File size: 9,111 Bytes
3ce1a40
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
// Engine-level tests against the real demo game content.
#include "test_main.h"
#include "../engine/runtime/engine.h"
#include <lua.h>
#include <memory>

using namespace unify;

namespace {
struct Harness {
    HeadlessBackend backend;
    std::unique_ptr<Engine> engine;
    explicit Harness(uint64_t seed = 7) {
        set_log_level(LogLevel::Error);
        EngineConfig c;
        c.asset_root = UNIFY_GAME_ASSETS;
        c.seed = seed;
        engine = std::make_unique<Engine>(backend, c);
        std::string err;
        booted = engine->boot(err);
        if (!booted) std::printf("    boot error: %s\n", err.c_str());
    }
    bool booted = false;
    void frames(int n) { for (int i = 0; i < n; i++) { backend.advance_clock(16666667); engine->frame(); } }
    void tap(uint16_t k) { engine->inject(k, true); frames(1); engine->inject(k, false); frames(1); }
    double num(const std::string& expr) {
        lua_State* L = engine->lua().L();
        if (!engine->lua().run("return " + expr, "probe", 1)) return -1e9;
        double v = lua_tonumber(L, -1);
        lua_pop(L, 1);
        return v;
    }
    bool lua_ok(const std::string& code) { return engine->lua().run(code, "probe"); }
    // Plays a fixed scripted sequence (same for every harness).
    void script(int ticks) {
        for (int t = 0; t < ticks; t++) {
            if (t % 50 == 0) engine->inject(key::Right, true);
            if (t % 50 == 30) engine->inject(key::Right, false);
            if (t % 37 == 5) engine->inject(key::Space, true);
            if (t % 37 == 15) engine->inject(key::Space, false);
            frames(1);
        }
    }
};
}  // namespace

TEST(engine_scene_transitions_do_not_leak) {
    Harness h;
    CHECK(h.booted);
    h.frames(3);
    ResourceCounts title = h.engine->resources();
    size_t asset_bytes = h.engine->assets().allocator().used();
    for (int round = 0; round < 3; round++) {
        h.tap(key::Enter);  // title -> level: ~360 entities, bodies, buffers, kernel, voices
        h.frames(30);
        CHECK(h.engine->active_scene()->name == "level");
        CHECK(h.engine->world().alive() > 300);
        CHECK(h.engine->compute().live_buffers() == 5 + 3 + 0 || h.engine->compute().live_buffers() >= 5);
        h.tap(key::Escape);  // level -> title
        h.frames(3);
        ResourceCounts back = h.engine->resources();
        CHECK(back == title);  // entities, bodies, anim players, voices, buffers, kernels, assets, textures, Lua refs
        CHECK(h.engine->assets().allocator().used() == asset_bytes);
    }
}

TEST(engine_same_seed_and_input_gives_same_simulation) {
    Harness a(99), b(99);
    a.tap(key::Enter); b.tap(key::Enter);
    a.script(300); b.script(300);
    CHECK(a.engine->state_hash() == b.engine->state_hash());
    CHECK(a.num("scene.state().jumps") == b.num("scene.state().jumps"));
    CHECK(a.num("scene.state().jumps") > 2);
}

TEST(engine_save_file_restores_in_a_fresh_engine) {
    std::vector<uint8_t> saved;
    uint64_t hash_at_save, hash_later;
    {
        Harness a;
        a.tap(key::Enter);
        a.script(120);
        saved = a.engine->save_state();
        hash_at_save = a.engine->state_hash();
        a.script(90);
        hash_later = a.engine->state_hash();
    }
    Harness b;  // a new engine, as after a process restart: boots into the title scene
    std::string err;
    CHECK(b.engine->load_state(saved, err));
    if (!err.empty()) std::printf("    load error: %s\n", err.c_str());
    CHECK(b.engine->active_scene()->name == "level");
    CHECK(b.engine->state_hash() == hash_at_save);
    b.script(90);  // the same scripted input from the same state...
    // ...reaches the same state, except for script() tick alignment which depends only on its own counter.
    CHECK(b.engine->state_hash() == hash_later);
}

TEST(engine_rejects_corrupt_or_foreign_save_states) {
    Harness h;
    std::string err;
    CHECK(!h.engine->load_state({1, 2, 3}, err));
    std::vector<uint8_t> s = h.engine->save_state();
    s.resize(s.size() / 2);
    CHECK(!h.engine->load_state(s, err) && !err.empty());
}

TEST(engine_lua_handles_are_validated) {
    Harness h;
    h.tap(key::Enter);
    h.frames(2);
    CHECK(h.lua_ok("local c = world:find('coin'); c:destroy(); _G.stale = c"));
    CHECK(!h.lua_ok("stale:position()"));
    CHECK(h.engine->lua().last_error().find("stale entity handle") != std::string::npos);
    CHECK(h.num("stale:valid() and 1 or 0") == 0);
    CHECK(!h.lua_ok("ui:text('x', 0, 0)"));  // only valid during render()
    CHECK(h.num("(os == nil and io == nil) and 1 or 0") == 1);  // sandboxed: no wall clock, no file access
}

TEST(engine_lua_gc_is_engine_scheduled_and_budgeted) {
    Harness h;
    CHECK(h.lua_ok("gc_pause(); junk = {}; for i = 1, 20000 do junk[i] = {i} end; junk = nil"));
    size_t before = h.engine->lua().bytes();
    h.frames(5);  // paused: ticks do not collect
    CHECK(h.engine->lua().bytes() >= before);
    CHECK(h.lua_ok("gc_resume(); gc_budget(16)"));
    h.frames(200);  // bounded incremental steps each tick reclaim it
    CHECK(h.engine->lua().bytes() < before);
    CHECK(h.lua_ok("gc_collect()"));
    CHECK(h.engine->lua().bytes() < before / 2);
}

TEST(engine_lua_memory_is_capped_separately) {
    HeadlessBackend backend;
    EngineConfig c;
    c.asset_root = UNIFY_GAME_ASSETS;
    c.lua_memory_limit = 4u << 20;
    Engine e(backend, c);
    std::string err;
    CHECK(e.boot(err));
    CHECK(!e.lua().run("local t = {} for i = 1, 1e7 do t[i] = i end", "hog"));
    CHECK(e.lua().last_error().find("not enough memory") != std::string::npos);
    CHECK(e.lua().bytes() <= e.lua().limit());
    CHECK(e.lua().run("x = 1 + 1", "after"));  // the VM survives the failed allocation
}

TEST(engine_steady_state_tick_does_not_heap_allocate) {
    Harness h;
    h.tap(key::Enter);
    h.frames(120);  // warm up: contacts, pools and scratch vectors reach steady size
    uint64_t worst = 0;
    for (int i = 0; i < 60; i++) { h.frames(1); worst = std::max<uint64_t>(worst, h.engine->stats().heap_allocs_last_tick); }
    CHECK(worst == 0);
    if (worst) std::printf("    worst tick: %llu allocations\n", static_cast<unsigned long long>(worst));
}

TEST(engine_scheduler_runs_stages_in_order) {
    Harness h;
    h.frames(2);
    const auto& t = h.engine->trace();
    std::vector<Stage> expect = {Stage::Input, Stage::InputBuffer, Stage::FixedSimulation, Stage::Physics, Stage::Gameplay,
                                 Stage::Animation, Stage::Audio, Stage::RenderPrep, Stage::Render, Stage::Present};
    CHECK(t == expect);
}

TEST(engine_fixed_timestep_is_independent_of_frame_rate) {
    Harness h;
    uint64_t t0 = h.engine->sim_clock().tick;
    for (int i = 0; i < 30; i++) { h.backend.advance_clock(1000000000ull / 30); h.engine->frame(); }   // 30 FPS for 1 s
    uint64_t at30 = h.engine->sim_clock().tick - t0;
    uint64_t t1 = h.engine->sim_clock().tick;
    for (int i = 0; i < 144; i++) { h.backend.advance_clock(1000000000ull / 144); h.engine->frame(); } // 144 FPS for 1 s
    uint64_t at144 = h.engine->sim_clock().tick - t1;
    CHECK(at30 >= 59 && at30 <= 61);
    CHECK(at144 >= 59 && at144 <= 61);
    // A 5-second stall drops time instead of running 300 catch-up ticks in one frame.
    uint64_t t2 = h.engine->sim_clock().tick;
    h.backend.advance_clock(5'000'000'000ull);
    h.engine->frame();
    CHECK(h.engine->sim_clock().tick - t2 == uint64_t(h.engine->config().max_ticks_per_frame));
}

#include "../engine/net/rollback.h"

TEST(net_rollback_corrects_a_late_input) {
    // Timeline A: the player jumps at tick J. Timeline B: B first simulates with the jump
    // missing (a late network packet), then learns the truth and rolls back.
    auto make_jump = [](uint64_t tick, const InputFrame& base) {
        InputFrame f = base;
        f.tick = tick;
        f.pressed = {key::Space};   // a tap: pressed and released within the tick,
        f.released = {key::Space};  // so the key is not left held on either timeline
        return f;
    };
    Harness a, b;
    a.tap(key::Enter); b.tap(key::Enter);
    a.frames(60); b.frames(60);
    CHECK(a.engine->state_hash() == b.engine->state_hash());
    const uint64_t J = a.engine->sim_clock().tick + 25;

    RollbackBuffer ra, rb(10, 600);
    for (int i = 0; i < 80; i++) {
        uint64_t t = a.engine->sim_clock().tick;
        if (t == J) { a.engine->replay_tick(make_jump(t, a.engine->input().frame())); continue; }
        ra.advance(*a.engine);
    }
    for (int i = 0; i < 80; i++) rb.advance(*b.engine);   // no jump at all
    CHECK(a.engine->state_hash() != b.engine->state_hash());

    std::string err;
    InputFrame late;
    for (const InputFrame& f : rb.log()) if (f.tick == J) late = f;
    CHECK(rb.correct(*b.engine, J, make_jump(J, late), err));
    if (!err.empty()) std::printf("    rollback error: %s\n", err.c_str());
    CHECK(rb.resimulated_ticks() > 50);
    CHECK(a.engine->sim_clock().tick == b.engine->sim_clock().tick);
    CHECK(a.engine->state_hash() == b.engine->state_hash());  // corrected timeline == true timeline
}