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gplan-2/game/probe/probe_coverage_recorder.gd
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# probe_coverage_recorder.gd — 真输入覆盖登记件(探针共用面)
# 是什么:探针/C 驱动件把合成 InputEvent 经 Viewport.push_input 送进引擎输入管线时,登记
# 「真输入实际命中了哪些交互控件」,探针收尾落 JSONP 式 .js 到 tests/.gates/coverage/
# (.js 供 file:// 页面 <script src> 直载——fetch 本地 json 会被 CORS 拦)。
# 成员面(两源):① 场景树全部 BaseButton——pressed 沿自动接线(重扫懒触发,见下);
# ② 自绘命中类——现役接 camp_scene_view.object_pressed(信号带物件 id,key 追加 #物件id 后缀),
# 其余自绘命中面走 note_hit() 显式口。
# 真输入旗标:push 前置位、帧末清位——只有旗标在位期间的命中入账;信号直发(〔接线断言〕保留站)
# 与产品码自发射永不入账。命中=控件真的收到事件:hitbox 错位/遮挡时零命中,缺口自然暴露——
# 这是「新控件落地→覆盖登记自动出现它」的数据源。
# key 规则(契约「场景文件路径+节点路径」的实况落地偏差,详见 qa-harness 讨论文档回写节):
# 本仓库 UI 大头由代码构建(main_ui_build/ui_kit 不设节点名),运行时节点路径全为 @类@序
# 临时名——契约原样落地产出空登记。故键取「锚链归一化」形态:自主根到控件只收集带稳定身份的
# 锚(具名节点用其名、带脚本节点用脚本文件名;@ 临时名段整体不入键),控件本体记 类#钮面文本,
# 同键控件按接线遍历序追加 #序位。键在确定构建序下可复现;UI 构建序变更会平移同键序位——
# 表现为键漂移而非静默丢失,属测量面可接受代价。
# 开发面边界(2026-11-07 用户裁——调试面不入玩家可达对账宇宙,登记层过滤、不产豁免条目):
# DebugOverlay 浮窗(class_name 声明,main_ui_build 装配注「玩家画面零常驻调试件」)+
# ui.screens.debug_badge 调试角标+ui.screens.inter_overlay 调试两层模式专用层
# (main.gd _on_battle_finished「仅调试模式接线」——正常冒险层间推进归 AdventureRunner)。
# 依据=test-conventions「调试注入两层」调试面发布态恒隐条款;过滤为纯减法(玩家可达面零影响)。
# 用法:探针 _ready 里 `_recorder = ProbeCoverageRecorder.new()` → `attach(main, "<探针名>")`;
# 收尾 `dump_js()`。探针共用面不入 S 系扫描面(code-conventions §4.13 分档)。
extends RefCounted
const ProbeUiUtil := preload("res://probe/probe_ui_util.gd")
var _main: Node
var _probe_name: String
var _pending := false # 真输入在途旗标
var _camp: Control = null # 营地场景根(自绘命中单点)
var _hits: Dictionary = {} # 稳定 key(String) → 命中次数(int)
var _node_keys: Dictionary = {} # 接线时分配的节点键(instance_id → key)
var _key_seen: Dictionary = {} # 基键出现次数(同键控件按遍历序追加序位)
var _wired: Dictionary = {} # 已连 pressed 的按钮实例 id → true(防重连)
var _skipped_temp := 0 # 临时名命中笔数(不入 key,只计数)
var _dev_roots: Array[Node] = [] # 开发面根(DebugOverlay 浮窗/调试角标/inter 调试专用层)——整棵子树不入账
var _dev_skipped := 0 # 开发面接线跳过笔数(观测面——dump meta 携带)
# ---- 装载与接线 ----
func attach(main: Node, probe_name: String) -> void:
_main = main
_probe_name = probe_name
ProbeUiUtil.coverage_hook = self # 共用件真输入口统一过旗标(push_click/push_click_at/push_motion)
_resolve_dev_roots()
_wire_buttons()
_wire_camp_scene()
# 开发面根解析(三处成员引用/脚本身份单点,见头注边界声明)——解析仅 attach 时一次,
# 解析不到的根跳过(无独立计数;attach 后重建的开发面根会漏滤)——漏滤方向由 seen 集
# 「开发面键 0」核对兜住(开发面键再现=过滤失守),玩家可达面零误滤风险(早退只命中三根)。
func _resolve_dev_roots() -> void:
var overlay := _find_by_script(_main, "debug_overlay")
if overlay != null:
_dev_roots.append(overlay)
var ui: Object = _main.get("ui")
if ui != null:
var screens: Object = ui.get("screens")
if screens != null:
for prop in ["inter_overlay", "debug_badge"]:
var n: Node = screens.get(prop)
if n != null:
_dev_roots.append(n)
func _is_dev_root(n: Node) -> bool:
return _dev_roots.has(n)
# 懒重扫:每次真输入 push 前接线一遍新入树的按钮(开层重建的钮行在下次点击前接上);
# 已释放按钮的连接随节点释放失效,登记表按 instance_id 清扫。
func mark_real_input() -> void:
for id in _wired.keys():
if instance_from_id(int(id)) == null:
_wired.erase(id)
_node_keys.erase(id)
_wire_buttons()
if not _pending: # 同帧多次 push 只挂一次帧末清位旗(重复 connect 会报引擎错)
_pending = true
_main.get_tree().process_frame.connect(_clear_pending, CONNECT_ONE_SHOT)
func _clear_pending() -> void:
_pending = false
func _wire_buttons() -> void:
_wire_into(_main)
func _wire_into(node: Node) -> void:
if _is_dev_root(node): # 开发面整棵子树不入账(接线与命中双断——pressed 沿都不连)
_dev_skipped += 1
return
if node is BaseButton:
var id := node.get_instance_id()
if not _wired.has(id):
_wired[id] = true
_node_keys[id] = _assign_key(node)
(node as BaseButton).pressed.connect(_on_button_pressed.bind(id))
for child in node.get_children():
_wire_into(child)
func _wire_camp_scene() -> void:
_camp = _find_by_script(_main, "camp_scene_view")
if _camp != null:
_camp.object_pressed.connect(_on_camp_object)
func _find_by_script(root: Node, script_name: String) -> Control:
var s: Script = root.get_script()
if s != null and String(s.resource_path).contains(script_name) and root is Control:
return root as Control
for child in root.get_children():
var found := _find_by_script(child, script_name)
if found != null:
return found
return null
# ---- 键分配(锚链归一化,接线时一次算好存表)----
func _assign_key(n: Node) -> String:
var chain := _anchor_chain(n)
var leaf := ""
if n is BaseButton:
leaf = "%s#%s" % [n.get_class(), String((n as BaseButton).text)]
else:
leaf = n.get_class()
var base := "%s:%s/%s" % [String(_main.scene_file_path), "/".join(chain), leaf]
# 同键控件按接线遍历序加序位(#1 省略)——重复键可分账,序位随构建序漂移属已知代价
_key_seen[base] = int(_key_seen.get(base, 0)) + 1
if int(_key_seen[base]) > 1:
base += "#%d" % int(_key_seen[base])
return base
# 自主根到 n 的稳定锚链:具名节点取其名、带脚本节点取脚本文件名;@ 临时名段不入链。
func _anchor_chain(n: Node) -> Array[String]:
var chain: Array[String] = []
var cur: Node = n
while cur != null and cur != _main:
var nm := String(cur.name)
if not nm.begins_with("@"):
chain.push_front(nm)
elif cur.get_script() != null:
var sp := String((cur.get_script() as Script).resource_path)
chain.push_front(sp.get_file().trim_suffix(".gd"))
cur = cur.get_parent()
if chain.is_empty():
chain.push_front("(root)")
return chain
# ---- 显式登记口(自绘命中类无信号可连时的单点)----
func note_hit(n: Node, suffix: String = "") -> void:
if not _pending or n == null:
return
var id := n.get_instance_id()
var key := String(_node_keys.get(id, ""))
if key == "":
key = _assign_key(n)
_node_keys[id] = key
_bump(key + suffix)
# ---- 命中处理 ----
func _on_button_pressed(id: int) -> void:
if not _pending:
return
var key := String(_node_keys.get(id, ""))
if key == "":
_skipped_temp += 1
return
_bump(key)
func _on_camp_object(key: StringName) -> void:
if not _pending or _camp == null:
return
var id := _camp.get_instance_id()
var base := String(_node_keys.get(id, ""))
if base == "":
base = _assign_key(_camp)
_node_keys[id] = base
_bump(base + "#" + String(key))
func _bump(key: String) -> void:
_hits[key] = int(_hits.get(key, 0)) + 1
# ---- 场景树全量交互面枚举(控件缺口数据源:seen−hit=「存在但零真输入覆盖」)----
# 成员面与登记同源:场景树全部 BaseButton(main 建树常驻——未开过的屏的钮也算存在;
# 已接线钮复用接线键防序位错位,未接线者落盘期才补键——落盘是终态动作,序位计数此后不再消费)
# +营地物件(经 db 布局表 hotspot_key 公共数据面枚举;物件命中见 _on_camp_object 的 #物件id 后缀)。
func enumerate_seen() -> Array[String]:
var keys: Array[String] = []
_seen_into(_main, keys)
var db = _main.get("db")
if db != null and db.get("presentation") != null:
var layout = db.presentation.camp_scene_layout
if layout != null:
for spec in layout.layers:
var hk: StringName = spec.hotspot_key
var ck := "camp_object#" + String(hk)
if hk != &"" and not keys.has(ck):
keys.append(ck)
return keys
func _seen_into(node: Node, keys: Array[String]) -> void:
if _is_dev_root(node): # seen 枚举与登记同源同滤——开发面不入「存在但零覆盖」缺口面
_dev_skipped += 1
return
if node is BaseButton:
var id := node.get_instance_id()
var key := String(_node_keys.get(id, ""))
if key == "":
key = _assign_key(node)
_node_keys[id] = key
if not keys.has(key):
keys.append(key)
for child in node.get_children():
_seen_into(child, keys)
# ---- 落盘(JSONP 式 .js——file:// 页面 <script src> 直载)----
func dump_js() -> void:
# 判据出处: design/engineering/test-conventions.md:30 (覆盖登记落盘守卫——判定上报通道组)
var dir := DirAccess.open("res://")
if dir == null:
push_error("[coverage] res:// 打不开,登记未落盘")
return
var mk := dir.make_dir_recursive("tests/.gates/coverage")
if mk != OK and not dir.dir_exists("tests/.gates/coverage"):
push_error("[coverage] coverage 目录建不了(err=%d),登记未落盘" % mk)
return
var path := "res://tests/.gates/coverage/probe_hits_%s.js" % _probe_name
var f := FileAccess.open(path, FileAccess.WRITE)
if f == null:
push_error("[coverage] 登记文件打不开:%s" % path)
return
var total := 0
for k in _hits:
total += int(_hits[k])
var seen := enumerate_seen()
var payload := {
"meta": {
"probe": _probe_name,
"seed": OS.get_environment("PROBE_SEED"),
"scene": String(_main.scene_file_path),
"generated_at": Time.get_datetime_string_from_system(),
"driver": "InputEvent via Viewport.push_input(真输入管线)",
"key_shape": "锚链归一化(具名/脚本锚+类#文本+序位;@ 临时名不入键)",
"hits_total": total,
"seen_total": seen.size(),
"skipped_temp_names": _skipped_temp,
"dev_face_roots": _dev_roots.size(),
"dev_face_skipped": _dev_skipped,
},
"hits": _hits,
"seen": seen,
}
var js := "/* 真输入覆盖登记——探针每次运行自动覆写,人工修订无效(豁免面走人工清单,不落本文件)。 */\n"
js += "window.__QA_COVERAGE__ = window.__QA_COVERAGE__ || {};\n"
js += "window.__QA_COVERAGE__.probe_real_input = window.__QA_COVERAGE__.probe_real_input || {};\n"
js += "window.__QA_COVERAGE__.probe_real_input[%s] = %s;\n" % [
JSON.stringify(_probe_name), JSON.stringify(payload, " ")]
f.store_string(js)
f.close()
print("[coverage] 真输入命中登记已落盘 %s(控件 %d 处 / 命中 %d 次 / 临时名跳过 %d)" % [
path, _hits.size(), total, _skipped_temp])