- data_config: ConfigDB 表加载+跨表护栏零诊断/进度坐标 ceil-clamp 解析与警告去重/变异池门控/shop·meta 消费面/manifest↔目录同步/越域 fatal 退出码(独立进程 expect=1,deferred 触发保 quit 通道)/统一随机流(派生确定性/计数器账本/标签不参与派生/负种子归一化) - battle_settlement: DamageMath 四纯函数(池乘区/克制分量/掷点查档/吃掷点分量)+DamageController 伤害单据五配方+B/A 双结账模式+来源敌死作废+requires 前置门+主角倒下 halt+AC 合流三通道+池 clamp 与 refresh 政策 - contracts: 五配方/三目标/双政策词表封闭+掷点标签∈RNG 封闭词表(EC12)+单据九栏缺省+增益布尔受理口径(EC1/EC2) - 红线: 期望值全由表读值推导(零玩法数值字面量)/零自建 RNG(夹具种子仅求复现) - 轻闸: 冒烟 557/0 + ui_input_probe 十一断言全绿(基线零漂移)
199 lines
8.4 KiB
GDScript
199 lines
8.4 KiB
GDScript
# tests/unit/data_config/config_db_test.gd — 数据配置单元测试:表加载/进度坐标 ceil 解析/变异池门控/消费面访问器
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# 运行:godot --headless --path game --script res://tests/unit/data_config/config_db_test.gd
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# 协议(ADR-0004 + tests/README):extends SceneTree + quit(code);--script 模式无 autoload——显式实例化。
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# 红线:期望值由表读值推导,不写死玩法数值(tests/README 协议要点)。
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extends SceneTree
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const ConfigDBScript := preload("res://core/config_db.gd")
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var _failures := 0
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var _checks := 0
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func _init() -> void:
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var db = ConfigDBScript.new()
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var load_ok: bool = db.load_tables("res://data/tables", true)
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_check("全部表加载 + 校验通过(含跨表护栏零 error 诊断)", load_ok and db.diagnostics_count("error") == 0)
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_check("is_ready 通道随加载置位", db.is_ready)
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if not load_ok:
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for d in db.diagnostics():
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if d.severity == "error":
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push_error("[config_db_test] 加载 error: [%s] %s" % [d.category, d.message])
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else:
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_test_progress_resolution(db)
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_test_variant_pool_gate(db)
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_test_shop_accessors(db)
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_test_meta_accessors(db)
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_test_manifest_dir_sync(db)
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if _failures > 0:
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push_error("[config_db_test] %d/%d 项失败" % [_failures, _checks])
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quit(1)
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return
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print("[config_db_test] all green (%d checks)" % _checks)
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quit(0)
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func _check(desc: String, ok: bool) -> void:
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_checks += 1
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if ok:
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print(" [PASS] " + desc)
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else:
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_failures += 1
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push_error(" [FAIL] " + desc)
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# ---- 进度坐标 ceil 解析(R1:向上下取整保证偏难;越最大行 clamp 取最大值 + 警告去重)----
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func _test_progress_resolution(db) -> void:
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var bg_rows: Array = db.board_gen.rows
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# 行键全集自表推导(禁写死关卡/深度数值)
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var level_keys: Array = []
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var depth_keys_by_level: Dictionary = {}
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for row in bg_rows:
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var lv := int(row.level_index)
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if not level_keys.has(lv):
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level_keys.append(lv)
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if not depth_keys_by_level.has(lv):
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depth_keys_by_level[lv] = []
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var dv := int(row.node_depth)
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if not depth_keys_by_level[lv].has(dv):
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depth_keys_by_level[lv].append(dv)
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level_keys.sort()
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var min_l: int = level_keys[0]
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var max_l: int = level_keys[-1]
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var min_depths: Array = depth_keys_by_level[min_l]
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min_depths.sort()
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# 精确命中:请求 = 表内现存 (L,D) → 原行返回(字段逐位相等)
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var probe_row: Dictionary = bg_rows[0]
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var got: Dictionary = db.resolve_board_gen(int(probe_row.level_index), int(probe_row.node_depth))
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_check("进度解析精确命中返回原行(board_gen 首行)",
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int(got.get("level_index", -99)) == int(probe_row.level_index)
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and int(got.get("node_depth", -99)) == int(probe_row.node_depth)
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and String(got.get("board_type", "")) == String(probe_row.get("board_type", "")))
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# enemy 行集同通道:同 (L,D) 精确行存在(关卡节点地图 前置——battle 节点双表精确行契约)
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var en_got: Dictionary = db.resolve_enemy_rowset(int(probe_row.level_index), int(probe_row.node_depth))
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_check("enemy 行集同坐标解析非空(双表精确行契约)", not en_got.is_empty())
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# 深度 clamp:请求深度超最大行 → 取该关最大深度行 + 警告诊断一次(去重)
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db.reset_diagnostics()
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var deep: Dictionary = db.resolve_board_gen(min_l, int(min_depths[-1]) + 1)
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_check("深度越最大行 clamp 取该关最大深度行",
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int(deep.get("level_index", -99)) == min_l and int(deep.get("node_depth", -99)) == int(min_depths[-1]))
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_check("clamp 解析发警告诊断(resolve_depth_clamp)", db.diagnostics_count("warning") >= 1)
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var found_clamp := false
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for d in db.diagnostics():
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if d.category == "resolve_depth_clamp":
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found_clamp = true
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_check("警告类别 = resolve_depth_clamp", found_clamp)
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var warn_before: int = db.diagnostics_count("warning")
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db.resolve_board_gen(min_l, int(min_depths[-1]) + 1)
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_check("同键重复请求警告去重(四元组注册表)", db.diagnostics_count("warning") == warn_before)
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# 关卡 clamp:请求关卡超最大行 → 取最大关卡行
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db.reset_diagnostics()
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var high: Dictionary = db.resolve_board_gen(max_l + 1, 0)
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_check("关卡越最大行 clamp 取最大关卡行", int(high.get("level_index", -99)) == max_l)
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# ---- 变异池门控(unlock_level 闸 + ∅ board_types 通配)----
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func _test_variant_pool_gate(db) -> void:
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var rows: Array = db.variation.rows
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var gated_row := {}
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var wildcard_row := {}
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for row in rows:
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var tags: Array = row.get("board_types", [])
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if gated_row.is_empty() and not tags.is_empty():
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gated_row = row
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if wildcard_row.is_empty() and tags.is_empty():
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wildcard_row = row
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if not gated_row.is_empty():
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var u: int = int(gated_row.unlock_level)
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var tag: String = String(gated_row.board_types[0])
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var before: Array = db.variant_pool(u - 1, tag)
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var after: Array = db.variant_pool(u, tag)
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_check("变异池 unlock 前不含未解锁行(level=unlock−1)", not _rows_contain(before, gated_row))
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_check("变异池 unlock 当级含该行", _rows_contain(after, gated_row))
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if not wildcard_row.is_empty():
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var u2: int = int(wildcard_row.unlock_level)
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var any_pool: Array = db.variant_pool(u2, "nonexistent_board_type_tag")
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_check("∅ board_types 行通配(任一 board_type 命中)", _rows_contain(any_pool, wildcard_row))
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func _rows_contain(pool: Array, row: Dictionary) -> bool:
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for r in pool:
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if r == row:
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return true
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return false
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# ---- ShopTable 消费面(行集解析单点——runner/编排禁自扫表的契约消费侧验证)----
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func _test_shop_accessors(db) -> void:
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var products: Array = db.shop_products()
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if products.is_empty():
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_check("ShopTable products 行族非空(表已落籍前提)", false)
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return
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_check("ShopTable products 行族非空", true)
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var first: Dictionary = products[0]
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var got: Dictionary = db.shop_product_row(String(first.product_id))
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_check("shop_product_row 按 product_id 精确命中首行", got == first)
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_check("shop_product_row 未知 id 返回空字典(容错通道)", db.shop_product_row("no_such_product_id__").is_empty())
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var tier_rows: Array = db._shop_rows("gp_drops")
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if not tier_rows.is_empty():
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var tier0: String = String(tier_rows[0].tier)
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_check("shop_gp_drop_row 按 tier 命中", not db.shop_gp_drop_row(tier0).is_empty())
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var bonus_rows: Array = db._shop_rows("level_gp_bonus")
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if not bonus_rows.is_empty():
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var blv: int = int(bonus_rows[0].level_index)
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_check("shop_level_gp_bonus 按关卡序号命中行值", db.shop_level_gp_bonus(blv) == int(bonus_rows[0].bonus))
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_check("shop_level_gp_bonus 未登记关卡返回 0(兜底通道)", db.shop_level_gp_bonus(-1) == 0)
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var price_rows: Array = db._shop_rows("price_level_bonus")
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if not price_rows.is_empty():
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var plv: int = int(price_rows[0].level_index)
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_check("shop_price_level_bonus 按关卡序号命中行值", db.shop_price_level_bonus(plv) == int(price_rows[0].bonus))
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# ---- MetaTable 消费面 ----
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func _test_meta_accessors(db) -> void:
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var forge_rows: Array = db._meta_rows("forge_products")
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if forge_rows.is_empty():
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_check("MetaTable forge_products 行族非空", false)
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else:
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var attr0: String = String(forge_rows[0].attr)
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_check("meta_forge_row 按 attr 命中首行", db.meta_forge_row(attr0) == forge_rows[0])
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_check("meta_forge_row 未知 attr 返回空字典", db.meta_forge_row("no_such_attr__").is_empty())
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var key_rows: Array = db._meta_rows("boss_keystone")
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if not key_rows.is_empty():
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var klv: int = int(key_rows[0].level_index)
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_check("meta_boss_keystone_row 按关卡序号命中", db.meta_boss_keystone_row(klv) == key_rows[0])
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var conv_rows: Array = db._meta_rows("conversion")
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if not conv_rows.is_empty():
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var cattr: String = String(conv_rows[0].attr)
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_check("meta_conversion_row 按 attr 命中", db.meta_conversion_row(cattr) == conv_rows[0])
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# ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)----
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func _test_manifest_dir_sync(db) -> void:
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var manifest: Dictionary = db.TABLE_MANIFEST
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var dir := DirAccess.open("res://data/tables")
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var disk_files: Array = []
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if dir != null:
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dir.list_dir_begin()
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var f := dir.get_next()
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while f != "":
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if not dir.current_is_dir() and f.ends_with(".tres"):
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disk_files.append(f)
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f = dir.get_next()
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dir.list_dir_end()
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var synced := disk_files.size() == manifest.size()
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if synced:
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for key in manifest.keys():
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if not disk_files.has(String(manifest[key])):
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synced = false
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_check("TABLE_MANIFEST 与 data/tables 目录逐文件同步(无缺登/无悬登)", synced)
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