Files
gplan-2/game/tests/run_all.gd
T
DKChan ed8e0f9f3d iter34 卡④ T1-T3: 信息迷雾类型可见性——层距 N+Boss/候选豁免+单圈回雾(N 读表)+呈现显隐决策面+画布大图断言与探针常数同源
- level_table.gd: info_visible_layers 字段(int≥1)+validate 越域 domain 错;level.tres 挂 2
- level_runner.gd: type_visible_ids() 纯函数(入口 BFS 层差 ≤N ∪ Boss ∪ 候选,锚=当前节点层/入口停点 0;visited 不豁免)+_bfs_layers()
- level_map_screen.gd: node_display() 静态决策面+display_probe()+_draw_graph 图标/文字/Boss 描边三处改读决策面(结构通道零改动)
- 新单测 level_map_type_vis_test(26 断言)/level_map_info_fog_test(19 断言);run_all 注册两行
- smoke_all ⑬ 真图 L2 入口停点可见性组(+5 断言);ui_input_probe ⑬ 常数锚同源化+⑱ 雾不扩可点域

轻闸读数:冒烟 1211 项 0 失败(主区基线 1206,+5=新增组)/probe_gate --click 全绿
2026-10-22 05:52:11 +08:00

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# tests/run_all.gd — 单元测试统一入口(双载体的逻辑测试调用点,套件 manifest 协议 D2 AC-2b)
# 用法:godot --headless --path game --script res://tests/run_all.gd (本地闸 02 闸包装外部超时:timeout 120s …)
# 协议:套件清单逐条"套件 → 期望退出码";致命类独立进程(expect=1)。
# 执行形态:逐套件起独立 Godot 子进程实跑
#(OS.get_executable_path() 解析本引擎二进制——--script 模式无 autoload/全局标识符,
# 每个测试文件自带显式实例化夹具,见 tests/README 协议要点)。
# 场景探针(.tscn 载体)由本地闸(probe_gate.sh)单独步骤调用,不经本入口。
extends SceneTree
# 脚本错误标记与 tools/run_smoke.py 的 ERROR_MARKERS 同源(GDScript 无脚本错误陷阱 API,
# 错误不改进程退出码、不计失败数,只能由调用方扫输出——三硬闸之二)。
const ERROR_MARKERS: Array[String] = ["SCRIPT ERROR", "Parse Error"]
func _init() -> void:
print("[run_all] unit/contract suite entry — %d suites" % _suites().size())
if DisplayServer.get_name() != "headless":
push_warning("[run_all] 建议以 --headless 运行(D2 冒烟协议)")
var failures := 0
var ran := 0
for suite in _suites():
failures += _run_suite(suite, ran)
ran += 1
# 实跑套件数校验:manifest 有条目却被静默跳过(早退/continue)必须判红,不能只凭 failures。
if ran != _suites().size():
push_error("[run_all] 实跑套件数 %d ≠ manifest 条目数 %d——有套件未跑" % [ran, _suites().size()])
quit(1)
return
if failures > 0:
push_error("[run_all] %d 个套件失败" % failures)
quit(1)
return
print("[run_all] all green (%d suites)" % _suites().size())
quit(0)
# 套件清单:{ "path": String, "expect": int, "negative"?: bool };致命类(期望非 0)独立进程断言退出码。
func _suites() -> Array:
return [
# example_test.gd 是协议活样板(tests/unit/README 明示),不进生产 manifest——
# 样板件占位断言跑绿没有信息量,且占据「27 套件」计数。文件保留作模板(同类先例见下 fog_lantern 摘除行)。
{"path": "res://tests/unit/data_config/config_db_test.gd", "expect": 0},
{"path": "res://tests/unit/data_config/forge_table_test.gd", "expect": 0}, # 六路线 schema 正反(V1)+特效留空(V11)+几何价格梯(V2 半边)
{"path": "res://tests/unit/data_config/config_db_fatal_oob_test.gd", "expect": 1},
{"path": "res://tests/unit/data_config/treasure_target_violation_test.gd", "expect": 1}, # 真视窄域护栏
# negative=true=负面套件:坏表/违规输入是它的测试目标,输出里必然带 Parse Error,
# 脚本错误扫描对它属误伤——豁免只放行这一件,且仅限「错误扫描」一闸(退出码与断言下限照判)。
{"path": "res://tests/unit/data_config/reward_dangling_treasure_test.gd", "expect": 1, "negative": true}, # 秘宝双表校验
{"path": "res://tests/unit/data_config/counter_prefix_fatal_test.gd", "expect": 1, "negative": true}, # 卡② V9 前缀合法性+引用闭合加载致命
{"path": "res://tests/unit/data_config/rng_service_test.gd", "expect": 0},
{"path": "res://tests/unit/core/treasure_items_test.gd", "expect": 0}, # 秘宝结构冻结断言面
{"path": "res://tests/unit/core/breakpoint_resume_test.gd", "expect": 0}, # 断点往返/续玩确定性/幂等/退出清断点
{"path": "res://tests/unit/core/curio_refresh_paid_test.gd", "expect": 0}, # 三选一刷新免费双源+GP 付费档(对齐商店 MC-1:价曲线/优先序/停点清零/钱包单口)
{"path": "res://tests/unit/core/level_map_type_vis_test.gd", "expect": 0}, # 信息迷雾——类型可见性(层距 N+Boss/候选豁免+单圈+N 读表+续玩同值)
{"path": "res://tests/unit/presentation/pacing_queue_test.gd", "expect": 0}, # AC⑤/T9——排空零分叉/零丢行/延迟双态
{"path": "res://tests/unit/presentation/reward_overlay_test.gd", "expect": 0}, # 奖励节点 UI 直验(盲区补漏)
{"path": "res://tests/unit/presentation/level_map_info_fog_test.gd", "expect": 0}, # 信息迷雾——呈现显隐/Boss 豁免/详情零显示/大图拟合
{"path": "res://tests/unit/presentation/forge_workbench_test.gd", "expect": 0}, # 工作间两区六路线 UI 直验(V13 自动化前置面)
{"path": "res://tests/unit/battle_settlement/damage_math_test.gd", "expect": 0},
{"path": "res://tests/unit/battle_settlement/damage_controller_test.gd", "expect": 0},
{"path": "res://tests/unit/battle_settlement/skill_unlock_test.gd", "expect": 0}, # Boss 半血解锁技·容器机制(门谓词/闩不可逆/双面过滤/保底不逼锁定/零扰动)
{"path": "res://tests/unit/contracts/system_contracts_test.gd", "expect": 0},
{"path": "res://tests/unit/presentation/ui_font_asset_test.gd", "expect": 0},
{"path": "res://tests/unit/presentation/terrain_tile_sets_test.gd", "expect": 0},
# 提灯载体行不在册(呈现桥断言归阔视野带参数面)
{"path": "res://tests/unit/core/effect_words_t1_test.gd", "expect": 0},
{"path": "res://tests/unit/core/treasure_effects_test.gd", "expect": 0}, # 新目录 12 件逐件行为(V7 附属表正常/边界/反例)
{"path": "res://tests/unit/core/tree_rules_v11_test.gd", "expect": 0}, # V11 六键合成行闭集校验 # V1 词表扩签封闭性(新词在册/出域四路被拒/adventure 计数器往返/mod_eq 预评估口径)
{"path": "res://tests/unit/core/tree_requires_level_test.gd", "expect": 0}, # R1 requires_level 等级阈值前置(schema 四拒一过+判定三态+投影两态)
{"path": "res://tests/unit/core/pool_case_d_test.gd", "expect": 0}, # 池结构案D 行为(V6 令牌三态/V7 曝光槽 2+1 回退/V8 概率上限解耦提前退役)
{"path": "res://tests/unit/core/feat_vouchers_test.gd", "expect": 0}, # 凭证五件+留任二件(V9 路由逐件/F-1 存量账/V10 留任路由+AP 属性轴)
{"path": "res://tests/unit/core/settle_segments_test.gd", "expect": 0}, # 结算五段 Segment(V4:直接 new/编排器接线/真实一轮走段序)
{"path": "res://tests/unit/core/save_slot_isolation_test.gd", "expect": 0}, # 卡① 三槽位间隔离/进档失败恢复/宿主链引用同一(sv1/sv5/sv9/sv10)
{"path": "res://tests/unit/core/save_boot_no_activate_test.gd", "expect": 0}, # 卡① 启动态类级契约:无激活态/拒写盘面零触碰/越界拒绝(sv2/sv3)
{"path": "res://tests/unit/core/save_slot_summary_test.gd", "expect": 0}, # 卡① 摘要三项按槽窥视:异值/空槽/坏槽三态/零副作用(sv7/sv8)
{"path": "res://tests/unit/presentation/modal_flow_test.gd", "expect": 0}, # 模态编排纯逻辑(V6:直接 new/互斥域谓词/三例外锁/演播后排窗)
# ---- L2 集成层(跨系统用例,与 unit/ 的隔离断言面分工)----
{"path": "res://tests/integration/save_rng_roundtrip_test.gd", "expect": 0}, # 存档⇄RNG 快照往返(SaveManager 迁移链 × 断点消费 × RNG 续跑 × 停点态确定性)
# ---- core 四件与呈现层两件的直接单测 ----
{"path": "res://tests/unit/core/board_generator_test.gd", "expect": 0}, # 棋盘生成(尺寸合表/数字=八邻雷数/同种子逐位一致/可推理自洽)
{"path": "res://tests/unit/core/minesweeper_rules_test.gd", "expect": 0}, # 排雷规则(装板不变量/挖的 face 规则/揭示推进/封印/目录外拒)
{"path": "res://tests/unit/core/config_db_resolver_test.gd", "expect": 0}, # 配置解析(ceil 偏难语义/行集行序/难度 clamp)
{"path": "res://tests/unit/core/config_db_cross_validator_test.gd", "expect": 0}, # 跨表校验(正向零错/悬空 skill_id/side 反向)
{"path": "res://tests/unit/presentation/hud_presenter_test.gd", "expect": 0}, # HUD 投影文案(逐拒绝原因/兜底不空)
{"path": "res://tests/unit/presentation/battle_narrator_test.gd", "expect": 0}, # 战斗叙述(数值带入/胜负互异/收束态恒定)
{"path": "res://tests/unit/presentation/type_glow_test.gd", "expect": 0}, # 未开格类型微光数据面(九型归组封闭/清单外显式失败/冻结色相只准动明度/α170·带宽cell÷8锚定/合成空间阶梯单调+模型CR≥1.20/probe API 形状)
]
func _run_suite(suite: Dictionary, idx: int) -> int:
var path: String = suite.get("path", "")
var expect: int = int(suite.get("expect", 0))
if path.is_empty():
push_error("[run_all] suite missing path")
return 1
var bin := _engine_bin()
if bin == "":
push_error("[run_all] 未找到 console 版引擎二进制(设 GODOT_BIN 指向 *_console.exe)——"
+ "非 console 版是 GUI 子系统,子进程 stdout/stderr 句柄无效,脚本错误扫描无从落地")
return 1
# 子进程输出只能落盘再读:OS.execute 的 output 管道在本机 Godot/Windows 组合下恒为空
#(实测 0 行),故整条命令交给 cmd /c 并重定向到日志,退出码由 cmd 原样回传。
var proj := ProjectSettings.globalize_path("res://")
var log := proj + "/tests/.gates/run_all_%02d.log" % idx
DirAccess.make_dir_recursive_absolute(proj + "/tests/.gates")
var cmd := '"%s" --headless --path "%s" --script "%s" > "%s" 2>&1' % [bin, proj, path, log]
var out := PackedStringArray()
var code: int = OS.execute("cmd.exe", PackedStringArray(["/c", cmd]), out, true, false)
var text := FileAccess.get_file_as_string(log) if FileAccess.file_exists(log) else ""
var negative := bool(suite.get("negative", false))
# 负面套件(坏表/违规输入是它的测试目标)全文折叠,只回显结论行——
# 它输出里的 Parse Error 是预期产物,回显出去会让编排层的日志扫描误判成真实脚本错误。
if negative:
print("[run_all] %s:负面套件——全文输出已折叠(输出中的错误为其测试目标,非缺陷)" % path)
else:
print(text)
if not negative and _has_script_error(text):
push_error("[run_all] FAIL %s — 输出含脚本错误标记:%s" % [path, _script_error_line(text)])
return 1
if code != expect:
push_error("[run_all] FAIL %s — 退出码 %d ≠ 期望 %d" % [path, code, expect])
return 1
print("[run_all] PASS %s (exit=%d)" % [path, code])
return 0
# 引擎二进制必须取 console 版:OS.get_executable_path() 返回的是 GUI 子系统 exe
#(Godot_v4.7.2-stable_win64.exe),它起的子进程 stdout/stderr 句柄无效——输出全丢,
# 脚本错误扫描就成了扫空气。GODOT_BIN 优先,其次按命名推导 *_console.exe。
func _engine_bin() -> String:
var env := OS.get_environment("GODOT_BIN")
if env != "" and FileAccess.file_exists(env):
return env
var derived := OS.get_executable_path().replace(".exe", "_console.exe")
if FileAccess.file_exists(derived):
return derived
return ""
func _has_script_error(text: String) -> bool:
return _script_error_line(text) != ""
func _script_error_line(text: String) -> String:
for ln in text.split("\n"):
var s := String(ln).strip_edges()
if s.is_empty():
continue
for marker in ERROR_MARKERS:
if s.contains(marker):
return s.substr(0, mini(s.length(), 160))
return ""