test: add game initialization integration tests (#82)

Add 17 tests covering the complete init_game_async flow:
- Phase progress updates (4 tests)
- Full initialization success (2 tests)
- History processing (2 tests)
- LLM check failure handling (1 test)
- Avatar generation (2 tests)
- Error handling (3 tests)
- Sect initialization (1 test)
- Phase name constants (2 tests)

Closes #72
This commit is contained in:
Zihao Xu
2026-01-21 00:03:42 -08:00
committed by GitHub
parent ec71310588
commit 38327c1b10

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@@ -0,0 +1,507 @@
"""
Integration tests for game initialization flow.
## What's Tested
Tests the complete game initialization flow (init_game_async):
- Phase 0: Asset scanning
- Phase 1: Map loading
- Phase 2: History processing
- Phase 3: Sect initialization
- Phase 4: Avatar generation (protagonists + NPCs)
- Phase 5: LLM connectivity check
- Phase 6: Initial event generation
## Why Integration Tests Matter
Unit tests verify individual components work in isolation.
Integration tests verify the components work together correctly:
- World is created with correct initial state
- Avatars are generated and registered properly
- LLM check results are recorded
- Initial events are generated
- Game is paused after initialization
## What's NOT Tested Here
- Actual LLM API calls (mocked)
- Actual file I/O for map loading (mocked)
- WebSocket broadcasting during game loop
"""
import pytest
import asyncio
import tempfile
from pathlib import Path
from unittest.mock import patch, MagicMock, AsyncMock
from src.server import main
from src.server.main import (
app,
game_instance,
init_game_async,
update_init_progress,
INIT_PHASE_NAMES,
)
@pytest.fixture
def reset_game_instance():
"""Reset game_instance to initial state before each test."""
original_state = dict(game_instance)
game_instance.clear()
game_instance.update({
"world": None,
"sim": None,
"is_paused": True,
"init_status": "idle",
"init_phase": 0,
"init_phase_name": "",
"init_progress": 0,
"init_start_time": None,
"init_error": None,
"llm_check_failed": False,
"llm_error_message": "",
"current_save_path": None,
})
yield
game_instance.clear()
game_instance.update(original_state)
@pytest.fixture
def temp_saves_dir():
"""Create a temporary saves directory."""
with tempfile.TemporaryDirectory() as tmpdir:
yield Path(tmpdir)
class TestUpdateInitProgress:
"""Tests for update_init_progress function."""
def test_update_progress_sets_phase(self, reset_game_instance):
"""Test that update_init_progress sets phase correctly."""
update_init_progress(3, "initializing_sects")
assert game_instance["init_phase"] == 3
assert game_instance["init_phase_name"] == "initializing_sects"
def test_update_progress_uses_default_phase_name(self, reset_game_instance):
"""Test that default phase name is used when not provided."""
update_init_progress(4)
assert game_instance["init_phase"] == 4
assert game_instance["init_phase_name"] == INIT_PHASE_NAMES[4]
def test_update_progress_calculates_percentage(self, reset_game_instance):
"""Test that progress percentage is calculated correctly."""
progress_map = {0: 0, 1: 10, 2: 25, 3: 40, 4: 55, 5: 70, 6: 85}
for phase, expected_progress in progress_map.items():
update_init_progress(phase)
assert game_instance["init_progress"] == expected_progress
def test_all_phase_names_defined(self):
"""Test that all phases have names defined."""
for phase in range(7):
assert phase in INIT_PHASE_NAMES
class TestInitGameAsyncSuccess:
"""Tests for successful game initialization."""
@pytest.mark.asyncio
async def test_full_init_success(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test complete initialization flow succeeds."""
mock_map = MagicMock()
mock_map.width = 100
mock_map.height = 100
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_world.month_stamp = MagicMock()
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {"sect1": MagicMock()}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 1
mock_config.game.init_npc_num = 5
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Verify final state.
assert game_instance["init_status"] == "ready"
assert game_instance["init_progress"] == 100
assert game_instance["is_paused"] is True
assert game_instance["world"] is mock_world
assert game_instance["sim"] is mock_sim
assert game_instance["llm_check_failed"] is False
@pytest.mark.asyncio
async def test_init_sets_status_to_in_progress(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that init sets status to in_progress immediately."""
recorded_status = []
original_update = update_init_progress
def tracking_update(phase, phase_name=""):
recorded_status.append(game_instance["init_status"])
original_update(phase, phase_name)
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch.object(main, "update_init_progress", side_effect=tracking_update), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 0
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# All recorded statuses should be "in_progress".
assert all(s == "in_progress" for s in recorded_status)
class TestInitGameAsyncWithHistory:
"""Tests for initialization with world history."""
@pytest.mark.asyncio
async def test_init_applies_history(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that world history is applied when configured."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
mock_history_mgr = MagicMock()
mock_history_mgr.apply_history_influence = AsyncMock()
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.HistoryManager", return_value=mock_history_mgr) as mock_hm_class, \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 0
mock_config.game.world_history = "Ancient cultivation world..."
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Verify history was applied.
mock_world.set_history.assert_called_once_with("Ancient cultivation world...")
mock_hm_class.assert_called_once_with(mock_world)
mock_history_mgr.apply_history_influence.assert_called_once_with("Ancient cultivation world...")
@pytest.mark.asyncio
async def test_init_continues_if_history_fails(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that init continues even if history application fails."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
mock_history_mgr = MagicMock()
mock_history_mgr.apply_history_influence = AsyncMock(side_effect=Exception("History failed"))
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.HistoryManager", return_value=mock_history_mgr), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 0
mock_config.game.world_history = "Some history"
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
# Should not raise, should continue.
await init_game_async()
# Should still complete successfully.
assert game_instance["init_status"] == "ready"
class TestInitGameAsyncWithLLMFailure:
"""Tests for initialization with LLM check failure."""
@pytest.mark.asyncio
async def test_init_records_llm_failure(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that LLM check failure is recorded but doesn't stop init."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(False, "API key invalid")), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 0
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Should still complete.
assert game_instance["init_status"] == "ready"
# But LLM failure should be recorded.
assert game_instance["llm_check_failed"] is True
assert game_instance["llm_error_message"] == "API key invalid"
class TestInitGameAsyncWithAvatars:
"""Tests for avatar generation during initialization."""
@pytest.mark.asyncio
async def test_init_generates_npcs(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that NPCs are generated."""
mock_map = MagicMock()
mock_world = MagicMock()
# Use a real dict to track what gets added.
avatars_dict = {}
mock_world.avatar_manager.avatars = avatars_dict
mock_world.month_stamp = MagicMock()
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
mock_avatars = {"npc1": MagicMock(), "npc2": MagicMock(), "npc3": MagicMock()}
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch.object(main, "_new_make_random", return_value=mock_avatars), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 3
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Avatars should be registered - check the dict was updated.
assert len(avatars_dict) == 3
assert "npc1" in avatars_dict
@pytest.mark.asyncio
async def test_init_with_protagonist_mode_all(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test initialization with protagonist mode 'all'."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_world.month_stamp = MagicMock()
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
mock_protagonists = {"prot1": MagicMock(), "prot2": MagicMock()}
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch("src.server.main.prot_utils") as mock_prot_utils, \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_prot_utils.spawn_protagonists.return_value = mock_protagonists
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 10
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "all"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Protagonists should be spawned with probability 1.0.
mock_prot_utils.spawn_protagonists.assert_called_once()
call_kwargs = mock_prot_utils.spawn_protagonists.call_args
assert call_kwargs[1]["probability"] == 1.0
class TestInitGameAsyncErrors:
"""Tests for error handling during initialization."""
@pytest.mark.asyncio
async def test_init_handles_map_load_error(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that map loading error sets error status."""
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", side_effect=Exception("Map file not found")), \
patch("src.server.main.CONFIG") as mock_config:
mock_config.paths.saves = temp_saves_dir
await init_game_async()
assert game_instance["init_status"] == "error"
assert "Map file not found" in game_instance["init_error"]
@pytest.mark.asyncio
async def test_init_handles_asset_scan_error(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that asset scanning error sets error status."""
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets", side_effect=Exception("Asset scan failed")), \
patch("src.server.main.CONFIG") as mock_config:
mock_config.paths.saves = temp_saves_dir
await init_game_async()
assert game_instance["init_status"] == "error"
assert "Asset scan failed" in game_instance["init_error"]
@pytest.mark.asyncio
async def test_init_continues_if_initial_events_fail(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that init completes even if initial event generation fails."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_sim = MagicMock()
mock_sim.step = AsyncMock(side_effect=Exception("Event generation failed"))
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 0
mock_config.game.init_npc_num = 0
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# Should still complete (initial events failure is not fatal).
assert game_instance["init_status"] == "ready"
# Game should be paused.
assert game_instance["is_paused"] is True
class TestInitGameAsyncWithSects:
"""Tests for sect initialization."""
@pytest.mark.asyncio
async def test_init_selects_random_sects(self, reset_game_instance, temp_saves_dir, mock_llm_managers):
"""Test that random sects are selected from available sects."""
mock_map = MagicMock()
mock_world = MagicMock()
mock_world.avatar_manager.avatars = {}
mock_world.month_stamp = MagicMock()
mock_sim = MagicMock()
mock_sim.step = AsyncMock()
mock_sect1 = MagicMock()
mock_sect2 = MagicMock()
mock_sect3 = MagicMock()
with patch.object(main, "reload_all_static_data"), \
patch.object(main, "scan_avatar_assets"), \
patch.object(main, "load_cultivation_world_map", return_value=mock_map), \
patch.object(main, "check_llm_connectivity", return_value=(True, "")), \
patch.object(main, "_new_make_random", return_value={}) as mock_make_random, \
patch("src.server.main.World") as mock_world_class, \
patch("src.server.main.Simulator", return_value=mock_sim), \
patch("src.server.main.CONFIG") as mock_config, \
patch("src.server.main.sects_by_id", {
"s1": mock_sect1,
"s2": mock_sect2,
"s3": mock_sect3,
}):
mock_config.paths.saves = temp_saves_dir
mock_config.game.sect_num = 2 # Request 2 sects from 3 available.
mock_config.game.init_npc_num = 5
mock_config.game.world_history = ""
mock_config.avatar.protagonist = "none"
mock_world_class.create_with_db.return_value = mock_world
await init_game_async()
# _new_make_random should be called with existed_sects.
call_args = mock_make_random.call_args
existed_sects = call_args[1]["existed_sects"]
assert len(existed_sects) == 2 # Should have selected 2 sects.
class TestInitPhaseNames:
"""Tests for phase name constants."""
def test_phase_names_are_strings(self):
"""Test that all phase names are non-empty strings."""
for phase, name in INIT_PHASE_NAMES.items():
assert isinstance(name, str)
assert len(name) > 0
def test_phase_names_are_snake_case(self):
"""Test that phase names follow snake_case convention."""
for name in INIT_PHASE_NAMES.values():
assert name == name.lower()
assert " " not in name