acdream/tests/AcDream.App.Tests/Net/GameWindowLiveSessionOwnershipTests.cs
Erik 2176ba768e fix(chargen): Campaign CC CC7 review fix round — F1-F9 — REVIEW-CLOSED
Both dual-lens reviewers of `9cf6c522`+`ddcbf1fb` returned PASS-with-items.
This round closes all nine findings:

F1 files AP-229 for the screen-layering divergence (retail destroys/
reconstructs the current UI framework via UIFlow::UseNewMode; acdream
keeps both CharacterManagementUiController and CharacterCreationUiController
mounted for the whole lifetime and reveals/occludes) plus its narrow
residual risk (the shared RetailDialogFactory can hand UiRoot.Modal to a
dialog opened by the still-ticking, occluded management screen on an
inbound CharacterError) and what already matches retail (selection/
world-name persistence, click-through isolation, one coherent Modal
stack).

F2 rewrites the connected-gate script's roster-full step with the exact
`@modifylong max_chars_per_account` recipe and the pending-delete-counts
note. F3 adds AP-221's console-diagnostic lines to the known-gaps
paragraph. F4 adds an empty-name/AP-227 step. F9 notes that a uniform
Random pick over 13 heritages can repeat.

F5 adds an App-layer source-text pin
(GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBinds
CharacterCreatedAndCreationFailedToTheStatusWriter) for the delegate
wiring the reviewer proved was deletable without breaking any test — no
practical seam exists to construct LiveSessionRuntimeFactory without a
GameWindow, so this follows the file's own established source-text-pin
pattern; the payload shape is already pinned separately at
SessionStatusWriterTests.

F6 corrects the CC7 ledger's checksum-assertion wording (it is a
round-trip purity check, not an independent golden — the golden is
CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet) and
cross-references it from the test's own doc comment.

F7 corrects the CC7 ledger's fixture-ordering claim (it had chargen
constructing first, backwards from RetailUiRuntime.Tick's real
management-then-chargen order) and reorders CharacterScreensFixedCanvas
ArbiterTests to match production, adding ClickThrough/ZOrder assertions
that pin the occlusion the reviewer previously verified only by hand.

F8 records a known flake (RuntimeCollisionReportingStateTests.
WarmedSteadyContactRefreshDoesNotAllocate, allocation-assertion load
sensitivity, pre-existing) seen under full-solution parallel load on
both reviewer runs.

Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the
campaign is CODE-COMPLETE pending the user's own connected gate.

Runtime 1735/0 (unchanged), App 5257/3 skips (+1: the new F5 pin).
Full Release build: 0 warnings, 0 errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 03:13:02 +02:00

229 lines
8.6 KiB
C#

using System.Reflection;
using AcDream.App.Rendering;
using AcDream.App.Net;
using AcDream.Core.Net;
using AcDream.Runtime;
using AcDream.Runtime.Session;
namespace AcDream.App.Tests.Net;
public sealed class GameWindowLiveSessionOwnershipTests
{
private const BindingFlags PrivateInstance =
BindingFlags.Instance | BindingFlags.NonPublic;
[Fact]
public void GameWindowRetainsCanonicalRuntimeAndFocusedHostButNoMirroredSession()
{
FieldInfo[] fields = typeof(GameWindow).GetFields(PrivateInstance);
Assert.Contains(
fields,
field => field.Name == "_runtime"
&& field.FieldType == typeof(GameRuntime));
Assert.Contains(
fields,
field => field.Name == "_liveSessionHost"
&& field.FieldType == typeof(LiveSessionHost));
Assert.DoesNotContain(
fields,
field => field.Name == "_liveSessionController"
|| field.FieldType == typeof(LiveSessionController));
Assert.DoesNotContain(fields, field => field.Name == "_liveSession");
Assert.DoesNotContain(fields, field => field.FieldType == typeof(WorldSession));
Assert.DoesNotContain(fields, field => field.FieldType == typeof(LiveSessionResetPlan));
Assert.DoesNotContain(fields, field => field.Name == "_liveSessionEvents");
Assert.DoesNotContain(fields, field => field.Name == "_liveSessionCommands");
}
[Fact]
public void GraphicalSessionSourceBorrowsCanonicalRuntimeState()
{
FieldInfo[] fields = typeof(LiveSessionAppSource).GetFields(PrivateInstance);
Assert.Equal(2, fields.Length);
Assert.Contains(
fields,
field => field.Name == "_session"
&& field.FieldType == typeof(LiveSessionController));
Assert.Contains(
fields,
field => field.Name == "_commands"
&& field.FieldType == typeof(LiveSessionCommandSurface));
Assert.DoesNotContain(fields, field => field.FieldType == typeof(WorldSession));
Assert.DoesNotContain(fields, field => field.FieldType == typeof(bool));
Assert.DoesNotContain(
fields,
field => field.FieldType == typeof(RuntimeGenerationToken)
|| field.FieldType == typeof(ulong));
}
[Fact]
public void ProductionWindowConstructsOnlyTheCanonicalRuntimeRoot()
{
string root = FindRepositoryRoot();
string source = File.ReadAllText(Path.Combine(
root,
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Equal(
1,
CountOccurrences(source, "new GameRuntime("));
Assert.Contains(
"private readonly GameRuntime _runtime;",
source,
StringComparison.Ordinal);
Assert.Contains(
"_runtimeHostLease = _runtime.AcquireHostLease(",
source,
StringComparison.Ordinal);
string[] forbidden =
[
"new RuntimeEntityObjectLifetime(",
"new RuntimeInventoryState(",
"new RuntimeCharacterState(",
"new RuntimeCommunicationState(",
"new RuntimeActionState(",
"new RuntimeLocalPlayerMovementState(",
"new RuntimeWorldTransitState(",
"new LiveSessionController(",
"new GameRuntimeClock(",
];
Assert.All(
forbidden,
value => Assert.DoesNotContain(
value,
source,
StringComparison.Ordinal));
}
[Fact]
public void ProductionSourceConstructsOnlyOneLiveSessionCommandSurface()
{
// CH3 review S5(b): LiveSessionCommandSurface has no dependencies of
// its own — CH3 deliberately hoisted its single construction site
// (SessionPlayerComposition.cs) so RuntimeSettingsTargets and the
// retained UI's chat/inventory panels share the SAME generation-
// gated command route. A second construction site anywhere under
// src/AcDream.App would silently split that route into two, each
// with its own activation/dispose lifecycle.
string root = FindRepositoryRoot();
string appRoot = Path.Combine(root, "src", "AcDream.App");
int total = Directory
.EnumerateFiles(appRoot, "*.cs", SearchOption.AllDirectories)
.Sum(path => CountOccurrences(
File.ReadAllText(path),
"new LiveSessionCommandSurface("));
Assert.Equal(1, total);
}
[Theory]
[InlineData("TryStartLiveSession")]
[InlineData("ClearInboundEntityState")]
[InlineData("WireLiveSessionEvents")]
[InlineData("DisposeLiveSessionRouting")]
[InlineData("CreateLiveSessionBinding")]
[InlineData("ApplyLiveSessionSelection")]
[InlineData("ApplyLiveSessionEnteredWorld")]
public void DisplacedLifecycleBodiesAreAbsent(string methodName)
{
Assert.Null(typeof(GameWindow).GetMethod(methodName, PrivateInstance));
}
/// <summary>
/// Campaign CC CC7 review-fix round, F5 (2026-08-16): the reviewer
/// found that deleting the <c>CharacterCreated</c>/<c>CreationFailed</c>
/// delegate assignments from <see cref="AcDream.App.Net.LiveSessionRuntimeFactory"/>
/// (the App-layer wiring that forwards those two Runtime events to
/// <c>SessionStatusWriter</c>, feeding the launcher's status-payload
/// cycle) leaves every test suite green. <c>LiveSessionRuntimeFactory</c>
/// has exactly one production construction site
/// (<c>SessionPlayerComposition.cs</c>), buried inside the full
/// <c>GameWindow</c> composition graph, and no test in this repository
/// constructs it directly — there is no practical seam to exercise the
/// wiring behaviorally without a <see cref="GameWindow"/>. This test
/// follows the SAME source-text-pin pattern the rest of this file
/// already uses for wiring that can't otherwise be unit-tested
/// (<see cref="ProductionWindowConstructsOnlyTheCanonicalRuntimeRoot"/>,
/// <see cref="DisplacedLifecycleBodiesAreAbsent"/>): it fails if either
/// delegate assignment is removed or its argument mapping changes. The
/// exact PAYLOAD shape these calls must produce is pinned separately,
/// at <c>SessionStatusWriterTests.CharacterCreatedAndCreationFailed_WriteThePinnedShape</c>
/// (<c>tests/AcDream.Runtime.Tests/Session/SessionStatusWriterTests.cs</c>)
/// — together the two tests cover "the delegates are bound" (here) and
/// "they produce §LA1's exact payload" (there).
/// </summary>
[Fact]
public void LiveSessionRuntimeFactoryBindsCharacterCreatedAndCreationFailedToTheStatusWriter()
{
string root = FindRepositoryRoot();
string source = File.ReadAllText(Path.Combine(
root,
"src",
"AcDream.App",
"Net",
"LiveSessionRuntimeFactory.cs"));
Assert.Contains(
"CharacterCreated: identity => _statusWriter.CharacterCreated(",
source,
StringComparison.Ordinal);
Assert.Contains(
"identity.Guid,",
source,
StringComparison.Ordinal);
Assert.Contains(
"identity.Name),",
source,
StringComparison.Ordinal);
Assert.Contains(
"CreationFailed: rejection => _statusWriter.CreationFailed(",
source,
StringComparison.Ordinal);
Assert.Contains(
"rejection.RawCode,",
source,
StringComparison.Ordinal);
Assert.Contains(
"rejection.Reason,",
source,
StringComparison.Ordinal);
Assert.Contains(
"rejection.AttemptedName)),",
source,
StringComparison.Ordinal);
}
private static int CountOccurrences(string source, string value)
{
int count = 0;
int cursor = 0;
while ((cursor = source.IndexOf(
value,
cursor,
StringComparison.Ordinal)) >= 0)
{
count++;
cursor += value.Length;
}
return count;
}
private static string FindRepositoryRoot()
{
var current = new DirectoryInfo(AppContext.BaseDirectory);
while (current is not null)
{
if (File.Exists(Path.Combine(current.FullName, "AcDream.slnx")))
return current.FullName;
current = current.Parent;
}
throw new DirectoryNotFoundException("AcDream.slnx was not found.");
}
}