84 lines
3.8 KiB
JavaScript
84 lines
3.8 KiB
JavaScript
// Import must preserve the running world before reading or replacing it.
|
|
const fs = require('fs');
|
|
const path = require('path');
|
|
const { load, suite, flatWorld } = require('./harness');
|
|
const { run } = load(), { check, done } = suite();
|
|
run(fs.readFileSync(path.join(__dirname, '../src/ui/saves.js'), 'utf8'));
|
|
run(`
|
|
globalThis.GAME = { running: true, paused: true, worldId: 'current', worldName: 'Current', playTime: 42 };
|
|
globalThis.messages = [];
|
|
globalThis.toast = text => messages.push(text);
|
|
globalThis.$ = () => ({});
|
|
globalThis.showLoading = () => {};
|
|
globalThis.stored = new Map();
|
|
globalThis.failStorage = false;
|
|
globalThis.releaseWrite = null;
|
|
DB.get = async key => stored.get(key);
|
|
DB.op = async (mode, fn) => {
|
|
if (failStorage) throw new Error('Storage full');
|
|
await new Promise(resolve => { releaseWrite = resolve; });
|
|
fn({ put: (value, key) => stored.set(key, value) });
|
|
};
|
|
globalThis.loads = 0;
|
|
globalThis.startFromSave = async sv => {
|
|
loads++;
|
|
deserializeWorld(sv.meta, sv.buffers);
|
|
GAME.worldId = sv.worldId; GAME.worldName = sv.worldName;
|
|
return true;
|
|
};
|
|
`);
|
|
|
|
async function main() {
|
|
flatWorld(run, 64, 64, 48);
|
|
const incoming = run('serializeWorld()');
|
|
const buffers = {};
|
|
for (const [key, arr] of Object.entries(incoming.buffers)) {
|
|
buffers[key] = { type: arr.constructor.name, gz: false,
|
|
b64: Buffer.from(arr.buffer, arr.byteOffset, arr.byteLength).toString('base64') };
|
|
}
|
|
const text = JSON.stringify({ format: 'deepgrain-world', meta: incoming.meta, buffers });
|
|
run('money = 12345; setCell(10 * W + 10, CUORE, AMB[10], 0);');
|
|
let reads = 0, savedBeforeRead = false;
|
|
// Release each storage transaction on the next turn, after observing whether
|
|
// the importer tried to read the file while the first save was still pending.
|
|
const pending = run('importWorldFile')({ text: async () => {
|
|
reads++;
|
|
savedBeforeRead = run("stored.has('current:auto')");
|
|
return text;
|
|
} });
|
|
await new Promise(resolve => setImmediate(resolve));
|
|
check('file waits for the running world save to commit', reads === 0);
|
|
let settled = false;
|
|
pending.finally(() => { settled = true; });
|
|
const deadline = Date.now() + 10000;
|
|
while (!settled && Date.now() < deadline) {
|
|
if (run('releaseWrite !== null')) run('releaseWrite(); releaseWrite = null;');
|
|
await new Promise(resolve => setTimeout(resolve, 1));
|
|
}
|
|
if (!settled) throw new Error('Import timed out');
|
|
await pending;
|
|
check('current world is saved before reading the import', savedBeforeRead);
|
|
check('autosave contains latest money and grains', run(`(() => {
|
|
const sv = stored.get('current:auto');
|
|
return !!sv && sv.meta.economy.money === 12345;
|
|
})()`) && (await run("worldNewest('current')"))?.buffers.mat[650] === run('CUORE'));
|
|
check('good import loads and saves under its own id', run(`loads === 1 && GAME.worldId !== 'current'
|
|
&& stored.has(GAME.worldId + ':auto') && messages.includes('World imported.')`));
|
|
|
|
run('failStorage = true; messages.length = 0; loads = 0;');
|
|
const before = run('mat');
|
|
reads = 0;
|
|
await run('importWorldFile')({ text: async () => { reads++; return text; } });
|
|
check('failed save stops before reading or replacing the world', reads === 0 && run('loads') === 0 && before === run('mat'));
|
|
check('failed save explains that the current world could not be saved',
|
|
run("messages.some(s => /current world/i.test(s) && /could not be saved/i.test(s))"));
|
|
|
|
// Title-screen import must not attempt to save a nonexistent running world.
|
|
run('GAME.running = false; messages.length = 0; loads = 0;');
|
|
reads = 0;
|
|
await run('importWorldFile')({ text: async () => { reads++; return text; } });
|
|
check('title-screen import still reads and loads without a pre-save', reads === 1 && run('loads') === 1);
|
|
done();
|
|
}
|
|
main().catch(e => { console.error(e); process.exitCode = 1; });
|