Real bug, caught by hand (not by any automated test): clicking Stop in the Lingua Editor panel threw InvalidOperationException — "A system structurally changed 'QuadRenderer' without declaring Writes<QuadRenderer>()". Root cause: GameWorld.Restore rebuilds the world via GameObject. AddComponent, which SystemAccessScope checks. That's fine when Restore is called from unconstrained code — every existing WorldSnapshotTests test calls it directly, outside any system, which is exactly why none of them caught this. But PlayModeController.ExitPlay is called from inside EditorPlugin's own Stage.Render system (the button click handler runs as part of DrawUi), which correctly declares no Reads/Writes at all — it has no compile-time knowledge of QuadRenderer or any other game's component types. So the ambient SystemAccessScope was still active when Restore tried to rebuild them. SystemAccessScope's own doc comment already said "editor code... [is] unconstrained by design" — true only when the call happened to originate outside a system's scope, not actually true in general. Fixed with SystemAccessScope.Suspend(), which GameWorld.Restore now wraps its entire rebuild in: Restore is a bulk, whole-world reset regardless of who calls it, the same category of operation Destroy already is (which never went through the checked RemoveComponent path to begin with). New regression test reproduces the exact shape: a system with no declared access calling Restore, run through the real Schedule — not calling SystemAccessScope directly, and not calling Restore outside a system either, which is why this slipped through the first time. Passed immediately after the fix; would have failed loudly before it. Full suite: 87 tests. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
134 lines
4.4 KiB
C#
134 lines
4.4 KiB
C#
using System.Diagnostics;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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namespace Engine.Kernel.Tests;
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public class WorldSnapshotTests
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{
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private sealed class Health : Component
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{
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public int Value;
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}
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[Fact]
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public void Restore_Discards_Mutations_Made_After_The_Snapshot()
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{
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var world = new GameWorld();
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var go = world.CreateGameObject("Hero");
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go.AddComponent<Health>().Value = 100;
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var snapshot = world.Snapshot();
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go.GetComponent<Health>()!.Value = 1; // "took damage" during Play
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world.CreateGameObject("SpawnedDuringPlay");
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world.Restore(snapshot);
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var root = Assert.Single(world.Roots);
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Assert.Equal("Hero", root.Name);
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Assert.Equal(100, root.GetComponent<Health>()!.Value);
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}
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[Fact]
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public void Restore_Removes_GameObjects_Created_After_The_Snapshot()
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{
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var world = new GameWorld();
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world.CreateGameObject("Original");
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var snapshot = world.Snapshot();
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world.CreateGameObject("Spawned");
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world.Restore(snapshot);
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Assert.Single(world.Roots);
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Assert.Equal("Original", world.Roots[0].Name);
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}
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[Fact]
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public void Restore_Recreates_GameObjects_Destroyed_After_The_Snapshot()
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{
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var world = new GameWorld();
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world.CreateGameObject("WillBeDestroyed");
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var snapshot = world.Snapshot();
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world.Destroy(world.Roots[0]);
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Assert.Empty(world.Roots);
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world.Restore(snapshot);
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Assert.Single(world.Roots);
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Assert.Equal("WillBeDestroyed", world.Roots[0].Name);
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}
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[Fact]
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public void Restore_Preserves_The_Parent_Child_Hierarchy()
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{
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var world = new GameWorld();
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var parent = world.CreateGameObject("Parent");
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var child = world.CreateGameObject("Child");
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child.SetParent(parent);
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var snapshot = world.Snapshot();
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child.SetParent(null); // detach during Play
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world.Restore(snapshot);
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var root = Assert.Single(world.Roots);
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var restoredChild = Assert.Single(root.Children);
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Assert.Equal("Child", restoredChild.Name);
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}
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// M3's actual "done when": entering Play takes under 100 ms. A
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// realistic indie-scale scene (a few hundred GameObjects, each with a
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// component) should clear that with room to spare — this asserts a
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// generous 100 ms bound end to end (snapshot + restore, i.e. both
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// EnterPlay and ExitPlay), not a tight one that would make this test
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// flaky on a loaded CI box for no reason.
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[Fact]
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public void Snapshot_And_Restore_A_Few_Hundred_GameObjects_Well_Under_100ms()
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{
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var world = new GameWorld();
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for (var i = 0; i < 300; i++)
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{
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var go = world.CreateGameObject($"Object{i}");
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go.AddComponent<Health>().Value = i;
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}
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var stopwatch = Stopwatch.StartNew();
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var snapshot = world.Snapshot();
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world.Restore(snapshot);
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stopwatch.Stop();
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Assert.True(
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stopwatch.ElapsedMilliseconds < 100,
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$"Snapshot + Restore of 300 GameObjects took {stopwatch.ElapsedMilliseconds} ms, expected < 100 ms.");
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}
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// A real bug, caught by hand: entering then exiting Play mode via
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// engine.editor's own Stop button threw InvalidOperationException,
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// because ExitPlay runs Restore from inside EditorPlugin's Stage.
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// Render system — which correctly declares no Reads/Writes at all, it
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// has no compile-time knowledge of QuadRenderer or any other game's
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// component types — and Restore rebuilds those very types via
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// AddComponent. Every other test in this file calls Restore directly,
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// outside any system's scope, which is exactly why none of them caught
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// this. This one reproduces the real call shape: a system with no
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// declared access, calling Restore, run through the real Schedule.
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[Fact]
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public void Restore_Called_From_A_System_With_No_Declared_Access_Does_Not_Throw()
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{
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var world = new GameWorld();
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var go = world.CreateGameObject("Hero");
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go.AddComponent<Health>().Value = 100;
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var snapshot = world.Snapshot();
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var schedule = new Schedule();
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schedule.Add(Stage.Update, (IWorld w) => w.Restore(snapshot)); // no Reads/Writes — like EditorPlugin's DrawUi
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var exception = Record.Exception(() => schedule.RunStage(Stage.Update, world));
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Assert.Null(exception);
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}
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}
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