spaceship/tests/test_setup_file_identity.gd

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Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_setup_file_identity.gd
# A setup's id and its FILENAME are not the same thing. res://PlanetSetups/
# holds authored resources named however their author named them, and shipped
# content already contains a mismatch: ResearchLabSetup.tres holds setup_id
# "research_lab_1".
#
# The editor's save and delete both rebuilt the path from the id, which
# produced two bugs that looked unrelated:
# - deleting such a setup looked for a file that does not exist, refused,
# and reported nothing useful. It was always the same entry, so it read
# as "the first item in the list cannot be deleted"
# - saving such a setup wrote a SECOND file under the derived name and left
# the original in place, so the pool then held two setups claiming one id
# and the stale one could still be served
# A third bug hid behind those: rescan() re-read through Godot's resource
# CACHE, so even a correctly written file came back with its pre-save values.
# All three present identically to a player - "my change was not saved".
#
# Covers:
# A. shipped content really does contain an id/filename mismatch, so this is
# guarding a live case (checked read-only - see the note on isolation)
# B. saving a mismatched setup writes back to ITS file and creates no twin
# C. the edit is what the registry serves afterwards, cache and all
# D. such a setup can be deleted
# E. a brand-new setup still lands at PlanetSetups/<id>.tres
#
# ISOLATION: every mutation happens on a scratch file this test creates, never
# on shipped content. The suite runs tests in parallel against one project
# directory, and deleting a real setup mid-run - even briefly, even restored
# afterwards - would make some other test fail for reasons of its own.
const SCRATCH_FILE := "res://PlanetSetups/_identity_scratch_file.tres"
const SCRATCH_ID := "_identity_scratch_id"
const DERIVED_PATH := "res://PlanetSetups/_identity_scratch_id.tres"
const NEW_ID := "test_identity_new"
const NEW_PATH := "res://PlanetSetups/test_identity_new.tres"
var editor: Node
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
_cleanup()
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
root.add_child(editor)
func _process(delta: float) -> bool:
elapsed += delta
if stage != 0:
return false
if elapsed < 0.15:
return false
stage = 1
# --- A. shipped content has a mismatch (read-only) ---------------------
var shipped_mismatch: String = ""
for setup in PlanetSetups.all():
var path: String = String(setup.resource_path)
if path != "" and String(setup.setup_id) != path.get_file().get_basename():
shipped_mismatch = "%s holds id '%s'" % [path.get_file(), setup.setup_id]
break
if shipped_mismatch == "":
print("note: no shipped setup currently has an id/filename mismatch; the scratch case below still covers the behaviour")
else:
print("shipped mismatch present: %s" % shipped_mismatch)
# A setup whose FILE NAME deliberately differs from its id.
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
var scratch: Resource = load("res://surface/PlanetSetup.gd").new()
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
scratch.setup_id = SCRATCH_ID
scratch.display_name = "Identity Scratch"
scratch.surface_profile_id = "rocky"
scratch.research_point_reward = 1
if ResourceSaver.save(scratch, SCRATCH_FILE) != OK:
return _fail("could not write the scratch setup")
PlanetSetups.rescan()
if PlanetSetups.path_for_id(SCRATCH_ID) != SCRATCH_FILE:
return _fail("the registry resolved '%s' to %s, not the file it lives in (%s)" \
% [SCRATCH_ID, PlanetSetups.path_for_id(SCRATCH_ID), SCRATCH_FILE])
print("'%s' lives in %s - id and filename disagree" % [SCRATCH_ID, SCRATCH_FILE.get_file()])
# --- B/C. edit, save, and see the edit served -------------------------
if not editor.load_setup(SCRATCH_ID):
return _fail("the editor could not open '%s'" % SCRATCH_ID)
var before: int = int(editor.current_setup.research_point_reward)
editor._on_reward_pressed()
var chosen: int = int(editor.current_setup.research_point_reward)
if chosen == before:
return _fail("cycling the reward did not change it")
var outcome: Dictionary = editor.save_setup()
if not outcome.ok:
return _fail("saving failed: %s" % outcome.message)
if FileAccess.file_exists(ProjectSettings.globalize_path(DERIVED_PATH)):
return _fail("saving wrote a twin at %s instead of back to the file it was loaded from" % DERIVED_PATH)
PlanetSetups.rescan()
var served: Resource = PlanetSetups.find_by_id(SCRATCH_ID)
if served == null:
return _fail("'%s' vanished from the pool after saving" % SCRATCH_ID)
if int(served.research_point_reward) != chosen:
return _fail("saved reward %d but the pool still serves %d - the rescan read the resource cache rather than the file" \
% [chosen, int(served.research_point_reward)])
var duplicates: int = 0
for setup in PlanetSetups.all():
if String(setup.setup_id) == SCRATCH_ID:
duplicates += 1
if duplicates != 1:
return _fail("the pool holds %d setups all claiming id '%s'" % [duplicates, SCRATCH_ID])
print("reward %d -> %d saved back into %s, no twin, and the pool serves the edit" \
% [before, chosen, SCRATCH_FILE.get_file()])
# --- E. a NEW setup still lands under its id --------------------------
editor.new_setup(NEW_ID, "Identity New", "rocky")
editor.add_enemy("chaser", Vector2(20.0, 30.0))
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
if not editor.save_setup().ok:
return _fail("saving a brand-new setup failed")
if not FileAccess.file_exists(ProjectSettings.globalize_path(NEW_PATH)):
return _fail("a new setup did not land at %s" % NEW_PATH)
PlanetSetups.rescan()
if not editor.delete_setup(NEW_ID).ok:
return _fail("could not delete the new setup")
print("a new setup still saves to PlanetSetups/<id>.tres, and deletes again")
# --- D. the mismatched setup can be deleted ---------------------------
PlanetSetups.rescan()
var deleted: Dictionary = editor.delete_setup(SCRATCH_ID)
if not deleted.ok:
return _fail("deleting '%s' failed: %s" % [SCRATCH_ID, deleted.message])
if FileAccess.file_exists(ProjectSettings.globalize_path(SCRATCH_FILE)):
return _fail("delete reported success but %s is still there" % SCRATCH_FILE)
print("a setup whose filename differs from its id can be deleted")
_cleanup()
print("TEST_SETUP_FILE_IDENTITY: PASS")
quit(0)
return true
func _cleanup() -> void:
for path in [SCRATCH_FILE, DERIVED_PATH, NEW_PATH]:
var absolute: String = ProjectSettings.globalize_path(path)
if FileAccess.file_exists(absolute):
DirAccess.remove_absolute(absolute)
if FileAccess.file_exists(absolute + ".uid"):
DirAccess.remove_absolute(absolute + ".uid")
PlanetSetups.rescan()
func _fail(message: String) -> bool:
_cleanup()
print("TEST_SETUP_FILE_IDENTITY: FAIL (%s)" % message)
quit(1)
return true