
};
behavior.onDestroy = [&](Runtime& r, EntityHandle h, double) {
check(r.valid(h), "OnDestroy still sees a valid handle");
events.push_back("destroy");
};
world.registerBehavior("test.behavior", behavior);
auto doc = scene();
auto object = entity("main");
object["components"].push_back(component("test.behavior"));
doc["entities"].push_back(object);
world.load(doc);
check(events == std::vector<std::string>{"start"}, "load runs OnStart once");
world.advance(1.0 / 120, {0, 0, true, false});
check(!world.find("spawned"), "zero-tick frame applies no structural commands");
world.advance(1.0 / 60);
check(!world.find("spawned"), "FixedUpdate spawn must wait until next tick");
near(presented, 0.5f, 0.001f, "LateUpdate receives interpolated transform");
check(pressedTicks == 1, "input edge preserved across zero-tick frame");
world.advance(3.0 / 60);
check(bool(world.find("spawned")), "spawn appears next tick");
check(pressedTicks == 1, "edge not repeated in catchup ticks");
auto old = world.find("main");
world.destroy(old);
check(world.valid(old), "destroy deferred");
world.singleStep();
check(!world.valid(old), "handle invalid after removal");
check(events.back() == "destroy", "destroy lifecycle runs exactly at barrier");
world.spawn(entity("replacement"));
world.singleStep();
check(!world.valid(old), "reused slot never revives a stale handle");
auto replacement = world.find("replacement");
world.load(doc);
check(!world.valid(replacement), "load creates a new session");
// Ensure captured state remains alive while Runtime's destructor calls OnDestroy.
world.clear();
}
void clockAndValidation() {
Runtime world;
auto doc = scene();
doc["entities"].push_back(entity("object"));
world.load(doc);
auto stats = world.advance(1.0);
check(stats.fixedTicks == 4, "catchup bounded to four ticks");
check(stats.droppedTime > 0.9, "excess time reported");
check(stats.interpolationAlpha >= 0 && stats.interpolationAlpha < 1,
"interpolation fraction bounded");
auto tick = stats.tick;
world.setPaused(true);
world.advance(100);
check(world.snapshot().tick == tick, "pause does not accumulate");
world.singleStep();
check(world.snapshot().tick == tick + 1, "single-step advances exactly once");
world.setPaused(false);
check(world.advance(0).fixedTicks == 0, "resume does not catch up pause");
auto old = world.find("object");
auto invalid = doc;
invalid["entities"][0]["parent"] = "object";
rejects([&] { world.load(invalid); }, "reject hierarchy cycle");
check(world.valid(old), "invalid load preserves old world");
invalid = doc;
invalid["entities"][0]["components"].push_back(component("faset.rigid_body_3d"));
rejects([&] { world.load(invalid); }, "reject physics dimension mismatch");
rejects([&] { world.advance(-1); }, "reject negative time");
world.addComponent(old, component("faset.sprite"));
check(!world.snapshot().entities[0].sprite, "component addition deferred");
world.singleStep();
check(world.snapshot().entities[0].sprite.has_value(), "component added at barrier");
world.removeComponent(old, "faset.sprite");
world.singleStep();
check(!world.snapshot().entities[0].sprite, "component removed at barrier");
Runtime other;
other.load(doc);
check(!other.valid(old), "handle cannot cross worlds");
auto schema = faset::gameplay::schema();
check(schema.size() == 2, "sample has explicit metadata without world");
}
void structuralFailuresAndCallbacks() {
Runtime world;
auto doc = scene();
doc["entities"].push_back(entity("object"));
world.load(doc);
auto h = world.find("object");
world.addComponent(h, component("faset.sprite", {{"size", {-1, 2}}}));
world.singleStep();
check(!world.snapshot().entities[0].sprite,
"invalid deferred component leaves entity unchanged");
check(!world.diagnostics().empty(), "invalid deferred command reports diagnostic");
auto zero = world.transform(h);
zero.scale[0] = 0;
world.setTransform(h, zero);
world.addComponent(h, component("faset.rigid_body_2d"));
world.singleStep();
rejects([&] { world.fields(h, "faset.rigid_body_2d"); },
"invalid runtime collider scale must not half-add component");
zero.scale[0] = 1;
world.setTransform(h, zero);
world.addComponent(h, component("faset.rigid_body_2d"));
world.singleStep();
check(world.velocity(h)[1] < 0, "deferred body runs actual physics");
world.removeComponent(h, "faset.rigid_body_2d");
world.singleStep();
rejects([&] { world.velocity(h); }, "removed physics adapter no longer accessible");
world.destroy(h);
world.destroy(h);
world.singleStep();
check(!world.valid(h), "repeated deferred destroy is safe");
rejects([&] { world.advance(std::numeric_limits<double>::quiet_NaN()); },
"nonfinite time rejected");
rejects([&] { world.advance(0, {std::numeric_limits<float>::infinity(), 0, false, false}); },
"nonfinite input rejected");
Runtime callbacks;
std::vector<std::string> order;
Behavior b;
b.onStart = [&](Runtime& r, EntityHandle, double) {
order.push_back("start");
rejects([&] { r.singleStep(); }, "OnStart cannot recursively advance");
};
b.fixedUpdate = [&](Runtime&, EntityHandle, double) {
order.push_back("fixed");
throw std::runtime_error("intentional callback failure");
};
b.update = [&](Runtime&, EntityHandle, double) { order.push_back("update"); };
b.lateUpdate = [&](Runtime& r, EntityHandle h, double) {
order.push_back("late");
auto p = r.presentation(h);
p.position[2] = 9;
r.setPresentation(h, p);
};
callbacks.registerBehavior("test", b);
auto object = entity("callbacks");
object["components"].push_back(component("test"));
doc["entities"] = Json::array({object});
callbacks.load(doc);
callbacks.singleStep();
check(order == std::vector<std::string>{"start", "fixed", "update", "late"},
"callback failure does not skip remaining phases");
check(callbacks.diagnostics().size() == 1, "callback exception diagnostic");
near(callbacks.snapshot().entities[0].transform.position[2], 9, 0.001f,
"LateUpdate changes final presentation only");
near(callbacks.transform(callbacks.find("callbacks")).position[2], 0, 0.001f,
"presentation does not overwrite simulation");
callbacks.clear();
}
void sampleGameplay() {
Runtime world;
faset::gameplay::registerGameplay(world);
auto doc = scene(3);
auto door = entity("door");
door["components"].push_back(component("gameplay.door", {{"speed", 2.0}}));
doc["entities"] = Json::array({door});
world.load(doc);
world.advance(1.0 / 60, {0, 0, false, true});
for (int i = 0; i < 59; ++i)
world.advance(1.0 / 60);
near(world.transform(world.find("door")).rotation[1], 1.5707963f, 0.001f,
"sample door opens through real static gameplay callback");
world.advance(1.0 / 60, {0, 0, false, true});
for (int i = 0; i < 59; ++i)
world.advance(1.0 / 60);
near(world.transform(world.find("door")).rotation[1], 0, 0.001f, "sample door toggles closed");
}
void groundedJump() {
Runtime world;
faset::gameplay::registerGameplay(world);
auto doc = scene(2);
auto ground = entity("ground", -0.5f);
ground["components"].push_back(
component("faset.rigid_body_2d", {{"body_type", "static"}, {"half_extents", {10, .5}}}));
auto character = entity("character", 0.5f);
character["components"].push_back(component("faset.rigid_body_2d"));
character["components"].push_back(component("gameplay.character"));
doc["entities"] = Json::array({ground, character});
world.load(doc);
auto h = world.find("character");
for (int i = 0; i < 10; ++i)
world.advance(1.0 / 60);
check(world.grounded(h), "character starts supported");
world.advance(1.0 / 60, {0, 0, true, false});
check(world.velocity(h)[1] > 4, "grounded jump sets upward velocity");
for (int i = 0; i < 90 && world.velocity(h)[1] > 0.1f; ++i)
world.advance(1.0 / 60);
check(!world.grounded(h), "apex is not grounded");
auto before = world.velocity(h)[1];
world.advance(1.0 / 60, {0, 0, true, false});
check(world.velocity(h)[1] < before, "jump at apex must not create a second impulse");
for (int i = 0; i < 180; ++i)
world.advance(1.0 / 60);
check(world.grounded(h), "character regains ground after landing");
Runtime wall;
auto wallScene = scene(2);
auto obstacle = entity("wall");
obstacle["components"].push_back(
component("faset.rigid_body_2d", {{"body_type", "static"}, {"half_extents", {.5, 5}}}));
auto body = entity("side");
body["components"][0]["fields"]["position"] = {1, 0, 0};
body["components"].push_back(component("faset.rigid_body_2d", {{"gravity_scale", 0}}));
wallScene["entities"] = Json::array({obstacle, body});
wall.load(wallScene);
for (int i = 0; i < 5; ++i)
wall.advance(1.0 / 60);
check(!wall.grounded(wall.find("side")), "wall contact is not a supporting floor contact");
}
} // namespace
int main() {
try {
auto run = [](const char* name, auto fn) {
try {
fn();
std::cout << name << " passed\n";
} catch (const std::exception& error) {
throw std::runtime_error(std::string(name) + ": " + error.what());
}
};
run("Box2D", [] { physics(2); });
run("Box3D", [] { physics(3); });
run("Lifecycle", lifecycle);
run("Clock/validation", clockAndValidation);
run("Structural failures", structuralFailuresAndCallbacks);
run("Sample gameplay", sampleGameplay);
run("Grounded jump", groundedJump);
std::cout << "runtime contracts passed: actual Box2D/Box3D collisions, lifecycle, handles, "
"interpolation, deferred mutation, catchup, pause, validation, gameplay\n";
return 0;
} catch (const std::exception& ex) {
std::cerr << ex.what() << '\n';
return 1;
}
}