feat(03-01): add awaited replay movement tracer

- exercise source-aware event mutation on a fixed map
- verify Node replay reaches its normal end state
This commit is contained in:
unanmed 2026-09-10 15:43:26 +08:00
parent a707be4856
commit 4eec08638e
5 changed files with 165 additions and 6 deletions

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@ -213,10 +213,12 @@ export class MapLayer
event(x: number, y: number): ILayerEventView | null {
if (!this.inMap(x, y)) return null;
const index = y * this.width + x;
return this.pointEvents.getOrInsertComputed(
index,
() => new LayerEventView()
);
let eventView = this.pointEvents.get(index);
if (!eventView) {
eventView = new LayerEventView();
this.pointEvents.set(index, eventView);
}
return eventView;
}
getPointEvent(x: number, y: number): ReadonlyMap<number, string> | null {

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@ -116,7 +116,7 @@ export class ReplaySandbox
}
async step(): Promise<boolean> {
if (!this.pausing || !this.playing || this.ended) return false;
if (!this.playing || this.ended) return false;
if (this.reader.expired) {
logger.warn(156);
return false;

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@ -46,7 +46,6 @@ import {
} from '@user/data-system';
import {
CommonAuraConverter,
EnemyLegacyBridge,
GuardAuraConverter,
MainDamageCalculator,
MainEnemyFinalEffect,

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@ -0,0 +1,113 @@
import { AnonTokyoInterpreter } from 'anon-tokyo';
import {
EventTrigger,
FaceDirection,
IReplaySandbox,
TileType
} from '@user/data-common';
import { IGameMap, IMapLayer } from '@user/data-base';
import { IReadonlyBlockEvent } from '@user/data-system';
import { ReplaySystem } from '../../../data-common/src/replay/system';
import { createCoreState, CoreState } from '../../src/core';
export interface IClosedLoopFixture {
readonly state: CoreState;
readonly map: IGameMap;
readonly eventLayer: IMapLayer;
readonly replay: ReplaySystem;
readonly sandbox: IReplaySandbox;
readonly eventCompleted: () => boolean;
}
const MOVE_RIGHT_COMMAND = 1;
export function createClosedLoopFixture(): IClosedLoopFixture {
const state = createCoreState();
state.tileStore.addTile({
num: 1,
id: 'floor',
events: { 10: 'mutate-map' },
type: TileType.Terrain,
pass: { onlyEvents: false, outPass: 0b1111, inPass: 0b1111 },
eventPass: true
});
state.tileStore.addTile({
num: 2,
id: 'changed-floor',
events: {},
type: TileType.Terrain,
pass: { onlyEvents: false, outPass: 0b1111, inPass: 0b1111 },
eventPass: true
});
const map = state.maps.fromRaw({
floorId: 'F1',
width: 3,
map: { 20: [1, 1, 1] },
layerAlias: { 20: 'event' },
events: { 20: {} }
});
if (!map || !map.eventLayer) {
throw new Error('closed-loop fixture map was not created');
}
const eventLayer = map.eventLayer;
let completed = false;
const event: IReadonlyBlockEvent = {
interpreter: new AnonTokyoInterpreter({
builtInFunctions: [],
globalFunctions: []
}),
trigger: EventTrigger.OnEnter,
rawEvent: [],
compiled: null,
compile: () => null,
execute: async (_param, env) => {
await Promise.resolve();
if (!env.layer || !env.triggerLocator) {
throw new Error('closed-loop event lost its map source');
}
env.layer.setBlock(2, env.triggerLocator.x, env.triggerLocator.y);
completed = true;
}
};
state.eventStore.addEvent('mutate-map', event);
state.hero.location.setFloor('F1');
state.hero.location.setPos(0, 0);
state.hero.location.mover.setFaceDir(FaceDirection.Right);
const replay = new ReplaySystem();
replay.registerCommand(MOVE_RIGHT_COMMAND, {
execute: async step => {
if (step.params.length !== 0) return false;
const mover = state.hero.location.mover;
mover.step(FaceDirection.Right);
const controller = mover.start();
if (!controller) return false;
await controller.onEnd;
return true;
}
});
replay.record(MOVE_RIGHT_COMMAND);
const reset = () => {
eventLayer.setMapRef(new Uint32Array([1, 1, 1]));
state.hero.location.setFloor('F1');
state.hero.location.setPos(0, 0);
state.hero.location.mover.setFaceDir(FaceDirection.Right);
completed = false;
};
const sandbox = replay.createReplaySandbox({
route: replay.route,
reseter: { reset }
});
return {
state,
map,
eventLayer,
replay,
sandbox,
eventCompleted: () => completed
};
}

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@ -0,0 +1,45 @@
import { describe, expect, it } from 'vitest';
import { createCoreState } from '../src/core';
import { createClosedLoopFixture } from './fixtures/closed-loop';
describe('Node replay tracer', () => {
// 验证 Node 宿主无需浏览器全局即可创建相互独立的内存状态
it('creates independent Node-safe CoreState instances', () => {
const first = createCoreState();
const second = createCoreState();
expect(first).not.toBe(second);
expect(first.saveSystem).not.toBe(second.saveSystem);
expect(first.saveSystem.constructor.name).toBe('MemorySaveSystem');
expect(second.saveSystem.constructor.name).toBe('MemorySaveSystem');
});
// 验证 replay 等待真实移动与事件完成后才结束并改变事件层矩阵
it('replays movement, awaits event mutation, and ends normally', async () => {
const fixture = createClosedLoopFixture();
expect(fixture.eventLayer.getBlock(0, 0)).toBe(1);
expect(fixture.eventLayer.getBlock(1, 0)).toBe(1);
fixture.sandbox.play();
await waitForEnded(fixture.sandbox);
expect(fixture.sandbox.ended).toBe(true);
expect(fixture.sandbox.getReplayed()).toBe(1);
expect(fixture.state.hero.location.x).toBe(1);
expect(fixture.state.hero.location.y).toBe(0);
expect(fixture.eventCompleted()).toBe(true);
expect(fixture.eventLayer.getBlock(1, 0)).toBe(2);
});
});
async function waitForEnded(sandbox: {
readonly ended: boolean;
}): Promise<void> {
for (let index = 0; index < 100 && !sandbox.ended; index++) {
await new Promise<void>(resolve => setTimeout(resolve, 0));
}
if (!sandbox.ended) {
throw new Error('replay did not reach its end state');
}
}