# tests/integration/save_rng_roundtrip_test.gd — L2 集成用例:存档 ⇄ RNG 快照往返 # 跨系统面 = SaveManager(落盘 + 版本迁移链)× AdventureRunner(断点消费)× # RngService(种子/取数号位续跑)× BoardGenerator(开板确定性)。 # 与 tests/unit/core/breakpoint_resume_test.gd 的分工:那件是单测,只验「断点写读 + 首战开板一致」; # 本件验的是**跨系统闭环**——盘上往返(含旧版本档经迁移链)之后,断点仍能被冒险层消费且 RNG 续跑 # 零跳号,是「玩家的旧存档还能不能接着打」这条真实路径。 # 运行:godot --headless --path game --script res://tests/integration/save_rng_roundtrip_test.gd extends SceneTree const SaveManagerScript := preload("res://core/save_manager.gd") const AdventureRunnerScript := preload("res://core/adventure_runner.gd") const RngServiceScript := preload("res://core/rng_service.gd") const Kit := preload("res://tests/unit/test_kit.gd") const SEED := 4242 const SAVE_PATH := "user://test_integration_save_rng.json" var _db: ConfigDb var _disk: String func _init() -> void: _disk = ProjectSettings.globalize_path(SAVE_PATH) _clear_disk() _db = load("res://core/config_db.gd").new() as ConfigDb if not _db.load_tables("res://data/tables", false): Kit.check("数值表加载", false) quit(Kit.finish("save_rng_roundtrip")) return _test_disk_roundtrip_preserves_breakpoint() _test_old_version_save_migrates_and_resumes() _clear_disk() quit(Kit.finish("save_rng_roundtrip")) # ---- 用例一:盘上往返保真——写档再读回,断点逐键零漂移 ---- func _test_disk_roundtrip_preserves_breakpoint() -> void: var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) adr.set_save_manager(sm) Kit.check_quiet(adr.start_adventure(SEED, {"hero_override": {}, "treasure_unlocked": {}}), "往返用例:冒险启动") Kit.check_quiet(sm.has_breakpoint(), "往返用例:入口停点断点在档") Kit.check_quiet(sm.write_to_disk(), "往返用例:断点写盘") var before: Dictionary = sm.breakpoint_snapshot() var sm2 := SaveManagerScript.new(SAVE_PATH) Kit.check_quiet(sm2.load_from_disk(), "往返用例:自盘读回受理") Kit.check_quiet(sm2.has_breakpoint(), "往返用例:读回后断点仍在档") var after: Dictionary = sm2.breakpoint_snapshot() Kit.check_quiet(int(after.get("master_seed", 0)) == SEED, "往返用例:主种子往返保真") Kit.check_quiet(int(after.get("rng_counter", -1)) == int(before.get("rng_counter", -2)), "往返用例:RNG 取数号位往返保真(存档不得重耗/跳号)") var bonus_before: Dictionary = before.get("bonus", {}) as Dictionary var bonus_after: Dictionary = after.get("bonus", {}) as Dictionary var bonus_same := bonus_after.size() == bonus_before.size() for k in bonus_before: if int(bonus_after.get(k, -99999)) != int(bonus_before[k]): bonus_same = false Kit.check_quiet(bonus_same, "往返用例:永久强化账本往返保真(逐键比整数值——JSON 往返不改值)") Kit.check_quiet(int(after.get("hero_hp", -1)) == int(before.get("hero_hp", -2)), "往返用例:生命账本往返保真") # ---- 用例二:旧版本档经迁移链后仍可续玩(单测不覆盖的跨系统集成面)---- func _test_old_version_save_migrates_and_resumes() -> void: var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) adr.set_save_manager(sm) if not adr.start_adventure(SEED, {"hero_override": {}, "treasure_unlocked": {}}): Kit.check("旧档用例:冒险启动前置", false) return var runner = adr.runner() var c0: int = rng.counter() var cand: Array = runner.next_candidate_ids() if cand.is_empty(): Kit.check("旧档用例:入口停点有候选路", false) return var fp_before := _board_fingerprint(runner) var hp_before: int = runner.hero_hp sm.write_to_disk() # 降级为上一版格式档:抹掉当前版本新增域并回退版本号,模拟玩家手里的旧档。 var raw := FileAccess.get_file_as_string(_disk) var parsed: Variant = JSON.parse_string(raw) if not (parsed is Dictionary): Kit.check("旧档用例:盘上档可解析", false) return var old: Dictionary = (parsed as Dictionary).duplicate(true) old["version"] = 6 var meta: Dictionary = old.get("meta", {}) as Dictionary meta.erase("forge_routes") old["meta"] = meta var f := FileAccess.open(_disk, FileAccess.WRITE) if f == null: Kit.check("旧档用例:旧档可落盘", false) return f.store_string(JSON.stringify(old)) f.close() var sm_old := SaveManagerScript.new(SAVE_PATH) Kit.check_quiet(sm_old.load_from_disk(), "旧档用例:旧档经迁移链可载") Kit.check_quiet(sm_old.has_breakpoint(), "旧档用例:迁移后断点未被迁移链吃掉") var forge: Dictionary = sm_old.forge_routes_snapshot() Kit.check_quiet(str(forge.get("weapon", "")) == "sword", "旧档用例:迁移补齐当前版本新增域(缺 forge_routes 的旧档按初始持有态可玩)") # 旧档断点仍能被冒险层消费,且 RNG 续跑零跳号、开板与中断前逐位一致 var bp: Dictionary = sm_old.breakpoint_snapshot() var rng2 := RngServiceScript.new() var adr2 := AdventureRunnerScript.new(_db, rng2) Kit.check_quiet(adr2.resume_adventure(bp, {"hero_override": {}, "treasure_unlocked": {}}), "旧档用例:旧档断点续玩受理") Kit.check_quiet(int(adr2.master_seed) == SEED, "旧档用例:续玩主种子回填") Kit.check_quiet(rng2.counter() == c0, "旧档用例:续玩取数号位 = 断点号位(零重耗零跳号)") var runner2 = adr2.runner() Kit.check_quiet(runner2.hero_hp == hp_before, "旧档用例:续玩生命账本回填") Kit.check_quiet(_board_fingerprint(runner2) == fp_before, "旧档用例:续玩停点态与中断前逐位一致") func _board_fingerprint(runner) -> String: # 停点态指纹:候选路 + 生命 + 取数号位(无战斗对象时的可比面) var cand: Array = runner.next_candidate_ids() return "%s|%d" % [str(cand), runner.hero_hp] func _clear_disk() -> void: if FileAccess.file_exists(_disk): DirAccess.remove_absolute(_disk)