245 lines
9.7 KiB
Python
245 lines
9.7 KiB
Python
import pytest
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import json
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from unittest.mock import MagicMock, AsyncMock, patch
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from pathlib import Path
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from src.classes.history import HistoryManager, History
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from src.classes.region import CityRegion, NormalRegion, CultivateRegion
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from src.classes.sect_region import SectRegion
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from src.classes.technique import Technique, TechniqueAttribute, TechniqueGrade
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from src.classes.weapon import Weapon, WeaponType
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from src.classes.auxiliary import Auxiliary
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from src.classes.cultivation import Realm
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from src.classes.item_registry import ItemRegistry
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from src.classes.sect import Sect, SectHeadQuarter
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from src.classes.alignment import Alignment
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from src.sim.load.load_game import apply_history_modifications
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# 假设这些全局字典在模块层级
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from src.classes import technique as technique_module
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from src.classes import weapon as weapon_module
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from src.classes import sect as sect_module
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from src.classes import auxiliary as auxiliary_module
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# --- 1. 基础数据结构测试 (Plan 1) ---
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def test_world_history_structure(base_world):
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"""
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目标:验证 World 与 History dataclass 的交互是否符合预期。
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"""
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# 初始化:验证 world.history 是否自动初始化为空的 History 对象
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assert isinstance(base_world.history, History)
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assert base_world.history.text == ""
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assert base_world.history.modifications == {}
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# 设置文本:验证 text 更新
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history_text = "修仙界风云变幻"
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base_world.set_history(history_text)
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assert base_world.history.text == history_text
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# 记录差分:验证 record_modification
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# 第一次记录
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base_world.record_modification("sects", "1", {"name": "新名字"})
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assert "sects" in base_world.history.modifications
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assert "1" in base_world.history.modifications["sects"]
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assert base_world.history.modifications["sects"]["1"]["name"] == "新名字"
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# 第二次记录:验证合并 (Merge)
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base_world.record_modification("sects", "1", {"desc": "新描述"})
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assert base_world.history.modifications["sects"]["1"]["name"] == "新名字" # 旧属性保留
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assert base_world.history.modifications["sects"]["1"]["desc"] == "新描述" # 新属性添加
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# 第三次记录:验证覆盖 (Override)
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base_world.record_modification("sects", "1", {"name": "更新的名字"})
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assert base_world.history.modifications["sects"]["1"]["name"] == "更新的名字"
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# --- 2. 修改记录行为测试 (Plan 2) ---
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def test_history_manager_records_changes(base_world):
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"""
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目标:验证 HistoryManager 在修改对象时,是否自动产生“留痕”。
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"""
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# Setup
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sect = Sect(id=1, name="OldSect", desc="OldDesc", member_act_style="", alignment=Alignment.RIGHTEOUS, headquarter=None, technique_names=[])
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manager = HistoryManager(base_world)
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# Execute Modification
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# 模拟 _update_obj_attrs 的调用
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changes = {"name": "NewSect", "desc": "NewDesc"}
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manager._update_obj_attrs(sect, changes, category="sects", id_str="1")
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# Verify Object Updated
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assert sect.name == "NewSect"
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assert sect.desc == "NewDesc"
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# Verify History Recorded
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assert "sects" in base_world.history.modifications
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assert "1" in base_world.history.modifications["sects"]
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recorded_change = base_world.history.modifications["sects"]["1"]
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assert recorded_change["name"] == "NewSect"
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assert recorded_change["desc"] == "NewDesc"
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# --- 3. 差分回放逻辑测试 (Plan 3) ---
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def test_apply_history_modifications_logic(base_world):
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"""
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目标:验证 apply_history_modifications 函数能否将数据字典正确应用到静态对象上。
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"""
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# Setup Objects
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sect = Sect(id=1, name="OriginalSect", desc="OriginalDesc", member_act_style="", alignment=Alignment.RIGHTEOUS, headquarter=None, technique_names=[])
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weapon = Weapon(id=101, name="OriginalSword", weapon_type=WeaponType.SWORD, realm=Realm.Qi_Refinement, desc="OriginalDesc")
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# Patch Global Registries
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with patch.dict(sect_module.sects_by_id, {1: sect}, clear=True), \
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patch.dict(sect_module.sects_by_name, {"OriginalSect": sect}, clear=True), \
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patch.object(ItemRegistry, "get", return_value=weapon), \
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patch.dict(weapon_module.weapons_by_name, {"OriginalSword": weapon}, clear=True):
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# Construct Modifications
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modifications = {
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"sects": {
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"1": {"name": "ReplayedSect", "desc": "ReplayedDesc"},
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"999": {"name": "GhostSect"} # 不存在的 ID,应忽略
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},
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"weapons": {
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"101": {"name": "ReplayedSword"}
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}
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}
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# Execute Replay
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apply_history_modifications(base_world, modifications)
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# Verify Sect Updated
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assert sect.name == "ReplayedSect"
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assert sect.desc == "ReplayedDesc"
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# Verify Sect Index Synced (Old name removed, new name added)
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assert "OriginalSect" not in sect_module.sects_by_name
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assert "ReplayedSect" in sect_module.sects_by_name
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assert sect_module.sects_by_name["ReplayedSect"] == sect
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# Verify Weapon Updated
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assert weapon.name == "ReplayedSword"
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assert weapon.desc == "OriginalDesc" # Unchanged
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# Verify Weapon Index Synced
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assert "OriginalSword" not in weapon_module.weapons_by_name
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assert "ReplayedSword" in weapon_module.weapons_by_name
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# --- 4. 集成测试:存读档全流程 (Plan 4) ---
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def test_save_load_integration_with_history(base_world, tmp_path):
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"""
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目标:模拟真实游戏场景,验证“修改 -> 存档 -> 重置 -> 读档 -> 还原”的闭环。
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"""
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from src.sim.save.save_game import save_game
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from src.sim.load.load_game import load_game
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from src.sim.simulator import Simulator
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# 1. Setup Initial State
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sect = Sect(id=1, name="OriginalSect", desc="OriginalDesc", member_act_style="", alignment=Alignment.RIGHTEOUS, headquarter=None, technique_names=[])
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# Patch 全局状态,模拟游戏运行环境
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with patch.dict(sect_module.sects_by_id, {1: sect}, clear=True), \
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patch.dict(sect_module.sects_by_name, {"OriginalSect": sect}, clear=True):
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# 2. Apply Changes & Record History
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history_text = "History Text"
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base_world.set_history(history_text)
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# 模拟 HistoryManager 的修改操作
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sect.name = "ModifiedSect"
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base_world.record_modification("sects", "1", {"name": "ModifiedSect"})
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# 此时内存中是 ModifiedSect
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simulator = Simulator(base_world)
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existed_sects = [sect]
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# 3. Save Game
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save_path = tmp_path / "integration_save.json"
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save_game(base_world, simulator, existed_sects, save_path)
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# 4. Reset Memory (Simulate Restart)
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# 将对象重置为原始状态,模拟重新加载配置文件的过程
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sect.name = "OriginalSect"
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if "ModifiedSect" in sect_module.sects_by_name:
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del sect_module.sects_by_name["ModifiedSect"]
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sect_module.sects_by_name["OriginalSect"] = sect
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assert sect.name == "OriginalSect" # 确认重置成功
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# 5. Load Game
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# load_game 会调用 apply_history_modifications
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# 注意:load_game 内部会导入 sects_by_id,我们已经在 patch 中了,所以 load_game 会看到我们 patch 的 dict
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# 但 load_game 会重建 world,所以我们需要验证 loaded_world
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loaded_world, _, _ = load_game(save_path)
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# 6. Verify
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# 验证历史文本
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assert loaded_world.history.text == history_text
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# 验证 Modifications 数据存在
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assert "sects" in loaded_world.history.modifications
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assert loaded_world.history.modifications["sects"]["1"]["name"] == "ModifiedSect"
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# 核心验证:内存中的对象是否变回了 ModifiedSect
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# 因为我们 patch 了全局字典,load_game 回放时修改的就是这个全局字典里的 sect 对象
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assert sect.name == "ModifiedSect"
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assert "ModifiedSect" in sect_module.sects_by_name
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assert "OriginalSect" not in sect_module.sects_by_name
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# --- 5. 边界情况测试 (Plan 5) ---
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def test_history_boundary_cases(base_world, tmp_path):
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"""
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目标:边界情况测试
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"""
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from src.sim.save.save_game import save_game
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from src.sim.load.load_game import load_game
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from src.sim.simulator import Simulator
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# Case 1: Empty History
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# 保存一个没有历史修改的存档
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simulator = Simulator(base_world)
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save_path = tmp_path / "empty_history.json"
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save_game(base_world, simulator, [], save_path)
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# 读档应不报错
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loaded_world, _, _ = load_game(save_path)
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assert loaded_world.history.text == ""
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assert loaded_world.history.modifications == {}
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# Case 2: Corrupted/Partial Modification Data (Manual JSON edit)
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# 创建一个手动修改的 JSON,模拟数据损坏或旧版本残留
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with open(save_path, "r", encoding="utf-8") as f:
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data = json.load(f)
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# 注入一个格式奇怪的 modifications
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data["world"]["history"] = {
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"text": "Partial",
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"modifications": {
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"sects": {
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"invalid_id": {"name": "ShouldNotCrash"} # ID 不是数字,但 key 是 str
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},
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"unknown_category": { # 未知类别
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"1": {"name": "???"}
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}
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}
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}
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with open(save_path, "w", encoding="utf-8") as f:
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json.dump(data, f)
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# 读档应鲁棒处理,不崩溃
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loaded_world_2, _, _ = load_game(save_path)
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assert loaded_world_2.history.text == "Partial"
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# 确保未知类别被加载(作为数据),但在 apply 时被忽略(不报错)
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assert "unknown_category" in loaded_world_2.history.modifications
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