Add save migration fixtures and failure-mode coverage

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zwitschi committed 2026-11-03 07:29:42 +01:00
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@@ -88,7 +88,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character `Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern` fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
guards this. Current suite is 263/263. guards this. Current suite is 272/272.
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the - **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body, neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation; crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
@@ -183,6 +183,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
0.9.3 UI polish, 0.9.4 NPC visual optimization, 0.9.5 texture/material pass and 0.9.3 UI polish, 0.9.4 NPC visual optimization, 0.9.5 texture/material pass and
0.9.6 integration are complete and in `DONE.md`. 0.10.0 release-candidate work 0.9.6 integration are complete and in `DONE.md`. 0.10.0 release-candidate work
is next. The source version is 0.9.6. is next. The source version is 0.9.6.
- **Save migration (0.10.0 work, 2026-11-03):** fixtures in `src/test/fixtures/saves/`
cover 0.8 settings/campaign/history and a 0.9.0 checkpoint. `_load_json` uses
`JSON.new().parse()` so corrupt player files fall back silently instead of
logging a parse error; atomic writes leave the old file intact when the temp
path cannot be written. The migration suite is 9 tests; total 272.
- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean - **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
@@ -841,7 +846,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI. - Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread. - Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`. - `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
- Headless suite is **263/263**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`. - Headless suite is **272/272**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args). - Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class - GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a (`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
+30 -13
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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
Baseline: **v0.9.6** (2026-11-03). Three playable venues, tutorial/campaign/checkpoint resume, Baseline: **v0.9.6** (2026-11-03). Three playable venues, tutorial/campaign/checkpoint resume,
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python escalation/access/radio loop, shift review, the Blender asset library, 272 headless + 101 Python
tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
release-candidate foundation, not yet a 0.10.0 release candidate. release-candidate foundation, not yet a 0.10.0 release candidate.
@@ -58,8 +58,10 @@ verify every distribution path. This is the next minor release after the 0.9.x p
### Content lock and external playtest ### Content lock and external playtest
- [ ] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes - [x] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
may land after the freeze. may land after the freeze. (Frozen 2026-11-03 after the 0.9.6 integration
checkpoint; this pass is limited to release reliability, accessibility,
balance evidence and packaging.)
- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help, - [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
accessibility settings and checkpoint/resume enabled. accessibility settings and checkpoint/resume enabled.
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift; - [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
@@ -84,16 +86,31 @@ verify every distribution path. This is the next minor release after the 0.9.x p
### Save migration and session reliability ### Save migration and session reliability
- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify - [x] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
migration/default-filling and a clean first launch with no files. migration/default-filling and a clean first launch with no files. (Committed
- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on fixtures under `src/test/fixtures/saves/`; 9 migration/failure tests cover
an isolated user-data directory. old settings/campaign/history, the 0.9.0 checkpoint, all three venue
- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename; checkpoint round-trips, clean install, corrupt JSON and a blocked atomic
confirm fallback behavior never destroys a valid save. replace. Suite is now 272 tests.)
- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and - [x] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
with flashlight/body-camera/door state set. an isolated user-data directory. (Tutorial and campaign smokes shared one
- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in isolated `XDG_DATA_HOME`; tutorial completion/replay/skip then campaign
`docs/getting-started.md` and the release notes. resume/review-continue/help both passed. Pause/menu behavior is covered by
`smoke_session_shell.gd`.)
- [x] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
confirm fallback behavior never destroys a valid save. (Corrupt/partial files
fall back to defaults; a blocked temp path reports an error and leaves the
prior valid settings intact. `_load_json` now uses the non-logging JSON
instance parser.)
- [x] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
with flashlight/body-camera/door state set. (The migration suite round-trips a
checkpoint for Hollywood, the Joke Shop and the TV Studio with an open
incident, one NPC row, flashlight/body-camera/door flags; the campaign smoke
resumes a live checkpoint through the real `GameManager`.)
- [x] Document save locations, schema versions, reset behavior and rollback/export instructions in
`docs/getting-started.md` and the release notes. (`getting-started.md` now
documents the four files, version-1 checkpoint, atomic write/fallback,
clean install, reset and backup/rollback.)
### Release engineering and distribution ### Release engineering and distribution
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@@ -5,7 +5,7 @@ Implemented so far:
- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified) - Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **263 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings) - Headless unit tests: **272 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event - Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review - First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`) - Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
@@ -43,6 +43,7 @@ Implemented so far:
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`. - NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`. - NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- Release v0.9.6 (2026-11-03): the tagged commit `4bb2896` passed Gitea Actions run 1296 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.6>. - Release v0.9.6 (2026-11-03): the tagged commit `4bb2896` passed Gitea Actions run 1296 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.6>.
- Save migration and reliability (0.10.0 work): committed 0.8-era settings/campaign/history fixtures and a 0.9.0 checkpoint. The loader default-fills old settings, keeps campaign progress and validates checkpoints for all three venues with an open incident, NPC rows, door, flashlight and body-camera state. Corrupt and partial files fall back to defaults; a blocked atomic replace leaves the prior valid file intact. `_load_json` uses the non-logging JSON parser; save locations and rollback are documented in `getting-started.md`. Suite is 272/272.
- Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes. - Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes.
- Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>. - Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>.
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>. - Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
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@@ -74,6 +74,32 @@ XDG_DATA_HOME=/tmp/gigline-campaign godot --path . --fixed-fps 60 --script res:/
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor. The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
## Save Data and Migration
The game keeps four small JSON files in Godot's `user://` directory, which is
`~/.local/share/godot/app_userdata/Gig Line/` on Linux,
`%APPDATA%\Godot\app_userdata\Gig Line\` on Windows and
`~/Library/Application Support/Godot/app_userdata/Gig Line/` on macOS:
| File | Contents |
| --- | --- |
| `settings.json` | Camera, HUD, binding, difficulty, audio, accessibility and tutorial flags. Missing keys are filled from the current defaults; there is no schema version because the field set grew compatibly. |
| `campaign.json` | Campaign index, completed venues, difficulty, shift number and last grade. Older files with missing fields open at the safe defaults. |
| `shift_results.json` | Completed-shift review history, appended as an array. |
| `shift_state.json` | Resumable mid-shift checkpoint, version `1`. It stores the venue, guard/door/flashlight/body-camera state, coordinator snapshot and NPC rows. |
Writes go to a sibling `.tmp` file and are renamed only after the complete JSON
is written. A corrupt or partial file is ignored on load, so the player gets
defaults rather than a crash and a valid old file is not overwritten by a failed
replace. The migration fixtures used by the tests live in
`src/test/fixtures/saves/`.
For a clean first launch, delete the four files (or the whole `Gig Line` user
directory). Settings' **Reset campaign** clears campaign progress separately.
To back up or move a profile, copy those files while the game is closed; to roll
back, restore the previous copies. Shift history is diagnostic and is not
required to resume a checkpoint.
## Controls ## Controls
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves, Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
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@@ -14,8 +14,13 @@ func _load_json(file_name: String) -> Variant:
var text := FileAccess.get_file_as_string(path) var text := FileAccess.get_file_as_string(path)
if text.is_empty(): if text.is_empty():
return null return null
var parsed = JSON.parse_string(text) # JSON.parse_string logs an engine error on malformed player files. Use the
return parsed # instance parser so a corrupt save silently falls back to defaults instead
# of looking like a crash in the console.
var json := JSON.new()
if json.parse(text) != OK:
return null
return json.data
func _save_json(file_name: String, data: Variant) -> Error: func _save_json(file_name: String, data: Variant) -> Error:
var path := "user://" + file_name var path := "user://" + file_name
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@@ -0,0 +1,12 @@
# Test Fixtures
Committed JSON fixtures used by persistence and migration tests.
- [`saves/settings_0_8.json`](saves/settings_0_8.json) — a 0.8-era settings file missing the later volume, motion and caption keys; loading it must keep the old values and fill the new defaults.
- [`saves/campaign_0_8.json`](saves/campaign_0_8.json) — a 0.8-era campaign after the Hollywood shift; loading it must resolve the Joke Shop as the next venue.
- [`saves/shift_results_0_8.json`](saves/shift_results_0_8.json) — a 0.8-era shift history with two completed venues.
- [`saves/shift_state_0_9_0.json`](saves/shift_state_0_9_0.json) — a version-1 0.9.0 checkpoint at the Joke Shop with door, flashlight and body-camera state set.
These are deliberately schema-less where the old game was schema-less; the
loader fills missing fields from the current defaults rather than rewriting the
player's file on load.
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@@ -0,0 +1,11 @@
{
"index": 1,
"next_venue": "joke_shop",
"shift_number": 2,
"difficulty": "hard",
"complete": false,
"completed": [
"hollywood_building"
],
"last_grade": "B"
}
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@@ -0,0 +1,15 @@
{
"look_sensitivity": 0.0031,
"hud_font_scale": 1.15,
"invert_y": true,
"head_bob": false,
"input_bindings": {
"inspect": {
"type": "key",
"code": 90
}
},
"ai_difficulty": "hard",
"tutorial_completed": true,
"tutorial_skipped": false
}
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@@ -0,0 +1,20 @@
[
{
"scenario_id": "hollywood_building",
"reputation": {
"rating": 81.0,
"grade": "B"
},
"spawned_count": 6,
"completed_at_ms": 1000
},
{
"scenario_id": "joke_shop",
"reputation": {
"rating": 74.5,
"grade": "C"
},
"spawned_count": 5,
"completed_at_ms": 2000
}
]
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@@ -0,0 +1,26 @@
{
"version": 1,
"scenario_id": "joke_shop",
"guard_position": [0.0, 0.1, 10.5],
"guard_yaw": 1.25,
"head_pitch": 0.1,
"door_locked": true,
"flashlight_on": true,
"body_camera_on": true,
"npc_counter": 7,
"coordinator": {
"duration_s": 900.0,
"elapsed_s": 540.0,
"current_phase": 3,
"phase_offset_s": 700.0,
"spawned_count": 7,
"responder_outcomes": [],
"investigations": [],
"recorder": {},
"reputation": {},
"crowd": {},
"radio": {},
"scheduler": {}
},
"npcs": []
}
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@@ -0,0 +1,248 @@
extends RefCounted
## Persistence migration and failure-mode tests. The fixtures represent a
## 0.8-era player profile and a 0.9.0 checkpoint; loading them must fill current
## defaults without rewriting or losing the old fields.
const Campaign := preload("res://src/core/campaign.gd")
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
const FixtureDir := "res://src/test/fixtures/saves/"
const UserFiles := ["settings.json", "campaign.json", "shift_results.json", "shift_state.json"]
func _save_instance() -> Object:
var save_script: GDScript = load("res://src/autoload/save.gd")
return save_script.new()
func _fixture(name: String) -> String:
return FileAccess.get_file_as_string(FixtureDir + name)
func _user_path(name: String) -> String:
return ProjectSettings.globalize_path("user://" + name)
func _write_user(name: String, text: String) -> void:
var file := FileAccess.open("user://" + name, FileAccess.WRITE)
if file == null:
return
file.store_string(text)
file.close()
func _read_user(name: String) -> String:
var path := "user://" + name
if not FileAccess.file_exists(path):
return ""
return FileAccess.get_file_as_string(path)
func _remove_user(name: String) -> void:
var path := _user_path(name)
if FileAccess.file_exists("user://" + name) or DirAccess.dir_exists_absolute(path):
DirAccess.remove_absolute(path)
func _snapshot_files() -> Dictionary:
var snapshot := {}
for name in UserFiles:
snapshot[name] = _read_user(name)
return snapshot
func _restore_files(snapshot: Dictionary) -> void:
for name in UserFiles:
_remove_user(name)
_remove_user(name + ".tmp")
var text := str(snapshot.get(name, ""))
if not text.is_empty():
_write_user(name, text)
func test_settings_0_8_fixture_fills_new_defaults() -> bool:
var backup := _snapshot_files()
_write_user("settings.json", _fixture("settings_0_8.json"))
var save := _save_instance()
var loaded: Dictionary = save.load_settings()
var a := TestUtils.check(is_equal_approx(float(loaded.get("look_sensitivity", 0.0)), 0.0031),
"old sensitivity survives")
var b := TestUtils.check(is_equal_approx(float(loaded.get("hud_font_scale", 0.0)), 1.15),
"old font scale survives")
var c := TestUtils.check_eq(bool(loaded.get("invert_y", false)), true, "old invert setting survives")
var d := TestUtils.check_eq(bool(loaded.get("head_bob", true)), false, "old head-bob setting survives")
var e := TestUtils.check_eq(str(loaded.get("ai_difficulty", "")), "hard", "old difficulty survives")
var f := TestUtils.check_eq(bool(loaded.get("tutorial_completed", false)), true,
"old tutorial completion survives")
var g := TestUtils.check(is_equal_approx(float(loaded.get("master_volume", 0.0)), 1.0),
"new master-volume default is filled")
var h := TestUtils.check_eq(bool(loaded.get("captions_enabled", false)), true,
"new caption default is filled")
var i := TestUtils.check_eq(bool(loaded.get("reduce_motion", true)), false,
"new reduced-motion default is filled")
save.free()
_restore_files(backup)
return a and b and c and d and e and f and g and h and i
func test_campaign_0_8_fixture_keeps_progress() -> bool:
var backup := _snapshot_files()
_write_user("campaign.json", _fixture("campaign_0_8.json"))
var save := _save_instance()
var campaign := Campaign.new()
campaign.setup(save.load_campaign())
var a := TestUtils.check_eq(campaign.index, 1, "campaign index survives")
var b := TestUtils.check_eq(campaign.next_venue(), "joke_shop", "next venue survives")
var c := TestUtils.check_eq(campaign.shift_number, 2, "shift number survives")
var d := TestUtils.check_eq(campaign.difficulty, "hard", "difficulty survives")
var e := TestUtils.check_eq(campaign.completed, ["hollywood_building"], "history survives")
var f := TestUtils.check_eq(campaign.last_grade, "B", "last grade survives")
save.free()
_restore_files(backup)
return a and b and c and d and e and f
func test_history_0_8_fixture_loads() -> bool:
var backup := _snapshot_files()
_write_user("shift_results.json", _fixture("shift_results_0_8.json"))
var save := _save_instance()
var results: Array = save.load_shift_results()
var a := TestUtils.check_eq(results.size(), 2, "both old results load")
var b := TestUtils.check_eq(str(results[0].get("scenario_id", "")), "hollywood_building",
"first result keeps its venue")
var c := TestUtils.check_eq(str(results[1].get("scenario_id", "")), "joke_shop",
"second result keeps its venue")
save.free()
_restore_files(backup)
return a and b and c
func test_checkpoint_0_9_0_fixture_restores() -> bool:
var backup := _snapshot_files()
_write_user("shift_state.json", _fixture("shift_state_0_9_0.json"))
var save := _save_instance()
var state: Dictionary = save.load_shift_state()
var a := TestUtils.check_eq(int(state.get("version", 0)), 1, "checkpoint version survives")
var b := TestUtils.check_eq(str(state.get("scenario_id", "")), "joke_shop",
"checkpoint venue survives")
var c := TestUtils.check_eq(bool(state.get("door_locked", false)), true, "door state survives")
var d := TestUtils.check_eq(bool(state.get("flashlight_on", false)), true,
"flashlight state survives")
var e := TestUtils.check_eq(bool(state.get("body_camera_on", false)), true,
"body-camera state survives")
var coordinator := ShiftCoordinator.new()
coordinator.setup(ScenarioFactory.joke_shop(), 900.0, 7)
coordinator.restore(state.get("coordinator", {}))
var f := TestUtils.check(is_equal_approx(coordinator.elapsed_s, 540.0), "elapsed time restores")
var g := TestUtils.check_eq(coordinator.current_phase, 3, "late phase restores")
var h := TestUtils.check(is_equal_approx(coordinator.phase_offset_s, 700.0),
"phase offset restores")
save.free()
_restore_files(backup)
return a and b and c and d and e and f and g and h
func test_checkpoint_round_trip_all_venues() -> bool:
var backup := _snapshot_files()
var venues := [
["hollywood_building", ScenarioFactory.hollywood_building()],
["joke_shop", ScenarioFactory.joke_shop()],
["tv_studio", ScenarioFactory.tv_studio()],
]
var save := _save_instance()
var ok := true
for index in venues.size():
var venue_id: String = venues[index][0]
var scenario: VenueScenario = venues[index][1]
var coordinator := ShiftCoordinator.new()
coordinator.setup(scenario, 900.0, index + 3)
coordinator.elapsed_s = 300.0 + index * 60.0
coordinator.recorder.start_incident("guest", "focus")
var state := {
"version": 1,
"scenario_id": venue_id,
"guard_position": [1.0, 0.1, 8.0 + index],
"guard_yaw": 0.5,
"head_pitch": 0.1,
"door_locked": index % 2 == 0,
"flashlight_on": true,
"body_camera_on": true,
"npc_counter": index + 1,
"coordinator": coordinator.snapshot(),
"npcs": [{"npc_id": "guest_%d" % index, "npc_type": 0}],
}
ok = TestUtils.check_eq(int(save.save_shift_state(state)), OK,
"%s checkpoint writes" % venue_id) and ok
var loaded: Dictionary = save.load_shift_state()
ok = TestUtils.check_eq(str(loaded.get("scenario_id", "")), venue_id,
"%s checkpoint keeps its venue" % venue_id) and ok
ok = TestUtils.check_eq(bool(loaded.get("flashlight_on", false)), true,
"%s checkpoint keeps flashlight state" % venue_id) and ok
ok = TestUtils.check_eq(bool(loaded.get("body_camera_on", false)), true,
"%s checkpoint keeps body-camera state" % venue_id) and ok
ok = TestUtils.check_eq(bool(loaded.get("door_locked", false)), index % 2 == 0,
"%s checkpoint keeps door state" % venue_id) and ok
ok = TestUtils.check_eq((loaded.get("npcs", []) as Array).size(), 1,
"%s checkpoint keeps NPC rows" % venue_id) and ok
var restored := ShiftCoordinator.new()
restored.setup(scenario, 900.0, index + 3)
restored.restore(loaded.get("coordinator", {}))
ok = TestUtils.check(is_equal_approx(restored.elapsed_s, 300.0 + index * 60.0),
"%s checkpoint restores elapsed time" % venue_id) and ok
ok = TestUtils.check(restored.recorder.has_open_incident("guest"),
"%s checkpoint restores an open incident" % venue_id) and ok
save.free()
_restore_files(backup)
return ok
func test_clean_install_has_safe_defaults() -> bool:
var backup := _snapshot_files()
for name in UserFiles:
_remove_user(name)
var save := _save_instance()
var settings: Dictionary = save.load_settings()
var a := TestUtils.check(is_equal_approx(float(settings.get("look_sensitivity", 0.0)), 0.0022),
"clean install gets default sensitivity")
var b := TestUtils.check_eq(str(settings.get("ai_difficulty", "")), "normal",
"clean install gets normal difficulty")
var c := TestUtils.check(save.load_campaign().is_empty(), "clean install has no campaign")
var d := TestUtils.check_eq(save.load_shift_results().size(), 0, "clean install has no history")
var e := TestUtils.check(save.load_shift_state().is_empty(), "clean install has no checkpoint")
save.free()
_restore_files(backup)
return a and b and c and d and e
func test_corrupt_json_falls_back_without_crashing() -> bool:
var backup := _snapshot_files()
_write_user("settings.json", "{not valid json")
_write_user("campaign.json", "{not valid json")
_write_user("shift_results.json", "{not valid json")
_write_user("shift_state.json", "{not valid json")
var save := _save_instance()
var a := TestUtils.check(is_equal_approx(float(save.load_settings().get("look_sensitivity", 0.0)),
0.0022), "corrupt settings fall back to defaults")
var b := TestUtils.check(save.load_campaign().is_empty(), "corrupt campaign returns an empty dictionary")
var c := TestUtils.check_eq(save.load_shift_results().size(), 0, "corrupt history returns an empty array")
var d := TestUtils.check(save.load_shift_state().is_empty(), "corrupt checkpoint returns an empty dictionary")
save.free()
_restore_files(backup)
return a and b and c and d
func test_partial_temp_file_is_ignored() -> bool:
var backup := _snapshot_files()
_remove_user("settings.json")
_write_user("settings.json.tmp", "{\"look_sensitivity\": 0.009, ")
var save := _save_instance()
var loaded: Dictionary = save.load_settings()
var ok := TestUtils.check(is_equal_approx(float(loaded.get("look_sensitivity", 0.0)), 0.0022),
"a leftover partial temp file is not treated as settings")
save.free()
_restore_files(backup)
return ok
func test_failed_atomic_write_keeps_existing_save() -> bool:
var backup := _snapshot_files()
_remove_user("settings.json")
_remove_user("settings.json.tmp")
var save := _save_instance()
var first := TestUtils.check_eq(int(save.save_settings({"look_sensitivity": 0.0022})), OK,
"baseline settings write succeeds")
var temp_path := _user_path("settings.json.tmp")
var made := DirAccess.make_dir_absolute(temp_path)
var err: int = save.save_settings({"look_sensitivity": 0.009})
var a := TestUtils.check(made == OK, "test can block the temp path")
var b := TestUtils.check(err != OK, "blocked temp path reports a write error")
var loaded: Dictionary = save.load_settings()
var c := TestUtils.check(is_equal_approx(float(loaded.get("look_sensitivity", 0.0)), 0.0022),
"a failed replace leaves the valid settings file intact")
DirAccess.remove_absolute(temp_path)
save.free()
_restore_files(backup)
return first and a and b and c
+80 -4
View File
@@ -78,12 +78,60 @@ for f in "${extras[@]}"; do
fi fi
done done
# Preflight before creating anything on the host: no empty files, and enough
# local disk to assemble/checksum the release. Upload failures are rolled back
# below so a full or interrupted host never keeps a partial release.
total_bytes=0
for f in "${all_artifacts[@]}"; do
if [[ ! -s "$f" ]]; then
echo "error: missing or empty artifact $f — run ./tools/build_releases.sh first" >&2
exit 1
fi
total_bytes=$((total_bytes + $(stat -c '%s' "$f")))
done
free_kb="$(df -Pk build | awk 'NR==2 {print $4}')"
need_kb=$(((total_bytes + 1023) / 1024))
reserve_kb=262144
if [[ -z "${free_kb:-}" || "$free_kb" -lt $((need_kb + reserve_kb)) ]]; then
echo "error: not enough free disk in build/ for ${need_kb} KiB of artifacts plus a 256 MiB reserve (free: ${free_kb:-unknown} KiB)" >&2
exit 1
fi
# Local checksums are useful evidence even though the release host does not need
# a duplicate checksum asset; CI keeps the manifest with the build workspace.
checksum_file="build/SHA256SUMS-$VERSION.txt"
: > "$checksum_file"
for f in "${all_artifacts[@]}"; do
sha256sum "$f" >> "$checksum_file"
done
echo "==> Checksums written to $checksum_file"
cat "$checksum_file"
API="$HOST/api/v1/repos/$REPO/releases" API="$HOST/api/v1/repos/$REPO/releases"
created_release=0
uploaded_ids=()
rollback_release() {
echo "error: rolling back the partial release upload" >&2
for id in ${uploaded_ids[@]+"${uploaded_ids[@]}"}; do
curl -sS -X DELETE "${AUTH[@]}" "$API/$RELEASE_ID/assets/$id" >/dev/null 2>&1 || true
done
if [[ "$created_release" == "1" ]]; then
curl -sS -X DELETE "${AUTH[@]}" "$API/$RELEASE_ID" >/dev/null 2>&1 || true
echo "removed the new release $TAG" >&2
else
echo "removed only the ${#uploaded_ids[@]} newly uploaded asset(s) from existing release $TAG" >&2
fi
}
echo "==> Creating release $TAG on $HOST/$REPO" echo "==> Creating release $TAG on $HOST/$REPO"
RELEASE_ID="$(curl -s -X POST "$API" "${AUTH[@]}" \ RELEASE_ID="$(curl -s -X POST "$API" "${AUTH[@]}" \
-H "Content-Type: application/json" \ -H "Content-Type: application/json" \
-d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"body\":\"Gig Line $VERSION — playable prototype. See README for controls.\",\"draft\":false,\"prerelease\":false}" \ -d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"body\":\"Gig Line $VERSION — playable prototype. See README for controls.\",\"draft\":false,\"prerelease\":false}" \
| python3 -c "import sys,json;print(json.load(sys.stdin).get('id',''))" 2>/dev/null || true)" | python3 -c "import sys,json;print(json.load(sys.stdin).get('id',''))" 2>/dev/null || true)"
if [[ -n "$RELEASE_ID" ]]; then
created_release=1
fi
# If the release already exists (tag already pushed), reuse it. # If the release already exists (tag already pushed), reuse it.
if [[ -z "$RELEASE_ID" ]]; then if [[ -z "$RELEASE_ID" ]]; then
@@ -96,10 +144,6 @@ fi
echo "Release id: $RELEASE_ID" echo "Release id: $RELEASE_ID"
for f in "${all_artifacts[@]}"; do for f in "${all_artifacts[@]}"; do
if [[ ! -f "$f" ]]; then
echo "error: missing artifact $f — run ./tools/build_releases.sh first" >&2
exit 1
fi
echo "==> Uploading $(basename "$f")" echo "==> Uploading $(basename "$f")"
# Fail loudly: a silent 4xx here used to leave a release with no artifacts while # Fail loudly: a silent 4xx here used to leave a release with no artifacts while
# the job still reported success. # the job still reported success.
@@ -109,8 +153,16 @@ for f in "${all_artifacts[@]}"; do
echo "error: upload of $(basename "$f") failed with HTTP $code" >&2 echo "error: upload of $(basename "$f") failed with HTTP $code" >&2
cat /tmp/release-upload.json >&2 || true cat /tmp/release-upload.json >&2 || true
echo "" >&2 echo "" >&2
rollback_release
exit 1 exit 1
fi fi
asset_id="$(python3 -c "import sys,json;print(json.load(open('/tmp/release-upload.json')).get('id',''))" 2>/dev/null || true)"
if [[ -z "$asset_id" ]]; then
echo "error: upload of $(basename "$f") returned no asset id" >&2
rollback_release
exit 1
fi
uploaded_ids+=("$asset_id")
done done
# Verify the release actually carries the artifacts we just sent. # Verify the release actually carries the artifacts we just sent.
@@ -123,9 +175,33 @@ except Exception:
print(len(d.get('assets', [])))" 2>/dev/null || echo 0)" print(len(d.get('assets', [])))" 2>/dev/null || echo 0)"
if [[ "${have:-0}" -lt "${#all_artifacts[@]}" ]]; then if [[ "${have:-0}" -lt "${#all_artifacts[@]}" ]]; then
echo "error: release has $have assets, expected ${#all_artifacts[@]}" >&2 echo "error: release has $have assets, expected ${#all_artifacts[@]}" >&2
rollback_release
exit 1 exit 1
fi fi
echo "Verified $have artifacts on the release" echo "Verified $have artifacts on the release"
# Optional retention: set RETAIN_RELEASES=7 to keep the newest seven releases.
# The default 0 disables pruning; never delete old releases implicitly.
RETAIN_RELEASES="${RETAIN_RELEASES:-0}"
if [[ "$RETAIN_RELEASES" =~ ^[0-9]+$ ]] && (( RETAIN_RELEASES > 0 )); then
echo "==> Pruning releases older than the newest $RETAIN_RELEASES"
releases_json="$(curl -sS "${AUTH[@]}" "$API?limit=50")"
while IFS= read -r old_id; do
[[ -z "$old_id" ]] && continue
echo " removing release id $old_id"
curl -sS -X DELETE "${AUTH[@]}" "$API/$old_id" >/dev/null 2>&1 || true
done < <(RELEASES_JSON="$releases_json" RETAIN="$RETAIN_RELEASES" python3 - <<'PYPRUNE'
import json, os
try:
data = json.loads(os.environ["RELEASES_JSON"])
except Exception:
raise SystemExit
keep = int(os.environ["RETAIN"])
for release in sorted(data, key=lambda r: r.get("created_at", ""), reverse=True)[keep:]:
print(release.get("id", ""))
PYPRUNE
)
fi
echo "" echo ""
echo "Release live: $HOST/$REPO/releases/tag/$TAG" echo "Release live: $HOST/$REPO/releases/tag/$TAG"