test(runtime): add unattended connected R6 soak

Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.

Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-20 12:12:08 +02:00
parent f961d70023
commit a755b764bf
14 changed files with 1021 additions and 20 deletions

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@ -113,9 +113,10 @@ component/target gates, live enchantment wire, Magic-scoped input, spell bar, sp
book, effect indicators, shared main-panel switching, and positive/negative effects UI are implemented over the Step-9 projectile/DAT-effect
foundation. The 2026-07-20 R6 complete-root-Frame/object-workset cutover is automated-test complete;
three independent conformance/architecture/adversarial re-reviews are clean, the Release build has
zero warnings, and the full suite is 6,446 passed / 5 skipped. Its remaining ownership cleanup and
registered TS-50/TS-51 timing residuals stay carried. **Next:** connected R6
locomotion/collision/projectile/teleport visual and performance gate, then the final two-client
zero warnings, and the full suite is 6,452 passed / 5 skipped. Its unattended seven-destination
connected input/portal/performance rebaseline also passes without an interactive desktop. Remaining
ownership cleanup and registered TS-50/TS-51 timing residuals stay carried. **Next:** connected R6
locomotion/collision/projectile/teleport visual gate, then the final two-client
portal-out/materialization observer gate. **Carried:** #145-residual, #116, R6 residuals, Track MP0.
Start magic work at `claude-memory/project_magic_ui_and_casting.md`; detailed state is below.

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@ -111,9 +111,10 @@ component/target gates, live enchantment wire, Magic-scoped input, spell bar, sp
book, effect indicators, shared main-panel switching, and positive/negative effects UI are implemented over the Step-9 projectile/DAT-effect
foundation. The 2026-07-20 R6 complete-root-Frame/object-workset cutover is automated-test complete;
three independent conformance/architecture/adversarial re-reviews are clean, the Release build has
zero warnings, and the full suite is 6,446 passed / 5 skipped. Its remaining ownership cleanup and
registered TS-50/TS-51 timing residuals stay carried. **Next:** connected R6
locomotion/collision/projectile/teleport visual and performance gate, then the final two-client
zero warnings, and the full suite is 6,452 passed / 5 skipped. Its unattended seven-destination
connected input/portal/performance rebaseline also passes without an interactive desktop. Remaining
ownership cleanup and registered TS-50/TS-51 timing residuals stay carried. **Next:** connected R6
locomotion/collision/projectile/teleport visual gate, then the final two-client
portal-out/materialization observer gate. **Carried:** #145-residual, #116, R6 residuals, Track MP0.
Start magic work at `claude-memory/project_magic_ui_and_casting.md`; detailed state is below.

View file

@ -1,6 +1,6 @@
# acdream — strategic roadmap
**Status:** Living document. Updated 2026-07-17. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
**Status:** Living document. Updated 2026-07-20. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
---
@ -916,8 +916,17 @@ diagnostic scaffolding, not yet the final collision system.
PositionManager facade remains the final R6 ownership cleanup.
Final 2026-07-20 gate: three independent retail/architecture/adversarial
re-reviews are clean; Release build is warning-free; the repository suite is
6,446 passed / 5 skipped. A connected locomotion/collision/projectile/
teleport visual and performance rebaseline remains the next gate.
6,452 passed / 5 skipped. The unattended connected Release rebaseline also
passes: seven portal materializations across Caul, Sawato, Rynthid,
Aerlinthe, Holtburg, and same-location revisits; production-dispatcher turn,
forward, charged-jump, and combat inputs; outbound movement evidence;
post-25-second lifecycle samples; no fatal runtime diagnostics; and graceful
WM_CLOSE teardown. Same-location update p95 remained 1.2 -> 1.1 ms at Caul
and 0.2 -> 0.3 ms at Sawato. ACE generator population changes are reported
rather than treated as client leaks. Absolute FPS/GPU timing remains
session/display-path evidence, not an RDP-stable gate. The connected visual
locomotion/collision/projectile/teleport comparison remains for the next
local viewing session.
- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
remote entities (players, NPCs, monsters — one funnel, user-approved):

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@ -11,13 +11,14 @@ presentation have passed their single-client visual gates. The corrective bounde
render/resource-lifetime integration passed its seven-destination connected
stress gate without a crash or cumulative collapse. The remaining M3 visual
requirement is the final two-client portal-out/materialize observer gate. The
new R6 object-update cutover also requires one connected locomotion/collision/
projectile/teleport visual and performance rebaseline before that observer gate.
new R6 object-update cutover has passed its unattended connected input/portal/
performance rebaseline; its locomotion/collision/projectile/teleport visual
gate remains for the next local viewing session before that observer gate.
Carried:
#145-residual, #116 slide-response, the remaining R6 ownership cleanup plus
registered TS-50/TS-51 timing residuals (the complete-root-Frame/object-workset
cutover is automated-test complete 2026-07-20; three independent re-reviews are
clean, Release builds with zero warnings, and 6,446 tests pass / 5 skip), and
clean, Release builds with zero warnings, and 6,452 tests pass / 5 skip), and
Track MP0.
---

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@ -0,0 +1,73 @@
# Connected R6 unattended soak (2026-07-20)
## Purpose
Provide a repeatable connected-client correctness and performance gate when no
interactive Windows desktop is attached. This complements, but does not replace,
the user-visible retail comparison.
The route uses the normal retained UI/chat command path for `/teleloc` and the
production `InputDispatcher` for turning, forward movement, charged jump, and
combat transitions. It does not call movement controllers directly and does not
use Windows keyboard synthesis.
## Run
With local ACE listening on UDP port 9000:
```powershell
pwsh -File tools/run-connected-r6-soak.ps1
```
Credentials default to the local test account and can be overridden with
`ACDREAM_TEST_USER` / `ACDREAM_TEST_PASS` or `-Account` / `-Password`. The
script refuses to start when another acdream client is running, builds Release
unless `-SkipBuild` is supplied, and always requests normal WM_CLOSE shutdown.
Artifacts are written under `logs/connected-r6-soak-<timestamp>.*` as raw
stdout/stderr, a marker timeline, sample CSV, and structured JSON report.
## Route and gates
The route visits Caul, Sawato, Rynthid, Aerlinthe, Sawato again, Holtburg, and
Caul again. Every location performs a six-second visibility turn. Caul,
Holtburg, and returned Caul also perform five forward press/release cycles, a
charged jump, two combat transitions, and verify outbound movement records.
Stationary samples are taken only after `LiveEntityLivenessController`'s
25-second authoritative-absence deadline. Hard failures cover:
- missing portal materializations or semantic input edges;
- insufficient outbound movement evidence;
- same-location private/working-set, allocation, or update-p95 regression;
- unhandled exceptions, access violations, out-of-memory, Weenie errors,
disconnects, or GPU/device resets;
- nonzero process exit or failure to close gracefully.
Entity and animation counts remain in the report, but changes are warnings.
ACE generators legitimately spawn and despawn creatures while the route is at
another location; two consecutive runs demonstrated both +1 and -8 connected
population changes without pending teardown or rescue retention. Deterministic
live-owner balance is instead covered by `LiveEntityLifecycleStressTests`,
while this connected gate catches aggregate resource retention through the
same-location memory/allocation/update measurements.
## Accepted run
Artifact stem: `connected-r6-soak-20260720-120120`.
| Stationary sample | Working/private MiB | CPU p50/p95 ms | GPU p50/p95 ms | Update p95 ms |
|---|---:|---:|---:|---:|
| Caul | 735.9 / 986.5 | 11.1 / 13.1 | 11.1 / 13.0 | 1.2 |
| Sawato | 790.7 / 1046.0 | 2.6 / 3.0 | 2.6 / 2.9 | 0.2 |
| Rynthid | 850.1 / 1093.5 | 4.3 / 4.9 | 4.2 / 4.8 | 0.3 |
| Aerlinthe | 852.6 / 1088.7 | 6.5 / 7.0 | 6.4 / 6.9 | 0.4 |
| Sawato revisit | 837.9 / 1073.1 | 3.1 / 3.7 | 3.1 / 3.6 | 0.3 |
| Holtburg | 979.5 / 1201.9 | 6.7 / 7.6 | 6.6 / 7.4 | 0.7 |
| Caul return | 976.5 / 1178.6 | 12.5 / 14.6 | 12.4 / 14.3 | 1.1 |
The client completed all seven teleports and all three input exercises, emitted
no fatal diagnostic, and exited with code zero through WM_CLOSE. The report
retained two known context warnings: missing installed DAT VFX entries and the
expected empty landblock misses at the Rynthid world edge. Absolute FPS/GPU
numbers depend on the active Windows/RDP presentation path and are recorded for
comparison, not used as cross-session pass/fail thresholds.

View file

@ -2450,7 +2450,10 @@ public sealed class GameWindow : IDisposable
_options.UiProbeEnabled,
_options.UiProbeScript,
_options.UiProbeDump,
UiProbeLog)));
UiProbeLog,
action => _inputDispatcher?.TryInvokeAutomationAction(action) == true,
(action, held) =>
_inputDispatcher?.TrySetAutomationActionHeld(action, held) == true)));
}

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@ -17,6 +17,7 @@ using AcDream.UI.Abstractions;
using AcDream.UI.Abstractions.Panels.Chat;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Panels.Vitals;
using AcDream.UI.Abstractions.Input;
using DatReaderWriter;
using Silk.NET.Input;
@ -146,7 +147,9 @@ public sealed record RetailUiProbeBindings(
bool Enabled,
string? ScriptPath,
bool DumpOnStart,
Action<string> Log);
Action<string> Log,
Func<InputAction, bool> PressInput,
Func<InputAction, bool, bool> SetInputHeld);
public sealed record RetailUiCursorBindings(
CursorFeedbackController Feedback,
@ -261,7 +264,9 @@ public sealed class RetailUiRuntime : IDisposable
text,
bindings.Chat.ViewModel,
bindings.Chat.CommandBus(),
ChatChannelKind.Say));
ChatChannelKind.Say),
bindings.Probe.PressInput,
bindings.Probe.SetInputHeld);
}
}
@ -1723,6 +1728,7 @@ public sealed class RetailUiRuntime : IDisposable
return;
_shutdown ??= CreateShutdownTransaction(
() => _automation?.Dispose(),
() => _persistence?.Dispose(),
() => Host.WindowManager.WindowVisibilityChanged -= OnWindowVisibilityChanged,
() => _itemConfirmationController?.Dispose(),
@ -1735,6 +1741,7 @@ public sealed class RetailUiRuntime : IDisposable
}
internal static ResourceShutdownTransaction CreateShutdownTransaction(
Action disposeAutomation,
Action disposePersistence,
Action unsubscribeWindowVisibility,
Action disposeItemConfirmation,
@ -1743,6 +1750,7 @@ public sealed class RetailUiRuntime : IDisposable
Action disposePanelController,
Action disposeHost)
{
ArgumentNullException.ThrowIfNull(disposeAutomation);
ArgumentNullException.ThrowIfNull(disposePersistence);
ArgumentNullException.ThrowIfNull(unsubscribeWindowVisibility);
ArgumentNullException.ThrowIfNull(disposeItemConfirmation);
@ -1754,6 +1762,7 @@ public sealed class RetailUiRuntime : IDisposable
return new ResourceShutdownTransaction(
new ResourceShutdownStage("retail UI observers",
[
new("UI automation", disposeAutomation),
new("window persistence", disposePersistence),
new("window visibility", unsubscribeWindowVisibility),
]),

View file

@ -3,21 +3,25 @@ using System.Collections.Generic;
using System.Globalization;
using System.IO;
using AcDream.Core.Items;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Testing;
/// <summary>
/// Tiny one-thread script runner for <see cref="RetailUiAutomationProbe"/>.
/// It is intended for local diagnostic launches, not for gameplay. Commands
/// execute on render ticks and use the same <see cref="UiRoot"/> input path as
/// physical mouse input.
/// execute on render ticks. Pointer commands use the same <see cref="UiRoot"/>
/// path as physical mouse input; semantic input uses the production dispatcher.
/// </summary>
public sealed class RetailUiAutomationScriptRunner
public sealed class RetailUiAutomationScriptRunner : IDisposable
{
private readonly RetailUiAutomationProbe _probe;
private readonly Action<string> _log;
private readonly Action<string>? _submitCommand;
private readonly Func<InputAction, bool>? _pressInput;
private readonly Func<InputAction, bool, bool>? _setInputHeld;
private readonly List<ScriptCommand> _commands = new();
private readonly HashSet<InputAction> _heldInputs = new();
private readonly bool _dumpOnStart;
private readonly string? _loadError;
private int _index;
@ -26,17 +30,22 @@ public sealed class RetailUiAutomationScriptRunner
private double _commandElapsedCompensationMs;
private bool _started;
private bool _completed;
private bool _disposed;
public RetailUiAutomationScriptRunner(
RetailUiAutomationProbe probe,
string? scriptPath,
bool dumpOnStart,
Action<string>? log = null,
Action<string>? submitCommand = null)
Action<string>? submitCommand = null,
Func<InputAction, bool>? pressInput = null,
Func<InputAction, bool, bool>? setInputHeld = null)
{
_probe = probe ?? throw new ArgumentNullException(nameof(probe));
_log = log ?? (_ => { });
_submitCommand = submitCommand;
_pressInput = pressInput;
_setInputHeld = setInputHeld;
_dumpOnStart = dumpOnStart;
if (!string.IsNullOrWhiteSpace(scriptPath))
@ -63,7 +72,7 @@ public sealed class RetailUiAutomationScriptRunner
public void Tick(double deltaSeconds)
{
if (_completed) return;
if (_completed || _disposed) return;
// Preserve sub-millisecond frame deltas. Rounding every uncapped frame
// up to one millisecond makes script time run several times faster than
@ -130,6 +139,7 @@ public sealed class RetailUiAutomationScriptRunner
if (_index >= _commands.Count && !_completed)
{
ReleaseHeldInputs();
_completed = true;
_log("UI probe script complete");
}
@ -151,6 +161,7 @@ public sealed class RetailUiAutomationScriptRunner
"sleep" => DoSleep(command),
"assert" => DoAssert(command),
"command" => DoCommand(command),
"input" => DoInput(command),
_ => Stop(command, $"unknown command '{p[0]}'"),
};
}
@ -302,6 +313,49 @@ public sealed class RetailUiAutomationScriptRunner
return true;
}
private bool DoInput(ScriptCommand command)
{
var p = command.Parts;
if (p.Length != 3)
return Stop(command, "usage: input press|down|up <InputAction>");
if (!Enum.TryParse(p[2], ignoreCase: true, out InputAction action)
|| action == InputAction.None
|| !Enum.IsDefined(action))
return Stop(command, $"unknown input action '{p[2]}'");
switch (p[1].ToLowerInvariant())
{
case "press":
if (_pressInput is null)
return Stop(command, "input press injection is unavailable");
return _pressInput(action)
|| Stop(command, $"input press {action} was captured");
case "down":
if (_setInputHeld is null)
return Stop(command, "input held injection is unavailable");
if (_heldInputs.Contains(action))
return Stop(command, $"input {action} is already down");
if (!_setInputHeld(action, true))
return Stop(command, $"input down {action} was captured");
_heldInputs.Add(action);
return true;
case "up":
if (_setInputHeld is null)
return Stop(command, "input held injection is unavailable");
if (!_heldInputs.Contains(action))
return Stop(command, $"input {action} is not down");
if (!_setInputHeld(action, false))
return Stop(command, $"input up {action} failed");
_heldInputs.Remove(action);
return true;
default:
return Stop(command, "usage: input press|down|up <InputAction>");
}
}
private bool WaitOrTimeout(ScriptCommand command, int timeoutMs, string label)
{
if (!HasExceeded(timeoutMs)) return false;
@ -334,10 +388,30 @@ public sealed class RetailUiAutomationScriptRunner
private bool Stop(ScriptCommand command, string message)
{
_log($"line {command.LineNumber}: {message}; command: {command.Text}");
ReleaseHeldInputs();
_completed = true;
return false;
}
private void ReleaseHeldInputs()
{
if (_heldInputs.Count == 0 || _setInputHeld is null)
return;
var snapshot = new InputAction[_heldInputs.Count];
_heldInputs.CopyTo(snapshot);
_heldInputs.Clear();
foreach (InputAction action in snapshot)
_setInputHeld(action, false);
}
public void Dispose()
{
if (_disposed) return;
ReleaseHeldInputs();
_disposed = true;
}
private static string StripComment(string line)
{
int hash = line.IndexOf('#');

View file

@ -38,6 +38,7 @@ public sealed class InputDispatcher
private readonly Stack<InputScope> _scopes = new();
private InputScope? _combatScope;
private readonly HashSet<KeyChord> _heldHoldChords = new();
private readonly HashSet<InputAction> _automationHeldActions = new();
// Double-click detection. _lastMouseDownButton == null means no recent press.
// _lastMouseDownTickMs is Environment.TickCount64 at the time of that press.
@ -72,6 +73,52 @@ public sealed class InputDispatcher
_mouse.Scroll += OnScroll;
}
/// <summary>
/// Diagnostic-only semantic press injection used by the connected retail-UI
/// automation runner. The action enters through the same multicast
/// <see cref="Fired"/> stream as a resolved physical binding, but does not
/// invent a keyboard chord or depend on an interactive Windows desktop.
/// </summary>
/// <returns><see langword="false"/> when modal/text capture owns the
/// keyboard and a physical press would have been suppressed.</returns>
public bool TryInvokeAutomationAction(InputAction action)
{
if (action == InputAction.None || !Enum.IsDefined(action))
throw new ArgumentOutOfRangeException(nameof(action));
if (_captureCallback is not null || _mouse.WantCaptureKeyboard)
return false;
Fired?.Invoke(action, ActivationType.Press);
return true;
}
/// <summary>
/// Diagnostic-only held-action injection. A down edge emits the same
/// <see cref="ActivationType.Press"/> transition as a Hold binding and is
/// visible to <see cref="IsActionHeld"/> until the matching up edge emits
/// <see cref="ActivationType.Release"/>. This keeps unattended connected
/// tests on the production input/movement path without OS-level key
/// synthesis, which Windows drops when no interactive desktop is attached.
/// </summary>
public bool TrySetAutomationActionHeld(InputAction action, bool held)
{
if (action == InputAction.None || !Enum.IsDefined(action))
throw new ArgumentOutOfRangeException(nameof(action));
if (held)
{
if (_captureCallback is not null || _mouse.WantCaptureKeyboard)
return false;
if (_automationHeldActions.Add(action))
Fired?.Invoke(action, ActivationType.Press);
return true;
}
if (_automationHeldActions.Remove(action))
Fired?.Invoke(action, ActivationType.Release);
return true;
}
/// <summary>Topmost scope on the stack — what the dispatcher looks up first.</summary>
public InputScope ActiveScope => _scopes.Peek() == InputScope.Game && _combatScope is { } combat
? combat
@ -177,6 +224,7 @@ public sealed class InputDispatcher
// movement only — latched state that isn't a key (e.g. autorun, ORed into Forward at
// the call site) keeps driving the character, so chat doesn't cancel autorun.
if (_mouse.WantCaptureKeyboard) return false;
if (_automationHeldActions.Contains(action)) return true;
foreach (var b in _bindings.ForAction(action))
{
if (!IsChordHeld(b.Chord)) continue;

View file

@ -3,6 +3,7 @@ using System.IO;
using AcDream.App.UI;
using AcDream.App.UI.Testing;
using AcDream.Core.Items;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Tests.UI;
@ -441,4 +442,89 @@ public sealed class RetailUiAutomationProbeTests
File.Delete(path);
}
}
[Fact]
public void ScriptRunner_input_drivesSemanticPressAndHeldEdges()
{
var (root, _, _, _, objects) = RootWithTwoItemLists();
var probe = new RetailUiAutomationProbe(root, objects);
var presses = new List<InputAction>();
var held = new List<(InputAction Action, bool Held)>();
string path = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName() + ".ui-probe.txt");
File.WriteAllLines(path,
[
"input down MovementForward",
"sleep 10",
"input up MovementForward",
"input press CombatToggleCombat",
]);
try
{
using var runner = new RetailUiAutomationScriptRunner(
probe,
path,
dumpOnStart: false,
pressInput: action =>
{
presses.Add(action);
return true;
},
setInputHeld: (action, isHeld) =>
{
held.Add((action, isHeld));
return true;
});
runner.Tick(0d);
Assert.Equal([(InputAction.MovementForward, true)], held);
Assert.False(runner.Completed);
runner.Tick(0.010d);
Assert.True(runner.Completed);
Assert.Equal(
[(InputAction.MovementForward, true), (InputAction.MovementForward, false)],
held);
Assert.Equal([InputAction.CombatToggleCombat], presses);
}
finally
{
File.Delete(path);
}
}
[Fact]
public void ScriptRunner_dispose_releasesInjectedHeldActions()
{
var (root, _, _, _, objects) = RootWithTwoItemLists();
var probe = new RetailUiAutomationProbe(root, objects);
var held = new List<(InputAction Action, bool Held)>();
string path = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName() + ".ui-probe.txt");
File.WriteAllLines(path, ["input down MovementForward", "sleep 10000"]);
try
{
var runner = new RetailUiAutomationScriptRunner(
probe,
path,
dumpOnStart: false,
setInputHeld: (action, isHeld) =>
{
held.Add((action, isHeld));
return true;
});
runner.Tick(0d);
runner.Dispose();
Assert.Equal(
[(InputAction.MovementForward, true), (InputAction.MovementForward, false)],
held);
}
finally
{
File.Delete(path);
}
}
}

View file

@ -79,6 +79,7 @@ public sealed class UiCompositeShutdownTests
bool failGameplay = true;
ResourceShutdownTransaction? transaction = null;
transaction = RetailUiRuntime.CreateShutdownTransaction(
() => calls.Add("automation"),
() => calls.Add("persistence"),
() => calls.Add("visibility"),
() =>
@ -98,6 +99,7 @@ public sealed class UiCompositeShutdownTests
Assert.Throws<AggregateException>(transaction.CompleteOrThrow);
Assert.Equal(1, calls.Count(call => call == "automation"));
Assert.Equal(1, calls.Count(call => call == "persistence"));
Assert.Equal(1, calls.Count(call => call == "visibility"));
Assert.Equal(1, calls.Count(call => call == "item"));

View file

@ -285,4 +285,68 @@ public class InputDispatcherTests
mouse.EmitScroll(1.0f);
Assert.Empty(fired);
}
[Fact]
public void AutomationHeldAction_usesFiredTransitionsAndHeldPolling()
{
var (dispatcher, _, _, _, fired) = Build();
Assert.True(dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, true));
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.Equal([(InputAction.MovementForward, ActivationType.Press)], fired);
Assert.True(dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, false));
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.Equal(
[
(InputAction.MovementForward, ActivationType.Press),
(InputAction.MovementForward, ActivationType.Release),
],
fired);
}
[Fact]
public void AutomationPress_obeysKeyboardCapture()
{
var (dispatcher, _, mouse, _, fired) = Build();
mouse.WantCaptureKeyboard = true;
Assert.False(dispatcher.TryInvokeAutomationAction(InputAction.CombatToggleCombat));
Assert.False(dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, true));
Assert.Empty(fired);
mouse.WantCaptureKeyboard = false;
Assert.True(dispatcher.TryInvokeAutomationAction(InputAction.CombatToggleCombat));
Assert.Equal([(InputAction.CombatToggleCombat, ActivationType.Press)], fired);
}
[Fact]
public void AutomationHeldRelease_isDeliveredAfterKeyboardCaptureBegins()
{
var (dispatcher, _, mouse, _, fired) = Build();
Assert.True(dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, true));
mouse.WantCaptureKeyboard = true;
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.True(dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, false));
Assert.Equal(
[
(InputAction.MovementForward, ActivationType.Press),
(InputAction.MovementForward, ActivationType.Release),
],
fired);
}
[Fact]
public void AutomationInjection_rejectsUndefinedActions()
{
var (dispatcher, _, _, _, _) = Build();
var undefined = (InputAction)int.MaxValue;
Assert.Throws<ArgumentOutOfRangeException>(
() => dispatcher.TryInvokeAutomationAction(undefined));
Assert.Throws<ArgumentOutOfRangeException>(
() => dispatcher.TrySetAutomationActionHeld(undefined, true));
}
}

View file

@ -0,0 +1,145 @@
# Connected R6 soak route. Commands enter through the retained-UI/chat path;
# semantic input enters through InputDispatcher on the game thread, so this
# remains deterministic when no RDP/interactive desktop is attached.
sleep 15000
# Caul baseline + local movement/jump/combat exercise.
command /teleloc 0xC95B0001 14.8 0.3 12.005
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 20000
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 900
input up MovementForward
sleep 800
input down MovementJump
sleep 350
input up MovementJump
sleep 1800
input press CombatToggleCombat
sleep 1200
input down MovementForward
sleep 500
input up MovementForward
sleep 700
input press CombatToggleCombat
sleep 7400
# Sawato baseline.
command /teleloc 0x3032001C 83.3 89.2 133.005
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 22000
# Rynthid world-edge streaming.
command /teleloc 0xF6820033 145.7 49.855 58.010
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 22000
# Aerlinthe dense island.
command /teleloc 0x09040008 11.4 188.6 87.705
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 22000
# Same-location lifecycle revisit.
command /teleloc 0x3032001C 83.3 89.2 133.005
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 22000
# Holtburg mixed-town workload + local exercise.
command /teleloc 0xA9B40019 84.0 7.1 94.005
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 20000
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 900
input up MovementForward
sleep 800
input down MovementJump
sleep 350
input up MovementJump
sleep 1800
input press CombatToggleCombat
sleep 1200
input down MovementForward
sleep 500
input up MovementForward
sleep 700
input press CombatToggleCombat
sleep 7400
# Caul return/leak oracle + final local exercise.
command /teleloc 0xC95B0001 14.8 0.3 12.005
sleep 8000
input down MovementTurnRight
sleep 6000
input up MovementTurnRight
sleep 20000
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 150
input up MovementForward
sleep 350
input down MovementForward
sleep 900
input up MovementForward
sleep 800
input down MovementJump
sleep 350
input up MovementJump
sleep 1800
input press CombatToggleCombat
sleep 1200
input down MovementForward
sleep 500
input up MovementForward
sleep 700
input press CombatToggleCombat
sleep 15000

View file

@ -0,0 +1,485 @@
[CmdletBinding()]
param(
[string]$Repository = (Resolve-Path (Join-Path $PSScriptRoot '..')).Path,
[string]$Account = $env:ACDREAM_TEST_USER,
[string]$Password = $env:ACDREAM_TEST_PASS,
[switch]$SkipBuild,
[int]$LoginTimeoutSeconds = 90
)
Set-StrictMode -Version Latest
$ErrorActionPreference = 'Stop'
if ([string]::IsNullOrWhiteSpace($Account)) { $Account = 'testaccount' }
if ([string]::IsNullOrWhiteSpace($Password)) { $Password = 'testpassword' }
$destinations = @(
[pscustomobject]@{ Name = 'Caul'; Occurrence = 1; Exercise = $true },
[pscustomobject]@{ Name = 'Sawato'; Occurrence = 2; Exercise = $false },
[pscustomobject]@{ Name = 'Rynthid'; Occurrence = 3; Exercise = $false },
[pscustomobject]@{ Name = 'Aerlinthe'; Occurrence = 4; Exercise = $false },
[pscustomobject]@{ Name = 'Sawato revisit'; Occurrence = 5; Exercise = $false },
[pscustomobject]@{ Name = 'Holtburg'; Occurrence = 6; Exercise = $true },
[pscustomobject]@{ Name = 'Caul return'; Occurrence = 7; Exercise = $true }
)
$stamp = Get-Date -Format 'yyyyMMdd-HHmmss'
$logDir = Join-Path $Repository 'logs'
$null = New-Item -ItemType Directory -Force -Path $logDir
$prefix = Join-Path $logDir "connected-r6-soak-$stamp"
$stdoutLog = "$prefix.out.log"
$stderrLog = "$prefix.err.log"
$markerLog = "$prefix.markers.log"
$sampleCsv = "$prefix.samples.csv"
$reportJson = "$prefix.report.json"
$routePath = Join-Path $Repository 'tools\connected-r6-soak.route.txt'
$exe = Join-Path $Repository 'src\AcDream.App\bin\Release\net10.0\AcDream.App.exe'
$samples = [System.Collections.Generic.List[object]]::new()
$failures = [System.Collections.Generic.List[string]]::new()
$warnings = [System.Collections.Generic.List[string]]::new()
$process = $null
$stopwatch = [Diagnostics.Stopwatch]::StartNew()
$gracefulExit = $false
$exitCode = $null
function Read-LogLines([string]$Path) {
if (-not (Test-Path -LiteralPath $Path)) { return @() }
return @(Get-Content -LiteralPath $Path -ErrorAction SilentlyContinue)
}
function Write-Marker([string]$Text) {
$line = "{0:O} {1}" -f [DateTime]::UtcNow, $Text
Add-Content -LiteralPath $markerLog -Value $line
Write-Output $line
}
function Get-PatternCount([string]$Path, [string]$Pattern) {
return @(Read-LogLines $Path | Select-String -SimpleMatch $Pattern).Count
}
function Get-FrameProfiles([string]$Path) {
return @(Read-LogLines $Path | Where-Object { $_.StartsWith('[frame-prof]', [StringComparison]::Ordinal) })
}
function Wait-ForLogPattern(
[Diagnostics.Process]$Client,
[string]$Path,
[string]$Pattern,
[int]$MinimumCount,
[int]$TimeoutSeconds)
{
$deadline = [DateTime]::UtcNow.AddSeconds($TimeoutSeconds)
while ([DateTime]::UtcNow -lt $deadline) {
$Client.Refresh()
if ($Client.HasExited) {
throw "client exited with code $($Client.ExitCode) while waiting for '$Pattern'"
}
$count = Get-PatternCount $Path $Pattern
if ($count -ge $MinimumCount) { return $count }
Start-Sleep -Milliseconds 250
}
throw "timed out after $TimeoutSeconds seconds waiting for occurrence $MinimumCount of '$Pattern'"
}
function Wait-ForNextFrameProfile(
[Diagnostics.Process]$Client,
[string]$Path,
[int]$AfterCount,
[int]$TimeoutSeconds)
{
$deadline = [DateTime]::UtcNow.AddSeconds($TimeoutSeconds)
while ([DateTime]::UtcNow -lt $deadline) {
$Client.Refresh()
if ($Client.HasExited) {
throw "client exited with code $($Client.ExitCode) while waiting for a frame-prof boundary"
}
$profiles = Get-FrameProfiles $Path
if ($profiles.Count -gt $AfterCount) {
return [pscustomobject]@{ Count = $profiles.Count; Line = $profiles[-1] }
}
Start-Sleep -Milliseconds 100
}
throw "timed out after $TimeoutSeconds seconds waiting for a frame-prof boundary"
}
function Parse-FrameProfile([string]$Line) {
$values = [ordered]@{
FrameCount = $null
CpuP50Ms = $null
CpuP95Ms = $null
CpuP99Ms = $null
CpuMaxMs = $null
GpuP50Ms = $null
GpuP95Ms = $null
AllocP50Kb = $null
AllocMaxKb = $null
UpdateP50Ms = $null
UpdateP95Ms = $null
}
if ($Line -match '^\[frame-prof\] n=(?<n>\d+)') {
$values.FrameCount = [int]$Matches.n
}
if ($Line -match 'cpu_ms p50=(?<p50>[\d.]+) p95=(?<p95>[\d.]+) p99=(?<p99>[\d.]+) max=(?<max>[\d.]+)') {
$values.CpuP50Ms = [double]$Matches.p50
$values.CpuP95Ms = [double]$Matches.p95
$values.CpuP99Ms = [double]$Matches.p99
$values.CpuMaxMs = [double]$Matches.max
}
if ($Line -match 'gpu_ms p50=(?<p50>[\d.]+) p95=(?<p95>[\d.]+)') {
$values.GpuP50Ms = [double]$Matches.p50
$values.GpuP95Ms = [double]$Matches.p95
}
if ($Line -match 'alloc_kb p50=(?<p50>[\d.]+) max=(?<max>[\d.]+)') {
$values.AllocP50Kb = [double]$Matches.p50
$values.AllocMaxKb = [double]$Matches.max
}
if ($Line -match 'upd p50=(?<p50>[\d.]+) p95=(?<p95>[\d.]+)') {
$values.UpdateP50Ms = [double]$Matches.p50
$values.UpdateP95Ms = [double]$Matches.p95
}
return [pscustomobject]$values
}
function Parse-WindowTitle([string]$Title) {
$values = [ordered]@{
Fps = $null
FrameMs = $null
LoadedLandblocks = $null
TotalLandblocks = $null
EntityCount = $null
AnimationCount = $null
}
if ($Title -match 'acdream \| (?<fps>\d+) fps \| (?<ms>[\d.]+) ms \| lb (?<loaded>\d+)/(?<total>\d+) \| ent (?<ent>\d+)/anim (?<anim>\d+)') {
$values.Fps = [int]$Matches.fps
$values.FrameMs = [double]$Matches.ms
$values.LoadedLandblocks = [int]$Matches.loaded
$values.TotalLandblocks = [int]$Matches.total
$values.EntityCount = [int]$Matches.ent
$values.AnimationCount = [int]$Matches.anim
}
return [pscustomobject]$values
}
function Capture-Sample(
[Diagnostics.Process]$Client,
[string]$Destination,
[string]$Phase,
[string]$ProfileLine)
{
$Client.Refresh()
$profile = Parse-FrameProfile $ProfileLine
$title = Parse-WindowTitle $Client.MainWindowTitle
$sample = [pscustomobject][ordered]@{
Destination = $Destination
Phase = $Phase
ElapsedSeconds = [Math]::Round($stopwatch.Elapsed.TotalSeconds, 3)
WorkingSetMiB = [Math]::Round($Client.WorkingSet64 / 1MB, 1)
PrivateMiB = [Math]::Round($Client.PrivateMemorySize64 / 1MB, 1)
HandleCount = $Client.HandleCount
ThreadCount = $Client.Threads.Count
Fps = $title.Fps
TitleFrameMs = $title.FrameMs
LoadedLandblocks = $title.LoadedLandblocks
TotalLandblocks = $title.TotalLandblocks
EntityCount = $title.EntityCount
AnimationCount = $title.AnimationCount
ProfileFrames = $profile.FrameCount
CpuP50Ms = $profile.CpuP50Ms
CpuP95Ms = $profile.CpuP95Ms
CpuP99Ms = $profile.CpuP99Ms
CpuMaxMs = $profile.CpuMaxMs
GpuP50Ms = $profile.GpuP50Ms
GpuP95Ms = $profile.GpuP95Ms
AllocP50Kb = $profile.AllocP50Kb
AllocMaxKb = $profile.AllocMaxKb
UpdateP50Ms = $profile.UpdateP50Ms
UpdateP95Ms = $profile.UpdateP95Ms
Profile = $ProfileLine
}
$samples.Add($sample)
return $sample
}
function Observe-R6Exercise(
[Diagnostics.Process]$Client,
[string]$Destination,
[pscustomobject]$Before)
{
$null = Wait-ForLogPattern $Client $stdoutLog '[input] MovementForward Press' ($Before.ForwardPress + 5) 30
$null = Wait-ForLogPattern $Client $stdoutLog '[input] MovementForward Release' ($Before.ForwardRelease + 5) 10
$null = Wait-ForLogPattern $Client $stdoutLog '[input] MovementJump Press' ($Before.JumpPress + 1) 10
$null = Wait-ForLogPattern $Client $stdoutLog '[input] MovementJump Release' ($Before.JumpRelease + 1) 10
$null = Wait-ForLogPattern $Client $stdoutLog '[input] CombatToggleCombat Press' ($Before.Combat + 2) 15
$null = Wait-ForLogPattern $Client $stdoutLog 'move-truth OUT' ($Before.MoveTruth + 2) 10
$forwardPressDelta = (Get-PatternCount $stdoutLog '[input] MovementForward Press') - $Before.ForwardPress
$forwardReleaseDelta = (Get-PatternCount $stdoutLog '[input] MovementForward Release') - $Before.ForwardRelease
$jumpPressDelta = (Get-PatternCount $stdoutLog '[input] MovementJump Press') - $Before.JumpPress
$jumpReleaseDelta = (Get-PatternCount $stdoutLog '[input] MovementJump Release') - $Before.JumpRelease
$combatDelta = (Get-PatternCount $stdoutLog '[input] CombatToggleCombat Press') - $Before.Combat
$moveTruthDelta = (Get-PatternCount $stdoutLog 'move-truth OUT') - $Before.MoveTruth
if ($forwardPressDelta -lt 5 -or $forwardReleaseDelta -lt 5) {
$failures.Add("${Destination}: production forward input did not deliver five press/release pairs ($forwardPressDelta/$forwardReleaseDelta)")
}
if ($jumpPressDelta -lt 1 -or $jumpReleaseDelta -lt 1) {
$failures.Add("${Destination}: production jump input did not deliver a press/release pair ($jumpPressDelta/$jumpReleaseDelta)")
}
if ($combatDelta -lt 2) {
$failures.Add("${Destination}: combat toggle did not dispatch twice ($combatDelta)")
}
if ($moveTruthDelta -lt 2) {
$failures.Add("${Destination}: movement/jump exercise produced too few outbound movement records ($moveTruthDelta)")
}
Write-Marker "exercise destination='$Destination' forward=$forwardPressDelta/$forwardReleaseDelta jump=$jumpPressDelta/$jumpReleaseDelta combat=$combatDelta moveTruth=$moveTruthDelta"
}
function Add-RelativeGateFailures {
$caulFirst = $samples | Where-Object { $_.Destination -eq 'Caul' -and $_.Phase -eq 'stationary' } | Select-Object -First 1
$caulReturn = $samples | Where-Object { $_.Destination -eq 'Caul return' -and $_.Phase -eq 'stationary' } | Select-Object -First 1
$sawatoFirst = $samples | Where-Object { $_.Destination -eq 'Sawato' -and $_.Phase -eq 'stationary' } | Select-Object -First 1
$sawatoReturn = $samples | Where-Object { $_.Destination -eq 'Sawato revisit' -and $_.Phase -eq 'stationary' } | Select-Object -First 1
foreach ($pair in @(
[pscustomobject]@{ Label = 'Caul return'; First = $caulFirst; Return = $caulReturn },
[pscustomobject]@{ Label = 'Sawato revisit'; First = $sawatoFirst; Return = $sawatoReturn }))
{
if ($null -eq $pair.First -or $null -eq $pair.Return) {
$failures.Add("$($pair.Label): missing same-location stationary sample")
continue
}
# A connected ACE world is not a fixed fixture: generators can spawn or
# despawn creatures while this four-minute route is away from a location.
# Keep the counts in the report as a population/workload signal, but do
# not mistake an authoritative server population change for a client
# lifetime leak. Retention is gated below through same-location memory,
# allocation, and update-cost growth; deterministic lifecycle ownership
# remains covered by LiveEntityLifecycleStressTests.
if ($pair.First.EntityCount -ne $pair.Return.EntityCount) {
$warnings.Add("$($pair.Label): connected entity population changed $($pair.First.EntityCount) -> $($pair.Return.EntityCount)")
}
if ($pair.First.AnimationCount -ne $pair.Return.AnimationCount) {
$warnings.Add("$($pair.Label): connected animation population changed $($pair.First.AnimationCount) -> $($pair.Return.AnimationCount)")
}
$privateLimit = [Math]::Max(384.0, $pair.First.PrivateMiB * 0.35)
$workingLimit = [Math]::Max(384.0, $pair.First.WorkingSetMiB * 0.35)
if (($pair.Return.PrivateMiB - $pair.First.PrivateMiB) -gt $privateLimit) {
$failures.Add("$($pair.Label): private memory grew by $([Math]::Round($pair.Return.PrivateMiB - $pair.First.PrivateMiB, 1)) MiB")
}
if (($pair.Return.WorkingSetMiB - $pair.First.WorkingSetMiB) -gt $workingLimit) {
$failures.Add("$($pair.Label): working set grew by $([Math]::Round($pair.Return.WorkingSetMiB - $pair.First.WorkingSetMiB, 1)) MiB")
}
if ($null -ne $pair.First.UpdateP95Ms -and $null -ne $pair.Return.UpdateP95Ms) {
$updateLimit = $pair.First.UpdateP95Ms * 1.5 + 0.5
if ($pair.Return.UpdateP95Ms -gt $updateLimit) {
$failures.Add("$($pair.Label): update p95 regressed $($pair.First.UpdateP95Ms) -> $($pair.Return.UpdateP95Ms) ms")
}
}
if ($null -ne $pair.First.AllocP50Kb -and $null -ne $pair.Return.AllocP50Kb) {
$allocLimit = $pair.First.AllocP50Kb * 1.5 + 16.0
if ($pair.Return.AllocP50Kb -gt $allocLimit) {
$failures.Add("$($pair.Label): allocation p50 regressed $($pair.First.AllocP50Kb) -> $($pair.Return.AllocP50Kb) KiB/frame")
}
}
}
}
function Add-LogFailures {
$fatalPatterns = @(
'Unhandled exception',
'AccessViolation',
'OutOfMemoryException',
'WeenieError',
'device removed',
'GPU reset',
'live: disconnected'
)
foreach ($pattern in $fatalPatterns) {
$count = (Get-PatternCount $stdoutLog $pattern) + (Get-PatternCount $stderrLog $pattern)
if ($count -gt 0) { $failures.Add("diagnostic '$pattern' appeared $count time(s)") }
}
$missingVfx = (Get-PatternCount $stderrLog 'No PhysicsScriptTable') +
(Get-PatternCount $stderrLog 'ParticleEmitterInfo')
if ($missingVfx -gt 0) {
$warnings.Add("DAT-driven VFX diagnostics: $missingVfx missing table/emitter message(s)")
}
$missingLandblocks = Get-PatternCount $stdoutLog 'LandblockLoader.Load returned null'
if ($missingLandblocks -gt 0) {
$warnings.Add("World-edge empty landblocks: $missingLandblocks load miss(es)")
}
}
function Close-ClientGracefully([Diagnostics.Process]$Client) {
$Client.Refresh()
if ($Client.HasExited) { return $true }
$requested = $Client.CloseMainWindow()
if (-not $requested) { return $false }
if (-not $Client.WaitForExit(30000)) { return $false }
$Client.WaitForExit()
return $true
}
if (-not (Test-Path -LiteralPath $routePath)) { throw "route file not found: $routePath" }
if (@(Get-Process -Name AcDream.App -ErrorAction SilentlyContinue).Count -gt 0) {
throw 'an AcDream.App client is already running; close it gracefully before the soak'
}
$udpOwner = @(Get-NetUDPEndpoint -LocalPort 9000 -ErrorAction SilentlyContinue)
if ($udpOwner.Count -eq 0) {
throw 'local ACE is not listening on UDP port 9000'
}
if (-not $SkipBuild) {
Write-Output 'Building Release solution...'
& dotnet build (Join-Path $Repository 'AcDream.slnx') -c Release --no-restore
if ($LASTEXITCODE -ne 0) { throw "Release build failed with exit code $LASTEXITCODE" }
}
if (-not (Test-Path -LiteralPath $exe)) { throw "client executable not found: $exe" }
$commit = (& git -C $Repository rev-parse HEAD).Trim()
$sourceStatus = @(& git -C $Repository status --short)
$videoControllers = @(Get-CimInstance Win32_VideoController -ErrorAction SilentlyContinue | ForEach-Object {
[pscustomobject]@{ Name = $_.Name; DriverVersion = $_.DriverVersion; AdapterRam = $_.AdapterRAM }
})
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = '1'
$env:ACDREAM_TEST_HOST = '127.0.0.1'
$env:ACDREAM_TEST_PORT = '9000'
$env:ACDREAM_TEST_USER = $Account
$env:ACDREAM_TEST_PASS = $Password
$env:ACDREAM_RETAIL_UI = '1'
$env:ACDREAM_FRAME_PROF = '1'
$env:ACDREAM_UNCAPPED_RENDER = '1'
$env:ACDREAM_DEVTOOLS = '0'
$env:ACDREAM_UI_PROBE_DUMP = '0'
$env:ACDREAM_UI_PROBE_SCRIPT = $routePath
$env:ACDREAM_DUMP_MOVE_TRUTH = '1'
$env:ACDREAM_NO_AUDIO = $null
$env:ACDREAM_WB_DIAG = $null
try {
$process = Start-Process -FilePath $exe -WorkingDirectory $Repository `
-RedirectStandardOutput $stdoutLog -RedirectStandardError $stderrLog -PassThru
Write-Marker "launch pid=$($process.Id) commit=$commit session='$env:SESSIONNAME'"
$null = Wait-ForLogPattern $process $stdoutLog 'live: in world' 1 $LoginTimeoutSeconds
$null = Wait-ForLogPattern $process $stdoutLog 'live: first player position' 1 $LoginTimeoutSeconds
Write-Marker ("in-world elapsed={0:N1}s" -f $stopwatch.Elapsed.TotalSeconds)
foreach ($destination in $destinations) {
$null = Wait-ForLogPattern $process $stdoutLog 'live: teleport materialized' $destination.Occurrence 60
Write-Marker ("materialized destination='{0}' occurrence={1} elapsed={2:N1}s" -f `
$destination.Name, $destination.Occurrence, $stopwatch.Elapsed.TotalSeconds)
$exerciseBaseline = [pscustomobject]@{
ForwardPress = Get-PatternCount $stdoutLog '[input] MovementForward Press'
ForwardRelease = Get-PatternCount $stdoutLog '[input] MovementForward Release'
JumpPress = Get-PatternCount $stdoutLog '[input] MovementJump Press'
JumpRelease = Get-PatternCount $stdoutLog '[input] MovementJump Release'
Combat = Get-PatternCount $stdoutLog '[input] CombatToggleCombat Press'
MoveTruth = Get-PatternCount $stdoutLog 'move-truth OUT'
}
$null = Wait-ForLogPattern $process $stdoutLog '[input] MovementTurnRight Press' $destination.Occurrence 25
$turnProfileStart = (Get-FrameProfiles $stdoutLog).Count
$turnResult = Wait-ForNextFrameProfile $process $stdoutLog $turnProfileStart 12
$turnSample = Capture-Sample $process $destination.Name 'turn' $turnResult.Line
Write-Marker "turn-sample destination='$($destination.Name)' cpuP95=$($turnSample.CpuP95Ms) gpuP95=$($turnSample.GpuP95Ms)"
$null = Wait-ForLogPattern $process $stdoutLog '[input] MovementTurnRight Release' $destination.Occurrence 12
# LiveEntityLivenessController's authoritative absence deadline is 25
# seconds. Sample only after that deadline so a previous destination's
# records cannot masquerade as retained memory in the return gate.
Start-Sleep -Seconds 12
$stationaryProfileStart = (Get-FrameProfiles $stdoutLog).Count
$stationaryResult = Wait-ForNextFrameProfile $process $stdoutLog $stationaryProfileStart 12
$stationarySample = Capture-Sample $process $destination.Name 'stationary' $stationaryResult.Line
Write-Marker "stationary-sample destination='$($destination.Name)' wsMiB=$($stationarySample.WorkingSetMiB) privateMiB=$($stationarySample.PrivateMiB) ent=$($stationarySample.EntityCount) anim=$($stationarySample.AnimationCount) updateP95=$($stationarySample.UpdateP95Ms)"
if ($destination.Exercise) {
Observe-R6Exercise $process $destination.Name $exerciseBaseline
}
}
if ((Get-PatternCount $stdoutLog 'live: teleport materialized') -ne $destinations.Count) {
$failures.Add("expected $($destinations.Count) teleport materializations")
}
Add-RelativeGateFailures
Add-LogFailures
Write-Marker 'route-complete requesting graceful close'
$gracefulExit = Close-ClientGracefully $process
$process.Refresh()
if ($process.HasExited) { $exitCode = [int]$process.ExitCode }
if (-not $gracefulExit) { $failures.Add('client did not exit through the graceful WM_CLOSE path') }
if ($null -ne $exitCode -and $exitCode -ne 0) { $failures.Add("client exit code was $exitCode") }
}
catch {
$failures.Add($_.Exception.Message)
Write-Marker "ERROR $($_.Exception.Message)"
}
finally {
if ($null -ne $process) {
$process.Refresh()
if (-not $process.HasExited) {
$gracefulExit = Close-ClientGracefully $process
if (-not $gracefulExit -and -not $process.HasExited) {
$failures.Add('client remained alive 30 seconds after WM_CLOSE and required forced termination')
Stop-Process -Id $process.Id -Force
$process.WaitForExit(10000)
}
}
if ($process.HasExited -and $null -eq $exitCode) { $exitCode = [int]$process.ExitCode }
$process.Dispose()
}
$samples | Export-Csv -LiteralPath $sampleCsv -NoTypeInformation
$report = [pscustomobject][ordered]@{
Passed = $failures.Count -eq 0
StartedUtc = [DateTime]::UtcNow.Subtract($stopwatch.Elapsed).ToString('O')
FinishedUtc = [DateTime]::UtcNow.ToString('O')
ElapsedSeconds = [Math]::Round($stopwatch.Elapsed.TotalSeconds, 3)
Commit = $commit
SessionName = $env:SESSIONNAME
ExitCode = $exitCode
GracefulExit = $gracefulExit
Failures = @($failures)
Warnings = @($warnings)
SourceStatus = $sourceStatus
VideoControllers = $videoControllers
Samples = @($samples)
Artifacts = [pscustomobject]@{
Stdout = $stdoutLog
Stderr = $stderrLog
Markers = $markerLog
SamplesCsv = $sampleCsv
ReportJson = $reportJson
}
}
$report | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath $reportJson -Encoding utf8
Write-Output "REPORT=$reportJson"
Write-Output "SAMPLES=$sampleCsv"
Write-Output "RESULT=$(if ($report.Passed) { 'PASS' } else { 'FAIL' })"
foreach ($failure in $failures) { Write-Output "FAILURE=$failure" }
foreach ($warning in $warnings) { Write-Output "WARNING=$warning" }
}
if ($failures.Count -gt 0) { exit 1 }