v2 tagged-section container (D-030): raw ISLA magic + u32 version gate, [u32 tag][u64 length][payload] sections — params (resolved generation inputs incl. impact centre), heights f32, biomes u8, towns with the highway-node flag, four road tiers identified by tag not position. - BlueprintFormat.cs: the single tag/constant registry. - BlueprintWriter.WriteV2: blueprint-typed, callable outside a generation run; generator and harness are both just callers. - ExportMapData dual-writes: v2 under the primary seed name, legacy v1 beside it as _v1.dat (safety net; removal is a future task). - MapDataParser: LoadMapDataFromPath entry point; v1 parse body extracted intact as LoadV1 (v2 reader lands in the next commit). - RoundTripHarness scene: load v1 -> write v2 -> load v2 -> semantic equality, headless, seconds per cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
156 lines
5.5 KiB
C#
156 lines
5.5 KiB
C#
using Godot;
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using System.Collections.Generic;
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using IslaApocalypse.Core;
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/// <summary>
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/// The blueprint round-trip oracle (terrain-water task 02). Runs headless in seconds,
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/// no generation, no road pass:
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///
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/// 1. load a known-good v1 blueprint (default: the preserved reference copy of seed
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/// 1409879727) through the real parser,
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/// 2. write it back out as v2 through the real writer (to a harness-only name — the
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/// reference file is never overwritten),
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/// 3. load the v2 file through the real parser,
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/// 4. assert semantic equality: heights bitwise, biomes equal, towns equal in
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/// position/tier/count, each road tier point-for-point.
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///
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/// Params and the per-town highway flag are EXCLUDED from equality — a v1 source
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/// cannot supply them; they are verified in the full-generation acceptance run.
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///
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/// Run: Godot --headless --path <repo> res://Tools/Scenes/RoundTripHarness.tscn
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/// Env overrides: HARNESS_V1_PATH (source file), HARNESS_V2_PATH (output file).
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/// Exit code 0 = PASS, 1 = FAIL. Worth keeping permanently as a format regression test.
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/// </summary>
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public partial class RoundTripHarness : Node
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{
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public override void _Ready()
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{
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string v1Path = OS.GetEnvironment("HARNESS_V1_PATH");
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if (string.IsNullOrEmpty(v1Path))
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v1Path = ProjectSettings.GlobalizePath("user://reference_1409879727/MapData_Seed_1409879727.dat");
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string v2Path = OS.GetEnvironment("HARNESS_V2_PATH");
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if (string.IsNullOrEmpty(v2Path))
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v2Path = ProjectSettings.GlobalizePath("user://Harness_RoundTrip_v2.dat");
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GD.Print($"[Harness] v1 source: {v1Path}");
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GD.Print($"[Harness] v2 output: {v2Path}");
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bool pass = false;
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try
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{
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pass = RunRoundTrip(v1Path, v2Path);
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}
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catch (System.Exception e)
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{
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GD.PrintErr($"[Harness] EXCEPTION: {e}");
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}
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GD.Print(pass ? "[Harness] RESULT: PASS" : "[Harness] RESULT: FAIL");
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GetTree().Quit(pass ? 0 : 1);
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}
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private bool RunRoundTrip(string v1Path, string v2Path)
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{
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ulong t0 = Time.GetTicksMsec();
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WorldBlueprint original = MapDataParser.LoadMapDataFromPath(v1Path);
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ulong t1 = Time.GetTicksMsec();
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if (original == null) { GD.PrintErr("[Harness] v1 load failed."); return false; }
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GD.Print($"[Harness] v1 parse: {(t1 - t0) / 1000.0:F1}s (format v{original.FormatVersion})");
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BlueprintWriter.WriteV2(v2Path, original);
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ulong t2 = Time.GetTicksMsec();
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GD.Print($"[Harness] v2 write: {(t2 - t1) / 1000.0:F1}s");
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WorldBlueprint reread = MapDataParser.LoadMapDataFromPath(v2Path);
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ulong t3 = Time.GetTicksMsec();
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if (reread == null) { GD.PrintErr("[Harness] v2 load failed."); return false; }
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GD.Print($"[Harness] v2 parse: {(t3 - t2) / 1000.0:F1}s (format v{reread.FormatVersion})");
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return Compare(original, reread);
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}
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private bool Compare(WorldBlueprint a, WorldBlueprint b)
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{
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bool ok = true;
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if (a.MapSize != b.MapSize)
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{
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GD.PrintErr($"[Harness] MapSize mismatch: {a.MapSize} vs {b.MapSize}");
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return false; // nothing below is comparable
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}
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// Heights: bitwise-identical floats.
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long heightDiffs = 0;
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for (int x = 0; x < a.MapSize; x++)
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for (int y = 0; y < a.MapSize; y++)
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if (System.BitConverter.SingleToInt32Bits(a.HeightMap[x, y]) !=
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System.BitConverter.SingleToInt32Bits(b.HeightMap[x, y]))
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heightDiffs++;
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if (heightDiffs > 0) { GD.PrintErr($"[Harness] {heightDiffs} height pixels differ bitwise."); ok = false; }
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// Biomes: equal values (i32 -> u8 narrowing is documented and lossless for 0..255).
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long biomeDiffs = 0;
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for (int x = 0; x < a.MapSize; x++)
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for (int y = 0; y < a.MapSize; y++)
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if (a.BiomeMap[x, y] != b.BiomeMap[x, y])
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biomeDiffs++;
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if (biomeDiffs > 0) { GD.PrintErr($"[Harness] {biomeDiffs} biome pixels differ."); ok = false; }
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// Towns: identical position/tier/count (highway flag deliberately not compared).
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if (a.Towns.Count != b.Towns.Count)
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{
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GD.PrintErr($"[Harness] Town count mismatch: {a.Towns.Count} vs {b.Towns.Count}");
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ok = false;
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}
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else
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{
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for (int i = 0; i < a.Towns.Count; i++)
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{
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if (a.Towns[i].Position != b.Towns[i].Position || a.Towns[i].Tier != b.Towns[i].Tier)
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{
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GD.PrintErr($"[Harness] Town {i} mismatch: " +
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$"{a.Towns[i].Position}/{a.Towns[i].Tier} vs {b.Towns[i].Position}/{b.Towns[i].Tier}");
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ok = false;
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}
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}
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}
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ok &= CompareRoads("Highway", a.Highways, b.Highways);
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ok &= CompareRoads("Branch", a.BranchRoads, b.BranchRoads);
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ok &= CompareRoads("Rugged", a.RuggedRoads, b.RuggedRoads);
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ok &= CompareRoads("Trail", a.TrailRoads, b.TrailRoads);
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if (ok)
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GD.Print($"[Harness] Semantic equality holds: {a.MapSize}x{a.MapSize} grid, " +
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$"{a.Towns.Count} towns, roads {a.Highways.Count}/{a.BranchRoads.Count}/" +
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$"{a.RuggedRoads.Count}/{a.TrailRoads.Count} paths.");
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return ok;
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}
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private bool CompareRoads(string tier, List<Vector2[]> a, List<Vector2[]> b)
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{
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if (a.Count != b.Count)
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{
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GD.PrintErr($"[Harness] {tier} path count mismatch: {a.Count} vs {b.Count}");
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return false;
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}
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for (int i = 0; i < a.Count; i++)
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{
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if (a[i].Length != b[i].Length)
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{
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GD.PrintErr($"[Harness] {tier} path {i} length mismatch: {a[i].Length} vs {b[i].Length}");
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return false;
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}
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for (int p = 0; p < a[i].Length; p++)
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{
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if (System.BitConverter.SingleToInt32Bits(a[i][p].X) != System.BitConverter.SingleToInt32Bits(b[i][p].X) ||
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System.BitConverter.SingleToInt32Bits(a[i][p].Y) != System.BitConverter.SingleToInt32Bits(b[i][p].Y))
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{
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GD.PrintErr($"[Harness] {tier} path {i} point {p} differs: {a[i][p]} vs {b[i][p]}");
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return false;
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}
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}
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}
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return true;
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}
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}
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