Add save migration fixtures and failure-mode coverage
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@@ -88,7 +88,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
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AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
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fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
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guards this. Current suite is 263/263.
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guards this. Current suite is 272/272.
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- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
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neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
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crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
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@@ -183,6 +183,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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0.9.3 UI polish, 0.9.4 NPC visual optimization, 0.9.5 texture/material pass and
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0.9.6 integration are complete and in `DONE.md`. 0.10.0 release-candidate work
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is next. The source version is 0.9.6.
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- **Save migration (0.10.0 work, 2026-11-03):** fixtures in `src/test/fixtures/saves/`
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cover 0.8 settings/campaign/history and a 0.9.0 checkpoint. `_load_json` uses
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`JSON.new().parse()` so corrupt player files fall back silently instead of
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logging a parse error; atomic writes leave the old file intact when the temp
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path cannot be written. The migration suite is 9 tests; total 272.
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- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
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detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
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dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
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@@ -841,7 +846,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
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- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
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- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
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- 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`.
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- 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`.
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- 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).
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- GDScript inference trap that broke the main scene: a `var` typed as a base class
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(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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Baseline: **v0.9.6** (2026-11-03). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
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escalation/access/radio loop, shift review, the Blender asset library, 272 headless + 101 Python
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tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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release-candidate foundation, not yet a 0.10.0 release candidate.
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@@ -58,8 +58,10 @@ verify every distribution path. This is the next minor release after the 0.9.x p
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### Content lock and external playtest
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- [ ] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
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may land after the freeze.
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- [x] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
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may land after the freeze. (Frozen 2026-11-03 after the 0.9.6 integration
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checkpoint; this pass is limited to release reliability, accessibility,
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balance evidence and packaging.)
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- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
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accessibility settings and checkpoint/resume enabled.
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- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
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@@ -84,16 +86,31 @@ verify every distribution path. This is the next minor release after the 0.9.x p
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### Save migration and session reliability
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- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
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migration/default-filling and a clean first launch with no files.
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- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
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an isolated user-data directory.
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- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
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confirm fallback behavior never destroys a valid save.
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- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
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with flashlight/body-camera/door state set.
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- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in
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`docs/getting-started.md` and the release notes.
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- [x] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
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migration/default-filling and a clean first launch with no files. (Committed
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fixtures under `src/test/fixtures/saves/`; 9 migration/failure tests cover
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old settings/campaign/history, the 0.9.0 checkpoint, all three venue
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checkpoint round-trips, clean install, corrupt JSON and a blocked atomic
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replace. Suite is now 272 tests.)
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- [x] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
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an isolated user-data directory. (Tutorial and campaign smokes shared one
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isolated `XDG_DATA_HOME`; tutorial completion/replay/skip then campaign
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resume/review-continue/help both passed. Pause/menu behavior is covered by
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`smoke_session_shell.gd`.)
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- [x] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
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confirm fallback behavior never destroys a valid save. (Corrupt/partial files
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fall back to defaults; a blocked temp path reports an error and leaves the
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prior valid settings intact. `_load_json` now uses the non-logging JSON
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instance parser.)
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- [x] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
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with flashlight/body-camera/door state set. (The migration suite round-trips a
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checkpoint for Hollywood, the Joke Shop and the TV Studio with an open
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incident, one NPC row, flashlight/body-camera/door flags; the campaign smoke
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resumes a live checkpoint through the real `GameManager`.)
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- [x] Document save locations, schema versions, reset behavior and rollback/export instructions in
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`docs/getting-started.md` and the release notes. (`getting-started.md` now
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documents the four files, version-1 checkpoint, atomic write/fallback,
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clean install, reset and backup/rollback.)
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### Release engineering and distribution
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@@ -5,7 +5,7 @@ Implemented so far:
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- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- 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)
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- 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)
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- 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
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- 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
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- 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`)
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@@ -43,6 +43,7 @@ Implemented so far:
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- 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`.
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- 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`.
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- 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>.
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- 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.
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- 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.
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- 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>.
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- 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:/
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The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
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## Save Data and Migration
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The game keeps four small JSON files in Godot's `user://` directory, which is
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`~/.local/share/godot/app_userdata/Gig Line/` on Linux,
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`%APPDATA%\Godot\app_userdata\Gig Line\` on Windows and
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`~/Library/Application Support/Godot/app_userdata/Gig Line/` on macOS:
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| File | Contents |
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| --- | --- |
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| `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. |
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| `campaign.json` | Campaign index, completed venues, difficulty, shift number and last grade. Older files with missing fields open at the safe defaults. |
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| `shift_results.json` | Completed-shift review history, appended as an array. |
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| `shift_state.json` | Resumable mid-shift checkpoint, version `1`. It stores the venue, guard/door/flashlight/body-camera state, coordinator snapshot and NPC rows. |
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Writes go to a sibling `.tmp` file and are renamed only after the complete JSON
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is written. A corrupt or partial file is ignored on load, so the player gets
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defaults rather than a crash and a valid old file is not overwritten by a failed
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replace. The migration fixtures used by the tests live in
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`src/test/fixtures/saves/`.
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For a clean first launch, delete the four files (or the whole `Gig Line` user
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directory). Settings' **Reset campaign** clears campaign progress separately.
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To back up or move a profile, copy those files while the game is closed; to roll
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back, restore the previous copies. Shift history is diagnostic and is not
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required to resume a checkpoint.
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## Controls
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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:
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var text := FileAccess.get_file_as_string(path)
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if text.is_empty():
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return null
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var parsed = JSON.parse_string(text)
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return parsed
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# JSON.parse_string logs an engine error on malformed player files. Use the
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# instance parser so a corrupt save silently falls back to defaults instead
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# of looking like a crash in the console.
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var json := JSON.new()
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if json.parse(text) != OK:
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return null
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return json.data
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func _save_json(file_name: String, data: Variant) -> Error:
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var path := "user://" + file_name
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Vendored
+12
@@ -0,0 +1,12 @@
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# Test Fixtures
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Committed JSON fixtures used by persistence and migration tests.
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- [`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.
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- [`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.
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- [`saves/shift_results_0_8.json`](saves/shift_results_0_8.json) — a 0.8-era shift history with two completed venues.
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- [`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.
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These are deliberately schema-less where the old game was schema-less; the
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loader fills missing fields from the current defaults rather than rewriting the
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player's file on load.
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+11
@@ -0,0 +1,11 @@
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{
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"index": 1,
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"next_venue": "joke_shop",
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"shift_number": 2,
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"difficulty": "hard",
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"complete": false,
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"completed": [
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"hollywood_building"
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],
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"last_grade": "B"
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}
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+15
@@ -0,0 +1,15 @@
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{
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"look_sensitivity": 0.0031,
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"hud_font_scale": 1.15,
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"invert_y": true,
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"head_bob": false,
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"input_bindings": {
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"inspect": {
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"type": "key",
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"code": 90
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}
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},
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"ai_difficulty": "hard",
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"tutorial_completed": true,
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"tutorial_skipped": false
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}
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+20
@@ -0,0 +1,20 @@
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[
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{
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"scenario_id": "hollywood_building",
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"reputation": {
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"rating": 81.0,
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"grade": "B"
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},
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"spawned_count": 6,
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"completed_at_ms": 1000
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},
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{
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"scenario_id": "joke_shop",
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"reputation": {
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"rating": 74.5,
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"grade": "C"
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},
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"spawned_count": 5,
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"completed_at_ms": 2000
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}
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]
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+26
@@ -0,0 +1,26 @@
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{
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"version": 1,
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"scenario_id": "joke_shop",
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"guard_position": [0.0, 0.1, 10.5],
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"guard_yaw": 1.25,
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"head_pitch": 0.1,
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"door_locked": true,
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"flashlight_on": true,
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"body_camera_on": true,
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"npc_counter": 7,
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"coordinator": {
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"duration_s": 900.0,
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"elapsed_s": 540.0,
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"current_phase": 3,
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"phase_offset_s": 700.0,
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"spawned_count": 7,
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"responder_outcomes": [],
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"investigations": [],
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"recorder": {},
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"reputation": {},
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"crowd": {},
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"radio": {},
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"scheduler": {}
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},
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"npcs": []
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}
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@@ -0,0 +1,248 @@
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extends RefCounted
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## Persistence migration and failure-mode tests. The fixtures represent a
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## 0.8-era player profile and a 0.9.0 checkpoint; loading them must fill current
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## defaults without rewriting or losing the old fields.
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const Campaign := preload("res://src/core/campaign.gd")
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const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
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const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
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const FixtureDir := "res://src/test/fixtures/saves/"
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const UserFiles := ["settings.json", "campaign.json", "shift_results.json", "shift_state.json"]
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func _save_instance() -> Object:
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var save_script: GDScript = load("res://src/autoload/save.gd")
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return save_script.new()
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func _fixture(name: String) -> String:
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return FileAccess.get_file_as_string(FixtureDir + name)
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func _user_path(name: String) -> String:
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return ProjectSettings.globalize_path("user://" + name)
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func _write_user(name: String, text: String) -> void:
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var file := FileAccess.open("user://" + name, FileAccess.WRITE)
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if file == null:
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return
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file.store_string(text)
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file.close()
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func _read_user(name: String) -> String:
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var path := "user://" + name
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if not FileAccess.file_exists(path):
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return ""
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return FileAccess.get_file_as_string(path)
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func _remove_user(name: String) -> void:
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var path := _user_path(name)
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if FileAccess.file_exists("user://" + name) or DirAccess.dir_exists_absolute(path):
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DirAccess.remove_absolute(path)
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func _snapshot_files() -> Dictionary:
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var snapshot := {}
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for name in UserFiles:
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snapshot[name] = _read_user(name)
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return snapshot
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func _restore_files(snapshot: Dictionary) -> void:
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for name in UserFiles:
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_remove_user(name)
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_remove_user(name + ".tmp")
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var text := str(snapshot.get(name, ""))
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if not text.is_empty():
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_write_user(name, text)
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func test_settings_0_8_fixture_fills_new_defaults() -> bool:
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var backup := _snapshot_files()
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_write_user("settings.json", _fixture("settings_0_8.json"))
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var save := _save_instance()
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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
|
||||
@@ -78,12 +78,60 @@ for f in "${extras[@]}"; do
|
||||
fi
|
||||
done
|
||||
|
||||
# Preflight before creating anything on the host: no empty files, and enough
|
||||
# local disk to assemble/checksum the release. Upload failures are rolled back
|
||||
# below so a full or interrupted host never keeps a partial release.
|
||||
total_bytes=0
|
||||
for f in "${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"
|
||||
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"
|
||||
RELEASE_ID="$(curl -s -X POST "$API" "${AUTH[@]}" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"body\":\"Gig Line $VERSION — playable prototype. See README for controls.\",\"draft\":false,\"prerelease\":false}" \
|
||||
| python3 -c "import sys,json;print(json.load(sys.stdin).get('id',''))" 2>/dev/null || true)"
|
||||
if [[ -n "$RELEASE_ID" ]]; then
|
||||
created_release=1
|
||||
fi
|
||||
|
||||
# If the release already exists (tag already pushed), reuse it.
|
||||
if [[ -z "$RELEASE_ID" ]]; then
|
||||
@@ -96,10 +144,6 @@ fi
|
||||
echo "Release id: $RELEASE_ID"
|
||||
|
||||
for f in "${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")"
|
||||
# Fail loudly: a silent 4xx here used to leave a release with no artifacts while
|
||||
# the job still reported success.
|
||||
@@ -109,8 +153,16 @@ for f in "${all_artifacts[@]}"; do
|
||||
echo "error: upload of $(basename "$f") failed with HTTP $code" >&2
|
||||
cat /tmp/release-upload.json >&2 || true
|
||||
echo "" >&2
|
||||
rollback_release
|
||||
exit 1
|
||||
fi
|
||||
asset_id="$(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+=("$asset_id")
|
||||
done
|
||||
|
||||
# Verify the release actually carries the artifacts we just sent.
|
||||
@@ -123,9 +175,33 @@ except Exception:
|
||||
print(len(d.get('assets', [])))" 2>/dev/null || echo 0)"
|
||||
if [[ "${have:-0}" -lt "${#all_artifacts[@]}" ]]; then
|
||||
echo "error: release has $have assets, expected ${#all_artifacts[@]}" >&2
|
||||
rollback_release
|
||||
exit 1
|
||||
fi
|
||||
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 "Release live: $HOST/$REPO/releases/tag/$TAG"
|
||||
Reference in new issue
Block a user