diablo2-web/tests/e2e-p0-516/tier3-cross-feature.test.ts

599 lines
21 KiB
TypeScript

/**
* Tier 3: Pairwise Cross-Feature Interaction Tests (`tests/e2e-p0-516/tier3-cross-feature.test.ts`).
*
* Exercises 16 pairwise interactions between the 10 P0 issues (`#517`, `#518`, `#520`, `#521`, `#522`, `#523`, `#524`, `#528`, `#529`, `#530`) under umbrella `#516`.
*/
import { describe, it, expect, vi, afterEach } from 'vitest'
import { decodeFrames, encodeFrame as encodeRelayFrame } from '../../scripts/net-relay.ts'
import {
LockstepSession,
NetplaySession,
encodeMessage,
decodeMessage,
computeLockstepHash,
memoryTransportPair,
type InputFrame,
} from '../../src/net/lockstep-manager.ts'
import { GameEngine, type EngineInput, type WorldMapProvider } from '../../src/game/engine.ts'
import { GroundItemManager } from '../../src/game/ground-items.ts'
import { goldItem, type Item, type ItemBase } from '../../src/game/items.ts'
import { InventoryPanel, getInventoryGoldLimit } from '../../src/ui/inventory.ts'
import { WorldPanelsHud } from '../../src/ui/world-panels.ts'
import { CharacterSheetPanel } from '../../src/ui/character-sheet.ts'
import { HudManager } from '../../src/ui/hud-manager.ts'
import { AudioManager } from '../../src/audio/manager.ts'
import { playInventoryFullFeedback } from '../../src/scene/frontend/overhead-labels.ts'
import { LoadGeneration, SpriteRenderer } from '../../src/render/renderer.ts'
import { disposeRuntimeAtlases } from '../../src/scene/frontend/pack-loader.ts'
import { resolveGroundItemFlippyFrame, drawGroundItem } from '../../src/scene/frontend/ground-item-renderer.ts'
import { drawMissileProjectile, drawExplosion } from '../../src/scene/frontend/missile-overlay-renderer.ts'
import { D2Rng } from '../../src/game/d2-rng.ts'
import { CANONICAL_AUTOMAGIC_TABLE } from '../../src/game/automagic.ts'
import { getSharedDataRegistry } from '../../src/game/engine/data-registry.ts'
import { UnitStatList } from '../../src/game/engine/stat-list.ts'
import { StateBus } from '../../src/game/engine/state-bus.ts'
import { MissileEngine } from '../../src/game/engine/missile-engine.ts'
import { AuraScanner } from '../../src/game/engine/aura-scanner.ts'
import { SummonManager } from '../../src/game/engine/summon-manager.ts'
import { evaluateSkill113c, executeSkill113c } from '../../src/game/skills/registry.ts'
function makeItem(id: string, name: string, invWidth = 1, invHeight = 1, value = 50): Item {
const base: ItemBase = {
id,
name,
kind: 'misc',
invWidth,
invHeight,
maxStack: 1,
value,
damage: 0,
defense: 0,
tags: ['misc'],
level: 1,
}
return {
base,
prefix: null,
suffix: null,
level: 1,
name,
stats: {},
invWidth,
invHeight,
stack: 1,
value,
code: id,
}
}
function makeEngine(seed = 12345): GameEngine {
const terrain: WorldMapProvider = { widthPx: 2000, heightPx: 2000, overlap: () => 0 }
return new GameEngine(terrain, {
spawn: { x: 200, y: 200 },
stats: [{ id: 'zombie', name: 'Zombie', hp: 30, speed: 60, reach: 32, damage: 5, cooldownTicks: 20, xp: 50, aggroRadius: 200 }],
xpTable: [0, 500, 1500, 3750],
skills: [
{
id: 'firebolt',
name: 'Fire Bolt',
projectile: true,
manaCost: 2,
cooldownTicks: 5,
baseMinDamage: 10,
baseMaxDamage: 15,
damagePerLevel: 2,
speed: 300,
range: 600,
radius: 8,
},
],
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 170,
playerReach: 48,
playerCooldownTicks: 5,
playerDamage: 20,
playerManaPerAttack: 0,
respawnTicks: 50,
},
lootSeed: seed,
talkRadius: 64,
pickupRadius: 64,
inventoryCols: 10,
inventoryRows: 4,
monsterCount: 2,
})
}
const IDLE_INPUT: EngineInput = {
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
digits: [],
saving: false,
loading: false,
}
function createMockWebGLCanvas() {
let nextTexId = 1
const liveTextures = new Set<number>()
const gl = {
NO_ERROR: 0,
TRIANGLES: 4,
TEXTURE_2D: 0x0de1,
TEXTURE0: 0x84c0,
TEXTURE1: 0x84c1,
RGBA: 0x1908,
R8: 0x8229,
RED: 0x1903,
UNSIGNED_BYTE: 0x1401,
NEAREST: 0x2600,
CLAMP_TO_EDGE: 0x812f,
TEXTURE_MIN_FILTER: 0x2801,
TEXTURE_MAG_FILTER: 0x2800,
TEXTURE_WRAP_S: 0x2802,
TEXTURE_WRAP_T: 0x2803,
UNPACK_ALIGNMENT: 0x0cf5,
ARRAY_BUFFER: 0x8892,
DYNAMIC_DRAW: 0x88e8,
FLOAT: 0x1406,
BLEND: 0x0be2,
SRC_ALPHA: 0x0302,
ONE_MINUS_SRC_ALPHA: 0x0303,
ONE: 1,
COLOR_BUFFER_BIT: 0x4000,
VERTEX_SHADER: 0x8b31,
FRAGMENT_SHADER: 0x8b30,
COMPILE_STATUS: 0x8b81,
LINK_STATUS: 0x8b82,
getError: vi.fn(() => 0),
createShader: vi.fn(() => ({})),
shaderSource: vi.fn(),
compileShader: vi.fn(),
getShaderParameter: vi.fn(() => true),
getShaderInfoLog: vi.fn(() => ''),
deleteShader: vi.fn(),
createProgram: vi.fn(() => ({})),
attachShader: vi.fn(),
linkProgram: vi.fn(),
getProgramParameter: vi.fn(() => true),
getProgramInfoLog: vi.fn(() => ''),
useProgram: vi.fn(),
deleteProgram: vi.fn(),
getUniformLocation: vi.fn(() => ({})),
uniform1i: vi.fn(),
uniform2f: vi.fn(),
createVertexArray: vi.fn(() => ({})),
bindVertexArray: vi.fn(),
deleteVertexArray: vi.fn(),
createBuffer: vi.fn(() => ({})),
bindBuffer: vi.fn(),
bufferData: vi.fn(),
bufferSubData: vi.fn(),
deleteBuffer: vi.fn(),
enableVertexAttribArray: vi.fn(),
vertexAttribPointer: vi.fn(),
createTexture: vi.fn(() => {
const id = nextTexId++
liveTextures.add(id)
return { id }
}),
bindTexture: vi.fn(),
activeTexture: vi.fn(),
pixelStorei: vi.fn(),
texParameteri: vi.fn(),
texImage2D: vi.fn(),
deleteTexture: vi.fn((tex: { id?: number } | null) => {
if (tex?.id !== undefined) liveTextures.delete(tex.id)
}),
enable: vi.fn(),
blendFunc: vi.fn(),
viewport: vi.fn(),
clearColor: vi.fn(),
clear: vi.fn(),
drawArrays: vi.fn(),
}
const canvas = {
width: 800,
height: 600,
getContext: vi.fn((type: string) => (type === 'webgl2' ? gl : null)),
} as unknown as HTMLCanvasElement
return { canvas, gl, liveTextures }
}
function createMock2DCanvas(): HTMLCanvasElement {
const ctx2d = {
save: vi.fn(),
restore: vi.fn(),
clearRect: vi.fn(),
fillRect: vi.fn(),
strokeRect: vi.fn(),
beginPath: vi.fn(),
moveTo: vi.fn(),
lineTo: vi.fn(),
arc: vi.fn(),
closePath: vi.fn(),
fill: vi.fn(),
stroke: vi.fn(),
fillText: vi.fn(),
strokeText: vi.fn(),
measureText: vi.fn((text: string) => ({ width: text.length * 7 })),
drawImage: vi.fn(),
putImageData: vi.fn(),
createImageData: vi.fn((w: number, h: number) => ({
width: w,
height: h,
data: new Uint8ClampedArray(w * h * 4),
})),
createLinearGradient: vi.fn(() => ({ addColorStop: vi.fn() })),
createRadialGradient: vi.fn(() => ({ addColorStop: vi.fn() })),
setTransform: vi.fn(),
translate: vi.fn(),
scale: vi.fn(),
clip: vi.fn(),
}
return {
width: 800,
height: 600,
getContext: vi.fn(() => ctx2d),
} as unknown as HTMLCanvasElement
}
afterEach(() => {
vi.restoreAllMocks()
})
describe('Tier 3 — Pairwise Cross-Feature Interactions (16 tests)', () => {
// 1. #517 x #518: Relay framing + Lockstep NetMessage codec
it('T3-01 (#517 x #518): NetMessage encoded into relay frame decodes identically across relay wire boundary', () => {
const netMsg = {
kind: 'input' as const,
peer: 1,
frame: { tick: 7, movement: { x: -1, y: 1 }, attack: true, pickup: false, talk: false, skill: 3 },
}
const payload = encodeMessage(netMsg)
const mask = Buffer.from([0x12, 0x34, 0x56, 0x78])
const maskedPayload = Buffer.from(payload)
for (let i = 0; i < maskedPayload.length; i++) maskedPayload[i] ^= mask[i & 3]!
const relayWire =
payload.length < 126
? Buffer.concat([Buffer.from([0x82, 0x80 | payload.length]), mask, maskedPayload])
: Buffer.concat([
Buffer.from([0x82, 0x80 | 126, (payload.length >> 8) & 0xff, payload.length & 0xff]),
mask,
maskedPayload,
])
const relayOut = decodeFrames(relayWire, 4096)
expect(relayOut.error).toBeUndefined()
expect(relayOut.frames).toHaveLength(1)
const decodedMsg = decodeMessage(relayOut.frames[0]!.payload)
expect(decodedMsg).toEqual(netMsg)
})
// 2. #518 x #528: LockstepSession + 64-bit D2Rng determinism
it('T3-02 (#518 x #528): Two LockstepSessions driving D2Rng simulations stay in bit-exact hash agreement', () => {
const rngA = new D2Rng(0xdeadbeef, 0x01020304)
const rngB = new D2Rng(0xdeadbeef, 0x01020304)
const sA = new LockstepSession(
{ peers: 2, inputDelayTicks: 1 },
{
advance: (inputs) => {
for (const inp of inputs) {
if (inp.attack) rngA.step()
}
},
hash: () => (rngA.lo ^ rngA.hi) >>> 0,
},
)
const sB = new LockstepSession(
{ peers: 2, inputDelayTicks: 1 },
{
advance: (inputs) => {
for (const inp of inputs) {
if (inp.attack) rngB.step()
}
},
hash: () => (rngB.lo ^ rngB.hi) >>> 0,
},
)
const idle0: InputFrame = { tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 }
sA.submit(0, idle0)
sA.submit(1, idle0)
sB.submit(0, idle0)
sB.submit(1, idle0)
sA.step()
sB.step()
const f0: InputFrame = { tick: 1, movement: { x: 1, y: 0 }, attack: true, pickup: false, talk: false, skill: 0 }
const f1: InputFrame = { tick: 1, movement: { x: 0, y: 1 }, attack: true, pickup: false, talk: false, skill: 0 }
sA.submit(0, f0)
sA.submit(1, f1)
sB.submit(0, f0)
sB.submit(1, f1)
const outA = sA.step()
const outB = sB.step()
expect(outA.kind).toBe('stepped')
expect(outA).toEqual(outB)
expect(sA.compare({ tick: 1, hash: (outB as { hash: number }).hash })).toBeNull()
})
// 3. #518 x #530: computeLockstepHash + GameEngine state
it('T3-03 (#518 x #530): Two identically seeded GameEngines produce identical computeLockstepHash after 15 ticks', () => {
const e1 = makeEngine(424242)
const e2 = makeEngine(424242)
for (let t = 0; t < 15; t++) {
const inp: EngineInput = {
...IDLE_INPUT,
movement: { x: t % 2 === 0 ? 1 : 0, y: 0 },
attacking: t % 5 === 0,
}
e1.tick(inp)
e2.tick(inp)
}
const h1 = computeLockstepHash(e1.world, [e1.bag], e1.ground, [])
const h2 = computeLockstepHash(e2.world, [e2.bag], e2.ground, [])
expect(h1).toBe(h2)
})
// 4. #520 x #521: Full inventory rejection + audio feedback
it('T3-04 (#520 x #521): Failed item pickup due to full inventory triggers playInventoryFullFeedback SFX', () => {
const engine = makeEngine()
const audio = new AudioManager()
const spy = vi.spyOn(audio, 'playSfx')
// Fill all 40 cells of 10x4 bag
for (let x = 0; x < 10; x++) {
for (let y = 0; y < 4; y++) {
engine.bag.place(makeItem(`c_${x}_${y}`, 'Charm', 1, 1), x, y)
}
}
const dropped = engine.dropItem(makeItem('ring', 'Ring', 1, 1), 200, 200, 10, 10)
const res = engine.pickupItem(dropped.id)
expect(res.picked).toBe(false)
if (!res.picked) {
playInventoryFullFeedback(audio)
}
expect(spy).toHaveBeenCalled()
audio.dispose()
})
// 5. #520 x #522: Gold drop + flippy frame resolution + bounce rendering
it('T3-05 (#520 x #522): Dropping gold from GameEngine creates ground item with valid flippy frame and renders', () => {
const engine = makeEngine()
engine.gold = 20_000
const ent = engine.dropGold(7_500, 220, 220, 11, 11)
expect(ent).not.toBeNull()
const frameKey = resolveGroundItemFlippyFrame(ent!.item)
expect(frameKey).toBeTruthy()
const { canvas } = createMockWebGLCanvas()
const renderer = new SpriteRenderer(canvas)
renderer.begin(220, 220)
expect(() => drawGroundItem(renderer, ent!, 1050, null)).not.toThrow()
renderer.end()
renderer.dispose()
})
// 6. #520 x #529: CharacterSheet level up + Inventory gold limit + Stash withdrawal
it('T3-06 (#520 x #529): Increasing character level expands InventoryPanel gold cap and allows larger stash withdrawal', () => {
const hud = new HudManager(createMock2DCanvas(), {
onToggleAutomap: () => {},
onWaypointTeleport: () => {},
})
hud.inventory.playerLevel = 1 // cap 10,000
hud.inventory.gold = 10_000
hud.worldPanels.stashGold = 50_000
// At level 1, already at cap -> withdraw 0
expect(hud.worldPanels.withdrawGold(5_000, hud.inventory)).toBe(0)
// Level up to level 2 -> cap 20,000
hud.charSheet.attrs.level = 2
hud.inventory.playerLevel = hud.charSheet.attrs.level
expect(getInventoryGoldLimit(hud.inventory.playerLevel)).toBe(20_000)
const withdrawn = hud.worldPanels.withdrawGold(5_000, hud.inventory)
expect(withdrawn).toBe(5_000)
expect(hud.inventory.gold).toBe(15_000)
})
// 7. #520 x #530: Engine gold pickup remainder + GroundItemManager persistence
it('T3-07 (#520 x #530): Partial gold pickup updates engine.gold to cap and mutates ground item stack in-place', () => {
const engine = makeEngine()
engine.gold = engine.maxGoldCapacity - 1200
const gEnt = engine.groundItems.add(goldItem(3000), 10, 10, 200, 200)
const first = engine.pickupGold(gEnt.id)
expect(first).toEqual({ picked: true, amount: 1200, remainder: 1800 })
expect(engine.gold).toBe(engine.maxGoldCapacity)
expect(engine.groundItems.get(gEnt.id)?.item.value).toBe(1800)
})
// 8. #521 x #522: Ground item bounce trajectory + landing SFX trigger
it('T3-08 (#521 x #522): Ground item bounce height is positive before landing and triggers SFX on landing', () => {
const gm = new GroundItemManager()
const audio = new AudioManager()
const spy = vi.spyOn(audio, 'playSfx')
const ent = gm.add(makeItem('swd', 'Short Sword', 1, 3), 5, 5, 100, 100, {
now: 1000,
bounceDurationMs: 400,
peakHeightPx: 32,
})
expect(ent.bounceState).toBeDefined()
gm.updateBounces(1200, audio)
expect(spy).not.toHaveBeenCalled()
gm.updateBounces(1500, audio)
expect(spy).toHaveBeenCalled()
audio.dispose()
})
// 9. #522 x #523: SpriteRenderer atlas allocation for ground items + clean disposal
it('T3-09 (#522 x #523): Ground item and missile rendering with custom atlas cleans up all textures on dispose()', () => {
const { canvas, liveTextures } = createMockWebGLCanvas()
const renderer = new SpriteRenderer(canvas)
const hItems = renderer.addAtlas(new Uint8Array(16 * 16 * 4), 16, 16)
const gm = new GroundItemManager()
const ent = gm.add(goldItem(250), 2, 2, 100, 100)
renderer.begin(100, 100)
drawGroundItem(renderer, ent, 1200, {
handle: hItems,
frames: new Map([[resolveGroundItemFlippyFrame(ent.item), { u0: 0, v0: 0, u1: 1, v1: 1, width: 16, height: 16 }]]),
})
renderer.end()
expect(renderer.liveTextureCount).toBeGreaterThan(0)
renderer.dispose()
expect(renderer.liveTextureCount).toBe(0)
expect(liveTextures.size).toBe(0)
})
// 10. #522 x #524: MPQ D2DataRegistry skill execution + missile rendering
it('T3-10 (#522 x #524): Executing MPQ Fire Bolt skill spawns missile that renders via drawMissileProjectile', async () => {
const reg = await getSharedDataRegistry()
const skill = reg.getSkillById(36)! // Fire Bolt
const statList = new UnitStatList(reg)
const stateBus = new StateBus(reg, statList)
const evalResult = evaluateSkill113c({ registry: reg, skill, slvl: 4, blvl: 4, statList, stateBus })
const caster = { id: 'p1', name: 'Sorceress', statList, stateBus, x: 100, y: 100 }
const missileEngine = new MissileEngine(reg)
const auraScanner = new AuraScanner(reg)
const summonManager = new SummonManager(reg)
const out = executeSkill113c({
registry: reg,
skill,
evalResult,
caster,
targets: [],
targetPositions: new Map(),
corpses: [],
missileEngine,
auraScanner,
summonManager,
currentTick: 1,
targetX: 250,
targetY: 100,
})
expect(out.executed).toBe(true)
const { canvas } = createMockWebGLCanvas()
const renderer = new SpriteRenderer(canvas)
renderer.begin(100, 100)
expect(() =>
drawMissileProjectile(
renderer,
{ x: 120, y: 100, vx: 200, vy: 0, damage: evalResult.minElemDmg, ttl: 20, fromPlayer: true, skillId: 'firebolt' },
null,
null,
),
).not.toThrow()
renderer.end()
renderer.dispose()
})
// 11. #524 x #528: AutoMagic table + D2Rng deterministic selection
it('T3-11 (#524 x #528): Selecting eligible AutoMagic rows using D2Rng is 100% deterministic across runs', () => {
const eligible = CANONICAL_AUTOMAGIC_TABLE.getEligible('ashd', 45, true)
expect(eligible.length).toBeGreaterThan(0)
const rng1 = new D2Rng(0xCAFEBABE)
const rng2 = new D2Rng(0xCAFEBABE)
const picks1 = Array.from({ length: 10 }, () => eligible[rng1.rand(eligible.length)]!.name)
const picks2 = Array.from({ length: 10 }, () => eligible[rng2.rand(eligible.length)]!.name)
expect(picks1).toEqual(picks2)
})
// 12. #523 x #530: LoadGeneration + level runtime atlas disposal during engine session
it('T3-12 (#523 x #530): Stale level generation is rejected by LoadGeneration and its atlases are disposed', () => {
const { canvas } = createMockWebGLCanvas()
const renderer = new SpriteRenderer(canvas)
const base = renderer.liveTextureCount
const lg = new LoadGeneration()
const gen1 = lg.next()
const hGen1 = renderer.addAtlas(new Uint8Array(8 * 8 * 4), 8, 8)
const gen2 = lg.next()
const hGen2 = renderer.addAtlas(new Uint8Array(8 * 8 * 4), 8, 8)
expect(lg.isCurrent(gen1.gen)).toBe(false)
expect(gen1.signal.aborted).toBe(true)
if (!lg.isCurrent(gen1.gen)) {
disposeRuntimeAtlases({ wallAtlas: hGen1 } as never, renderer)
}
expect(lg.isCurrent(gen2.gen)).toBe(true)
expect(renderer.liveTextureCount).toBe(base + 1)
disposeRuntimeAtlases({ wallAtlas: hGen2 } as never, renderer)
expect(renderer.liveTextureCount).toBe(base)
renderer.dispose()
})
// 13. #528 x #530: GameEngine combat kill + deterministic loot drop
it('T3-13 (#528 x #530): Two GameEngines with same seed produce identical monster death state and loot RNG state', () => {
const e1 = makeEngine(77777)
const e2 = makeEngine(77777)
const r1 = e1.damageMonster(0, 500, 'player')
const r2 = e2.damageMonster(0, 500, 'player')
expect(r1).toEqual(r2)
expect(e1.loot.getSeed()).toEqual(e2.loot.getSeed())
expect(e1.groundItems.count).toBe(e2.groundItems.count)
})
// 14. #529 x #530: InventoryPanel equip/unequip + GameEngine bag synchronization
it('T3-14 (#529 x #530): Equipping an item in InventoryPanel and syncing with GameEngine bag preserves item state', () => {
const engine = makeEngine()
const inv = new InventoryPanel()
const sword = makeItem('swd', 'Short Sword', 1, 3, 120)
engine.bag.add(sword)
expect(inv.autoPlaceInGrid(sword)).toBe(true)
const picked = inv.clickGridCell(0, 0)
expect(picked.cursorItem).toBe(sword)
const equipped = inv.clickEquipSlot('mainHand')
expect(equipped.action).toBe('equip')
expect(inv.equipped.get('mainHand')).toBe(sword)
})
// 15. #518 x #520: Lockstep hash sensitivity to inventory and gold changes
it('T3-15 (#518 x #520): computeLockstepHash changes immediately when inventory item or ground gold changes', () => {
const engine = makeEngine(10101)
const hashBefore = computeLockstepHash(engine.world, [engine.bag], engine.ground, [])
engine.bag.add(makeItem('rng', 'Ring', 1, 1, 100))
const hashAfterBag = computeLockstepHash(engine.world, [engine.bag], engine.ground, [])
expect(hashAfterBag).not.toBe(hashBefore)
engine.dropGold(100, 200, 200, 10, 10, { fromWorld: true })
const hashAfterGround = computeLockstepHash(engine.world, [engine.bag], engine.ground, [])
expect(hashAfterGround).not.toBe(hashAfterBag)
})
// 16. #522 x #530: Projectile lifecycle -> explosion spawn -> explosion rendering
it('T3-16 (#522 x #530): GameEngine projectile cast advances across ticks and renders projectile/explosion cleanly', () => {
const engine = makeEngine()
engine.world.player.mana = 50
engine.tick({ ...IDLE_INPUT, digits: [1] })
expect(engine.projectiles.length).toBeGreaterThan(0)
const { canvas } = createMockWebGLCanvas()
const renderer = new SpriteRenderer(canvas)
renderer.begin(engine.world.player.x, engine.world.player.y)
for (const p of engine.projectiles) {
drawMissileProjectile(renderer, p, null, null)
}
for (let i = 0; i < 10; i++) engine.tick(IDLE_INPUT)
for (const exp of engine.explosions) {
drawExplosion(renderer, exp, null)
}
renderer.end()
renderer.dispose()
})
})