champions-of-luneraria/Assets/Luneraria/Tests/View/EditMode/FrameRateIndependenceTests.cs
Martin Stickelbroeck 3871b3e2e6 U2C Simulation/View Binding
Fester Simulationstakt und Ansichten, die nur lesen; Nachweis, dass die Partie
bei jeder Bildrate dieselbe ist.

- LuneClock: Akkumulator, ganze Schritte zu 0,05 s, Alpha zum Interpolieren.
- LuneMatchRunner: Host-Ablauf einer Bot-Partie (Planung über die
  Befehlsschnittstelle, Kampf im festen Takt, Abrechnung, nächste Runde);
  LuneMatchDriver reicht in Update nur Bildzeit weiter.
- LuneTrace: Fingerabdruck der Partie (jeder Schritt, jede Abrechnung) und der
  reine Kernlauf zum Vergleich.
- Ansichten: LuneMatchView, LuneUnitView (interpolierte Position, Blickrichtung,
  Clips aus Kampfereignissen, Teamring, Lebensbalken), LuneBuildingView mit
  Einsturz und Ruine aus den autoritativen HP, Turmblitze, LuneCameraRig wie
  lune_camera.gd, vorläufige Debug-Anzeige (kein HUD; U3 portiert das G3-HUD).
- Einheitenbibliothek: Kohlenbeißer aus 131 Teilen zu einem Mesh, Animator-
  Controller mit den Blender-Clips, Ring- und Balkenmeshes, Markermaterialien.
- Tests: EditMode (30/60/120 fps, unbegrenzt, Ruckler, 8x Tempo; Seed 2 und
  Seed 9 ab Runde 21) und PlayMode in der Szene bei echten Bildraten 30, 60,
  120 und unbegrenzt: überall derselbe Fingerabdruck wie der Kern.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:31:18 +02:00

75 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Luneraria.Core;
using NUnit.Framework;
using UnityEngine;
namespace Luneraria.View.Tests
{
/// <summary>
/// U2C: the host loop gives the same match at every frame rate. The runner is fed frame
/// times of 30, 60 and 120 FPS, of an unlimited frame rate (tiny, jittering frames), and of a
/// stuttering machine (long stalls between short frames); every run must end with the state
/// fingerprint of the plain core run (LuneTrace.RunCore), step for step and round for round.
/// </summary>
public sealed class FrameRateIndependenceTests
{
static readonly Dictionary<string, Func<int, double>> Rates = new Dictionary<string, Func<int, double>>
{
{ "30 fps", frame => 1.0 / 30.0 },
{ "60 fps", frame => 1.0 / 60.0 },
{ "120 fps", frame => 1.0 / 120.0 },
{ "unlimited (0.4-3.9 ms jitter)", frame => 0.0004 + ((frame * 7919) % 97) / 97.0 * 0.0035 },
{ "stutter (stalls up to 0.4 s)", frame => frame % 23 == 0 ? 0.4 : 1.0 / 144.0 },
};
static void Compare(int seed, int startRound, int extraGold, double speed)
{
var options = new MatchOptions { Seed = seed, HumanSlot = -1 };
LuneTrace core = LuneTrace.RunCore(options, startRound, extraGold, "");
foreach (KeyValuePair<string, Func<int, double>> rate in Rates)
{
var runner = new LuneMatchRunner(options, startRound, extraGold) { Trace = new LuneTrace(), PlanningSeconds = .5, SettledSeconds = .5 };
int frames = 0;
while (runner.Current != LuneMatchRunner.Stage.Over && frames < 20000000)
runner.Advance(rate.Value(frames++) * speed);
Debug.Log(string.Format("LUNE_FPS seed {0} {1}: {2} frames, {3} steps, hash {4:X16} (core {5:X16})", seed, rate.Key, frames, runner.Trace.Steps, runner.Trace.Hash, core.Hash));
Assert.AreEqual(core.Steps, runner.Trace.Steps, rate.Key + ": steps");
CollectionAssert.AreEqual(core.RoundHashes, runner.Trace.RoundHashes, rate.Key + ": round fingerprints");
Assert.AreEqual(core.Hash, runner.Trace.Hash, rate.Key + ": match fingerprint");
Assert.AreEqual(core.Rounds, runner.Trace.Rounds, rate.Key + ": rounds");
}
}
[Test]
public void FullBotMatchSeed2IsTheSameAtEveryFrameRate()
{
Compare(2, 1, 0, 1.0);
}
[Test]
public void HighWaveMatchFromRound21IsTheSameAtEveryFrameRate()
{
Compare(9, 21, 4000, 1.0);
}
[Test]
public void MatchSpeedDoesNotChangeTheMatch()
{
Compare(2, 1, 0, 8.0);
}
[Test]
public void ClockRunsWholeStepsOnly()
{
var clock = new LuneClock(0.05);
int steps = 0;
steps += clock.Advance(0.049, () => true);
Assert.AreEqual(0, steps);
Assert.That(clock.Alpha, Is.InRange(0.97, 0.99));
steps += clock.Advance(0.052, () => true);
Assert.AreEqual(2, steps);
Assert.That(clock.Alpha, Is.InRange(0.01, 0.03));
}
}
}