Add timed craft queue and hangar

This commit is contained in:
Loïc Wisniewski 2026-08-12 22:47:46 +02:00
commit 82552464d2
14 changed files with 660 additions and 191 deletions

View file

@ -13,6 +13,11 @@ set -uo pipefail
PROJECT_DIR="$1"; shift
JOBS="$1"; shift
VERBOSE="$1"; shift
# A broken test can otherwise leave SceneTree alive after an initialization
# error, printing the same error every frame forever. Gameplay tests normally
# complete in seconds, even on a busy phone, so make that failure explicit
# rather than making the suite look hung. Override for deliberate long runs.
TEST_TIMEOUT_SECONDS="${TEST_TIMEOUT_SECONDS:-120}"
GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
cd "$PROJECT_DIR" || exit 2
@ -26,6 +31,8 @@ fi
outdir="$(mktemp -d)"
trap 'rm -rf "$outdir"' EXIT
REPORT_DIR="${TEST_REPORT_DIR:-$PROJECT_DIR/.test-results}"
mkdir -p "$REPORT_DIR"
# Import once, serially, before anything runs in parallel. Godot writes to
# .godot/ while importing; several instances discovering a cold cache at the
@ -46,7 +53,8 @@ run_one() {
# 3 parallel runs. Pinned, a test simulates the same 60fps whatever else
# the phone is doing, and its result no longer depends on how busy the
# machine was.
"$GODOT_BIN" --headless --fixed-fps 60 -s "res://tests/$name" >"$log" 2>&1
timeout "$TEST_TIMEOUT_SECONDS" "$GODOT_BIN" --headless --fixed-fps 60 \
-s "res://tests/$name" >"$log" 2>&1
local rc=$?
end=$(date +%s%N)
local ms=$(( (end - start) / 1000000 ))
@ -57,6 +65,16 @@ run_one() {
# while the log says otherwise.
if (( rc == 0 )) && grep -q ": PASS" "$log"; then
printf 'PASS %6dms %s\n' "$ms" "$name" > "$outdir/$name.status"
elif (( rc == 124 )); then
printf 'TIMEOUT %4dms %s (limit %ss)\n' \
"$ms" "$name" "$TEST_TIMEOUT_SECONDS" > "$outdir/$name.status"
elif (( rc == 137 || rc == 139 )); then
# Killed, not failed - almost always the kernel reclaiming memory. Worth
# saying plainly: a killed worker and a failing one both simply produced
# no verdict before, so a whole suite dying to the OOM killer was
# indistinguishable from a hang.
printf 'KILLED %4dms %s (signal %d - out of memory? try JOBS=1)\n' \
"$ms" "$name" "$(( rc - 128 ))" > "$outdir/$name.status"
else
printf 'FAIL %6dms %s (exit %d)\n' "$ms" "$name" "$rc" > "$outdir/$name.status"
fi
@ -90,4 +108,9 @@ done
echo
echo "$(( total - failed ))/$total passed"
# Keep the concise verdicts after the temporary logs are removed. This is
# especially useful from Termux, where a long-running child can outlive the
# terminal command that launched it and its final buffered output is lost.
rm -f "$REPORT_DIR"/*.status
cp "$outdir"/*.status "$REPORT_DIR"/
(( failed == 0 ))

View file

@ -32,9 +32,36 @@ set -uo pipefail
PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
# Leave headroom: Godot is memory-hungry and this is a phone, not a build
# server. Override with JOBS= if you know better.
JOBS="${JOBS:-6}"
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
# ~400MB and this phone shares its RAM with everything else running on it.
# Getting it wrong is bad in both directions:
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
# looks exactly like a hang
# - too many under swap pressure and every worker thrashes: the same suite
# measured 100-190s with memory free, and 888s while 9GB sat in swap
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
# more than half consumed - past that, parallelism costs more than it buys.
# Override with JOBS= when you know better.
_pick_jobs() {
local avail swap_total swap_free n
avail=$(awk '/MemAvailable/ {print int($2 / 1024)}' /proc/meminfo 2>/dev/null)
swap_total=$(awk '/SwapTotal/ {print $2}' /proc/meminfo 2>/dev/null)
swap_free=$(awk '/SwapFree/ {print $2}' /proc/meminfo 2>/dev/null)
if [[ -z "$avail" ]]; then
echo 2
return
fi
if [[ -n "$swap_total" ]] && (( swap_total > 0 )) \
&& (( (swap_total - swap_free) * 2 > swap_total )); then
echo 1
return
fi
n=$(( avail / 900 ))
(( n < 1 )) && n=1
(( n > 6 )) && n=6
echo "$n"
}
JOBS="${JOBS:-$(_pick_jobs)}"
VERBOSE="${VERBOSE:-0}"
IN_PLACE="${IN_PLACE:-0}"
WORK_DIR="${WORK_DIR:-$HOME/.cache/spaceship-tests}"

View file

@ -2,28 +2,29 @@ extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_building_stock_queue.gd
# Forgejo #16 (part 3 of #12): a building produces out of its OWN stock, and
# an order it cannot pay for yet is queued rather than refused.
# Forgejo #16 (part 3 of #12), updated for #23: a building produces out of
# its OWN stock, an order it cannot pay for yet is queued rather than
# refused, and building now TAKES TIME.
#
# Before this, BuildController deducted from the bank at the moment of
# purchase and refused outright with "Not enough rocks", so nothing ever had
# to be delivered anywhere.
# What #23 changed here: orders no longer complete the instant the ore
# lands. The head of the queue consumes its ore, builds for build_time, and
# only then finishes - and it finishes into the mothership hangar rather
# than straight into the fleet. So a queue is something the player can watch
# and cancel, and a full fleet no longer stops a crafter working.
#
# Verifies:
# 1. ordering with an empty stock queues instead of failing, and produces
# nothing yet
# 2. it does NOT quietly take the cost out of the bank - the whole point is
# that the building has to be supplied
# 3. delivering enough stock completes the order on its own
# 4. one delivery covering several queued orders clears them all, rather
# than dribbling out one per frame
# 3. delivering enough stock starts the build, and it completes on its own
# 4. orders build ONE AT A TIME in order, not all at once the moment a big
# delivery covers them
# 5. a part-delivery is not enough: stock below the cost leaves the order
# queued and the ore untouched
# 6. stock and queue survive the space scene being torn down (the trip to
# a planet's surface)
# 7. production completes with NO fleet in existence, and the fleet picks
# the vessel up when it comes back - orders must not depend on which
# scene the player is standing in
# 6. stock and queue survive the space scene being torn down
# 7. a build completes with NO fleet in existence, into the hangar, and
# waits there - it is not lost, and not silently crewed either
var game_state: Node
var scene: Node
@ -34,6 +35,7 @@ var stage: int = 0
var elapsed: float = 0.0
var ships_at_start: int = 0
var bank_at_start: int = 0
var stored_at_start: int = 0
var ticks: int = 0
const CRAFTER_AT: Vector2 = Vector2(900.0, 0.0)
@ -43,13 +45,12 @@ func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.stored_vessels.clear()
game_state.rocks = 500
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
# Room to grow: the default cap is BASE_FLEET_SIZE (5) and the fleet
# starts at exactly 5, so without this every completed order would have
# nowhere to put its vessel and the test would be measuring the cap
# rather than the queue.
# Real build times are 10s+; the timed path is what matters here, not the
# wall clock. See GameState.build_time_scale.
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
@ -57,6 +58,10 @@ func _initialize() -> void:
field = scene.get_node("BuildingField")
func _build_time() -> float:
return game_state.build_time(GameState.PRODUCT_SHIP)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
@ -90,7 +95,7 @@ func _process(delta: float) -> bool:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order did not stay queued: %d pending)" % game_state.pending_orders(crafter_id))
quit(1)
return true
if fleet.ships.size() != ships_at_start:
if not game_state.stored_vessels.is_empty():
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel appeared with an empty stock)")
quit(1)
return true
@ -98,8 +103,8 @@ func _process(delta: float) -> bool:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (queueing took %d out of the bank - the building is supposed to be supplied)" % (bank_at_start - game_state.rocks))
quit(1)
return true
print("empty stock -> queued=%d ships=%d bank=%d (untouched)" % [
game_state.pending_orders(crafter_id), fleet.ships.size(), game_state.rocks
print("empty stock -> queued=%d stored=%d bank=%d (untouched)" % [
game_state.pending_orders(crafter_id), game_state.stored_vessels.size(), game_state.rocks
])
# --- 5. a part-delivery is not enough -----------------------
@ -110,7 +115,7 @@ func _process(delta: float) -> bool:
3:
if elapsed < 0.3:
return false
if game_state.pending_orders(crafter_id) != 1 or fleet.ships.size() != ships_at_start:
if game_state.pending_orders(crafter_id) != 1 or not game_state.stored_vessels.is_empty():
print("TEST_BUILDING_STOCK_QUEUE: FAIL (produced on a part-delivery of %d against a cost of %d)" % [
GameState.SHIP_COST - 1, GameState.SHIP_COST
])
@ -124,70 +129,95 @@ func _process(delta: float) -> bool:
game_state.building_stock(crafter_id), GameState.SHIP_COST
])
# --- 3. topping it up completes the order -------------------
# --- 3. topping it up starts the build ----------------------
game_state.deposit_to_building(crafter_id, 1)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.4:
# One tick: the build must have STARTED (ore taken) but not yet
# finished, or "takes time" means nothing.
ticks += 1
if ticks < 2:
return false
if game_state.pending_orders(crafter_id) != 0:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order not completed once the stock arrived)")
quit(1)
return true
if fleet.ships.size() != ships_at_start + 1:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (no vessel delivered: %d -> %d)" % [
ships_at_start, fleet.ships.size()
])
var queue: Array = game_state.order_list(crafter_id)
if queue.is_empty() or not bool(queue[0].started):
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a fully funded order never started building)")
quit(1)
return true
if game_state.building_stock(crafter_id) != 0:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (stock not consumed: %d left)" % game_state.building_stock(crafter_id))
print("TEST_BUILDING_STOCK_QUEUE: FAIL (starting the build did not consume the ore)")
quit(1)
return true
print("supplied -> ships %d->%d, stock spent" % [ships_at_start, fleet.ships.size()])
if not game_state.stored_vessels.is_empty():
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel appeared instantly - builds are supposed to take time)")
quit(1)
return true
print("funded -> building started, ore consumed, nothing delivered yet")
elapsed = 0.0
stage = 5
return false
5:
if elapsed < _build_time() * 2.0:
return false
if game_state.pending_orders(crafter_id) != 0:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (build never finished)")
quit(1)
return true
if game_state.stored_vessels.size() != 1:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (finished build did not reach the hangar: %d stored)" % game_state.stored_vessels.size())
quit(1)
return true
if fleet.ships.size() != ships_at_start:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel crewed itself - the player is supposed to pick it up)")
quit(1)
return true
print("built -> 1 vessel waiting in the hangar, fleet untouched at %d" % fleet.ships.size())
# --- 4. one delivery clears ALL the orders it covers ---------
# Measured in TICKS, not seconds, and with more orders than the
# ticks allowed: production that handled one order per frame
# would still clear them all inside any generous wall-clock wait,
# so a timed check cannot tell "cleared at once" from "dribbled
# out". Three orders, two ticks - only clearing them together
# passes.
ships_at_start = fleet.ships.size()
# --- 4. one at a time, in order -----------------------------
stored_at_start = game_state.stored_vessels.size()
game_state.queue_order(crafter_id)
game_state.queue_order(crafter_id)
game_state.queue_order(crafter_id)
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST * 3)
ticks = 0
stage = 5
return false
5:
ticks += 1
if ticks < 2:
return false
if game_state.pending_orders(crafter_id) != 0 or fleet.ships.size() != ships_at_start + 3:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a delivery covering 3 orders left %d queued after %d ticks, ships %d->%d)" % [
game_state.pending_orders(crafter_id), ticks, ships_at_start, fleet.ships.size()
])
quit(1)
return true
print("one delivery cleared 3 orders in %d ticks -> ships %d->%d" % [
ticks, ships_at_start, fleet.ships.size()
])
# --- 6 + 7. no scene, no fleet: production still completes --
# The scene has to be GONE before the order is placed. With a
# fleet still alive and under its cap it claims the vessel the
# same frame production finishes, which would leave vessels_owed
# back at 0 and prove nothing about orders surviving without it.
ships_at_start = fleet.ships.size()
scene.queue_free()
elapsed = 0.0
stage = 6
return false
6:
# Enough time for exactly one build, and no more. Funding all
# three at once must NOT finish all three at once - that is the
# behaviour #23 replaced.
if elapsed < _build_time() * 1.4:
return false
var done: int = game_state.stored_vessels.size() - stored_at_start
if done != 1:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (after one build time, %d of 3 orders finished - they are not building one at a time)" % done)
quit(1)
return true
if game_state.pending_orders(crafter_id) != 2:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (%d orders left, expected 2 still queued)" % game_state.pending_orders(crafter_id))
quit(1)
return true
print("one build time -> 1 of 3 done, 2 still queued (sequential)")
elapsed = 0.0
stage = 7
return false
7:
if elapsed < _build_time() * 4.0:
return false
if game_state.stored_vessels.size() - stored_at_start != 3:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the rest of the queue never drained: %d of 3)" % (game_state.stored_vessels.size() - stored_at_start))
quit(1)
return true
print("queue drained in order -> 3 vessels waiting")
# --- 6 + 7. no scene, no fleet ------------------------------
stored_at_start = game_state.stored_vessels.size()
scene.queue_free()
elapsed = 0.0
stage = 8
return false
8:
if elapsed < 0.3:
return false
if is_instance_valid(fleet):
@ -195,39 +225,22 @@ func _process(delta: float) -> bool:
game_state.queue_order(crafter_id)
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST)
elapsed = 0.0
stage = 61
stage = 9
return false
61:
if elapsed < 0.4:
9:
if elapsed < _build_time() * 3.0:
return false
# The queue and stock live in the autoload, so tearing the space
# scene down must not touch them - and the order must complete
# even with no Fleet node anywhere to hand the vessel to.
# The queue, the stock and the hangar live in the autoload, so
# tearing the space scene down must not touch them.
if game_state.pending_orders(crafter_id) != 0:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order stalled once the space scene was gone)")
print("TEST_BUILDING_STOCK_QUEUE: FAIL (build stalled once the space scene was gone)")
quit(1)
return true
if game_state.vessels_owed.is_empty():
print("TEST_BUILDING_STOCK_QUEUE: FAIL (vessel completed with no fleet present was lost, not owed)")
if game_state.stored_vessels.size() != stored_at_start + 1:
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel built with no fleet present was lost)")
quit(1)
return true
print("no scene at all -> order completed, %d vessel owed" % game_state.vessels_owed.size())
# Come back to space: the fleet should claim what it is owed.
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
elapsed = 0.0
stage = 8
return false
8:
if elapsed < 0.5:
return false
if not game_state.vessels_owed.is_empty():
print("TEST_BUILDING_STOCK_QUEUE: FAIL (returning fleet never claimed its %d owed vessel(s))" % game_state.vessels_owed.size())
quit(1)
return true
print("fleet returned and claimed the owed vessel (ships=%d)" % fleet.ships.size())
print("no scene at all -> build completed into the hangar (%d waiting)" % game_state.stored_vessels.size())
print("TEST_BUILDING_STOCK_QUEUE: PASS")
quit(0)
return true
@ -235,10 +248,6 @@ func _process(delta: float) -> bool:
func _clear_hazards() -> void:
# set_process(false) on AsteroidField only stops NEW chunks spawning -
# rocks already in the world keep drifting and can destroy a parked ship,
# which silently changes the fleet size this test asserts on. This is a
# logistics test, not a survival one.
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()

View file

@ -50,7 +50,8 @@ func _initialize() -> void:
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
game_state.rocks = 100
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")

View file

@ -34,7 +34,8 @@ func _initialize() -> void:
game_state.transporters.clear()
game_state.rocks = 900
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "logistics", "freight"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)

View file

@ -52,7 +52,8 @@ func _initialize() -> void:
game_state.extractors.clear()
game_state.rocks = 40
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
@ -161,20 +162,21 @@ func _process(delta: float) -> bool:
stage = 6
return false
6:
if elapsed < 0.5:
# Long enough for the build itself, which #23 made take time.
if elapsed < game_state.build_time(GameState.PRODUCT_SHIP) * 3.0:
return false
# --- 5. the queued order completed off the fleet's own ore ---
if game_state.pending_orders(crafter_id) != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order still queued after a hand delivery)")
quit(1)
return true
if fleet.ships.size() != ships_before + 1:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel: %d -> %d)" % [ships_before, fleet.ships.size()])
# Since #23 a finished vessel waits in the hangar rather than
# crewing itself, so this is where it lands.
if game_state.stored_vessels.size() != 1:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel built: %d in the hangar)" % game_state.stored_vessels.size())
quit(1)
return true
print("queued order fulfilled by hand, no transport hub: ships %d->%d" % [
ships_before, fleet.ships.size()
])
print("queued order fulfilled by hand, no transport hub: %d vessel in the hangar" % game_state.stored_vessels.size())
# --- 6. conservation ----------------------------------------
var expected: int = total_before - GameState.SHIP_COST

View file

@ -50,7 +50,7 @@ func _initialize() -> void:
game_state.transporters.clear()
game_state.rocks = 100
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)

View file

@ -34,7 +34,8 @@ func _initialize() -> void:
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
scene = load("res://Main.tscn").instantiate()

View file

@ -35,7 +35,8 @@ func _initialize() -> void:
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 1200
game_state.fleet_cargo = 0
@ -154,16 +155,25 @@ func _process(delta: float) -> bool:
stage = 2
return false
2:
if elapsed < 0.6:
if elapsed < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
return false
# Finished vessels wait at the mothership (#23); crew it here so
# the rest of the checks can look at a real ship.
if game_state.stored_vessels.size() != 1:
print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
quit(1)
return true
if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
quit(1)
return true
fleet.add_ship(game_state.take_stored_vessel(0))
var shield_ship: Node = null
for ship in fleet.ships:
if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
shield_ship = ship
if shield_ship == null:
print("TEST_SHIP_LAB: FAIL (the shield order produced no shield vessel: %d ships, owed %s)" % [
fleet.ships.size(), game_state.vessels_owed
])
print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
quit(1)
return true
if not shield_ship.has_shield():

View file

@ -46,6 +46,14 @@ func _total() -> int:
sum += int(b.get("stock", 0))
for t in game_state.transporters:
sum += int(t.get("carrying", 0))
# Ore inside a build that has STARTED but not finished (#23). It has left
# the building's stock and has not yet been consumed by a completed
# vessel, so without counting it the total dips for the length of every
# build - which is a gap in this sum, not a leak in the game.
for b in game_state.buildings:
for o in b.get("orders", []):
if bool(o.started):
sum += game_state.product_cost(String(o.product))
return sum
@ -56,7 +64,8 @@ func _initialize() -> void:
game_state.transporters.clear()
game_state.rocks = 200
game_state.fleet_cargo = 0
game_state.vessels_owed.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "logistics", "freight", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
@ -118,7 +127,7 @@ func _process(delta: float) -> bool:
total_at_start = _total()
return false
2:
if elapsed < 0.3:
if elapsed < game_state.build_time(GameState.PRODUCT_TRANSPORTER) * 3.0:
return false
if game_state.transporters.size() != 1:
print("TEST_TRANSPORTER_SUPPLY: FAIL (built %d transporters from one order)" % game_state.transporters.size())