dreamwell-runtime 1.0.0

Dreamwell Runtime — cross-platform GPU-accelerated game client
Documentation
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// Runtime integration tests — scene, game state, timing, camera.
// No GPU device required — tests cover CPU-side logic only.
// Per CODESPEC §1.1: debug profile for correctness.

use dreamwell_engine::game_object::PrimitiveKind;
use dreamwell_runtime::game_state::GameState;
use dreamwell_runtime::scene::Scene;
use dreamwell_runtime::time::FrameTimer;

// ── Scene Tests (GameObjectScene) ───────────────────────────────────────

#[test]
fn scene_spawn_object() {
    let mut scene = Scene::default();
    let _id = scene.game_objects.spawn("Cube".into()).unwrap();
    assert_eq!(scene.object_count(), 1);
}

#[test]
fn scene_despawn_object() {
    let mut scene = Scene::default();
    let id1 = scene.game_objects.spawn("A".into()).unwrap();
    let _id2 = scene.game_objects.spawn("B".into()).unwrap();
    assert_eq!(scene.object_count(), 2);
    scene.game_objects.despawn(id1);
    assert_eq!(scene.object_count(), 1);
}

#[test]
fn scene_despawn_nonexistent_no_panic() {
    let mut scene = Scene::default();
    scene.game_objects.despawn(999); // Should not panic.
    assert_eq!(scene.object_count(), 0);
}

#[test]
fn scene_default_has_camera() {
    let scene = Scene::default();
    assert!(scene.camera.position.z > 0.0);
    assert_eq!(scene.object_count(), 0);
}

// ── Game State Tests ────────────────────────────────────────────────────

#[test]
fn game_state_default() {
    let state = GameState::default();
    assert_eq!(state.tick, 0);
    assert!(!state.paused);
}

#[test]
fn game_state_update_increments_tick() {
    let mut state = GameState::default();
    // Tick rate is 50ms. A 60ms update triggers 1 tick.
    state.update(0.060);
    assert_eq!(state.tick, 1);
    // Another 60ms → 10ms leftover + 60ms = 70ms → 1 more tick (20ms leftover)
    state.update(0.060);
    assert_eq!(state.tick, 2);
}

#[test]
fn game_state_paused_does_not_advance() {
    let mut state = GameState::default();
    state.paused = true;
    state.update(0.1);
    assert_eq!(state.tick, 0);
}

#[test]
fn game_state_toggle_pause() {
    let mut state = GameState::default();
    assert!(!state.paused);
    state.toggle_pause();
    assert!(state.paused);
    state.toggle_pause();
    assert!(!state.paused);
}

// ── Frame Timer Tests ──────────────────────────────────────────────────

#[test]
fn frame_timer_default() {
    let timer = FrameTimer::new();
    assert_eq!(timer.frame_count(), 0);
    assert_eq!(timer.delta_time(), 0.0);
}

#[test]
fn frame_timer_tick_increments() {
    let mut timer = FrameTimer::new();
    timer.tick();
    assert_eq!(timer.frame_count(), 1);
    timer.tick();
    assert_eq!(timer.frame_count(), 2);
    // Delta should be small (microseconds between consecutive calls).
    assert!(timer.delta_time() < 1.0);
}

#[test]
fn frame_timer_fps_stabilizes() {
    let mut timer = FrameTimer::new();
    // Tick many times rapidly — FPS should be > 0 after warmup.
    for _ in 0..100 {
        timer.tick();
    }
    assert!(timer.fps() > 0.0);
}

// ── Camera Tests (via dreamwell-gpu re-export) ──────────────────────────

#[test]
fn camera_default_position() {
    let cam = dreamwell_gpu::camera::Camera::default();
    assert_eq!(cam.center, glam::Vec3::ZERO);
    assert!(cam.position.z > 0.0, "Camera should be at +Z by default");
    assert_eq!(cam.zoom_factor, 10.0);
}

#[test]
fn camera_zoom_changes_position() {
    let mut cam = dreamwell_gpu::camera::Camera::default();
    let old_z = cam.position.z;
    cam.zoom(2.0);
    assert!(cam.position.z > old_z, "Zooming out should increase Z");
}

#[test]
fn camera_reset_restores_default() {
    let mut cam = dreamwell_gpu::camera::Camera::default();
    cam.zoom(5.0);
    cam.pan(1.0, 1.0);
    cam.reset();
    assert_eq!(cam.zoom_factor, 10.0);
    assert_eq!(cam.center, glam::Vec3::ZERO);
}

// ── Scene Batch Operations ──────────────────────────────────────────────

#[test]
fn scene_spawn_1000_objects() {
    let mut scene = Scene::default();
    for _ in 0..1000 {
        scene.game_objects.spawn("Obj".into()).unwrap();
    }
    assert_eq!(scene.object_count(), 1000);
}

#[test]
fn scene_despawn_half() {
    let mut scene = Scene::default();
    let mut ids = Vec::new();
    for _ in 0..100 {
        ids.push(scene.game_objects.spawn("Obj".into()).unwrap());
    }
    // Despawn even-indexed objects.
    for i in (0..100).step_by(2) {
        scene.game_objects.despawn(ids[i]);
    }
    assert_eq!(scene.object_count(), 50);
}

#[test]
fn scene_object_visibility_toggle() {
    let mut scene = Scene::default();
    let id = scene
        .game_objects
        .spawn_primitive("Cube".into(), PrimitiveKind::Cube)
        .unwrap();
    assert!(scene.game_objects.find(id).unwrap().visible);
    scene.game_objects.find_mut(id).unwrap().visible = false;
    assert!(!scene.game_objects.find(id).unwrap().visible);
}

#[test]
fn scene_object_position_update() {
    let mut scene = Scene::default();
    let id = scene.game_objects.spawn("Obj".into()).unwrap();
    scene.game_objects.find_mut(id).unwrap().transform.position = [10.0, 20.0, 30.0];
    let pos = scene.game_objects.find(id).unwrap().transform.position;
    assert_eq!(pos, [10.0, 20.0, 30.0]);
}

// ── Camera Extended Tests ──────────────────────────────────────────────

#[test]
fn camera_pan_moves_center() {
    let mut cam = dreamwell_gpu::camera::Camera::default();
    let old_center = cam.center;
    cam.pan(5.0, 3.0);
    assert_ne!(cam.center, old_center, "Pan should move camera center");
}

#[test]
fn camera_zoom_clamps_minimum() {
    let mut cam = dreamwell_gpu::camera::Camera::default();
    // Zoom in aggressively — should not go below minimum.
    for _ in 0..100 {
        cam.zoom(-1.0);
    }
    assert!(cam.zoom_factor > 0.0, "Zoom factor must remain positive");
    assert!(cam.position.z > 0.0, "Camera Z must remain positive");
}

#[test]
fn camera_position_offset_from_center() {
    let cam = dreamwell_gpu::camera::Camera::default();
    // Default camera: center at origin, position offset by zoom_factor along Z.
    assert_ne!(cam.position, cam.center, "Camera position should differ from center");
    assert!(cam.position.z > cam.center.z, "Camera should be at positive Z offset");
}

// ── Game State Extended Tests ──────────────────────────────────────────

#[test]
fn game_state_multiple_updates() {
    let mut state = GameState::default();
    // 100 updates of 60ms each = 6000ms total, at 50ms/tick = 120 ticks
    for _ in 0..100 {
        state.update(0.060);
    }
    assert_eq!(state.tick, 120);
}

#[test]
fn game_state_pause_resume_preserves_tick() {
    let mut state = GameState::default();
    // 100ms → 2 ticks
    state.update(0.100);
    let tick_before = state.tick;
    assert_eq!(tick_before, 2);
    state.paused = true;
    state.update(0.100);
    assert_eq!(state.tick, tick_before);
    state.paused = false;
    // 60ms → 1 tick
    state.update(0.060);
    assert_eq!(state.tick, tick_before + 1);
}

// ── Frame Timer Extended Tests ─────────────────────────────────────────

#[test]
fn frame_timer_delta_time_positive() {
    let mut timer = FrameTimer::new();
    timer.tick();
    std::thread::sleep(std::time::Duration::from_millis(1));
    timer.tick();
    assert!(timer.delta_time() > 0.0);
}

// ── GPU Adapter Headless Detection ─────────────────────────────────────

#[test]
fn gpu_headless_adapter_probe() {
    // Verify wgpu instance creation works (no GPU required, just library linkage).
    let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
    let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
        power_preference: wgpu::PowerPreference::HighPerformance,
        compatible_surface: None,
        force_fallback_adapter: false,
    }));
    match adapter {
        Ok(a) => {
            let info = a.get_info();
            eprintln!("runtime: GPU detected — {} ({:?})", info.name, info.backend);
        }
        Err(_) => {
            eprintln!("runtime: no GPU adapter available (headless OK)");
        }
    }
}

// ── Engine Integration ──────────────────────────────────────────────────

#[test]
fn engine_tile_constants_accessible() {
    assert_ne!(dreamwell_engine::tile::GROUND, 0);
    assert_ne!(dreamwell_engine::tile::PLAYER_GLYPH, 0);
}

#[test]
fn engine_spatial_grid_accessible() {
    let _grid = dreamwell_engine::spatial::SpatialGrid::new();
}

#[test]
fn engine_hash_fnv1a_accessible() {
    let hash = dreamwell_engine::hash::fnv1a_64(b"runtime_test");
    assert_ne!(hash, 0);
}

#[test]
fn engine_validation_accessible() {
    let result = dreamwell_engine::validation::validate_scope_key("timeline:1/world:1");
    assert!(result.is_ok());
}

#[test]
fn engine_tile_glyph_layers() {
    // Verify glyph layer classification is accessible.
    let ground_layer = dreamwell_engine::tile::glyph_layer(dreamwell_engine::tile::GROUND);
    let player_layer = dreamwell_engine::tile::glyph_layer(dreamwell_engine::tile::PLAYER_GLYPH);
    // Ground and player glyphs should be in different layers.
    assert_ne!(ground_layer, player_layer);
}

#[test]
fn engine_spatial_grid_insert_query() {
    let mut grid = dreamwell_engine::spatial::SpatialGrid::new();
    grid.insert("npc_1", 5, 5);
    grid.insert("npc_2", 5, 6);
    // Place tree far away (several cells apart, CELL_SIZE=128).
    grid.insert("tree", 500, 500);
    let nearby = grid.query_radius(5, 5, 10);
    let ids: Vec<&str> = nearby.iter().map(|(id, _, _)| *id).collect();
    assert!(ids.contains(&"npc_1"));
    assert!(ids.contains(&"npc_2"));
    assert!(!ids.contains(&"tree"));
}

// Server channel tests removed — server.rs deprecated and deleted in v1.0.0.
// Functionality replaced by crate::authority::{LocalAuthority, RemoteAuthority}.

// ── Input State Tests ─────────────────────────────────────────────────

#[test]
fn input_state_default_orbit_fields() {
    let input = dreamwell_runtime::input::InputState::new();
    assert_eq!(input.orbit_dx, 0.0);
    assert_eq!(input.orbit_dy, 0.0);
    assert_eq!(input.scroll_delta, 0.0);
}

#[test]
fn input_state_end_frame_resets_orbit() {
    let mut input = dreamwell_runtime::input::InputState::new();
    input.orbit_dx = 1.5;
    input.orbit_dy = -0.3;
    input.scroll_delta = 2.0;
    input.end_frame();
    assert_eq!(input.orbit_dx, 0.0);
    assert_eq!(input.orbit_dy, 0.0);
    assert_eq!(input.scroll_delta, 0.0);
}

#[test]
fn input_state_orbit_accumulates() {
    let mut input = dreamwell_runtime::input::InputState::new();
    // Simulate multiple orbit contributions within a frame.
    input.orbit_dx += 0.01;
    input.orbit_dx += 0.02;
    input.orbit_dy += -0.005;
    input.orbit_dy += -0.003;
    assert!((input.orbit_dx - 0.03).abs() < 1e-6);
    assert!((input.orbit_dy - (-0.008)).abs() < 1e-6);
}

#[test]
fn input_state_scroll_delta_independent_of_orbit() {
    let mut input = dreamwell_runtime::input::InputState::new();
    input.orbit_dx = 1.0;
    input.scroll_delta = 3.0;
    // end_frame resets both independently.
    input.end_frame();
    assert_eq!(input.orbit_dx, 0.0);
    assert_eq!(input.scroll_delta, 0.0);
}

// ── Chase Camera Math Tests ───────────────────────────────────────────

/// Verify spherical camera offset puts camera behind the player.
/// At yaw=0, pitch=0.35: camera should be at negative X (behind player facing +X).
#[test]
fn chase_camera_offset_behind_player() {
    let yaw: f32 = 0.0;
    let pitch: f32 = 0.35;
    let dist: f32 = 6.0;
    let shoulder: f32 = 0.5;

    let horiz = pitch.cos() * dist;
    let height = pitch.sin() * dist;
    let offset_x = -yaw.cos() * horiz + yaw.sin() * shoulder;
    let offset_y = height;
    let offset_z = -yaw.sin() * horiz - yaw.cos() * shoulder;

    // Camera should be behind player (negative X when facing +X at yaw=0).
    assert!(
        offset_x < 0.0,
        "camera X offset should be negative (behind player): {offset_x}"
    );
    // Camera should be above player.
    assert!(offset_y > 0.0, "camera should be above player: {offset_y}");
    // At yaw=0, Z offset should be the negative shoulder offset.
    assert!(
        (offset_z - (-shoulder)).abs() < 0.01,
        "Z should be shoulder offset: {offset_z}"
    );
}

/// Verify camera offset rotates correctly at 90-degree yaw.
#[test]
fn chase_camera_offset_at_90_degrees() {
    let yaw: f32 = std::f32::consts::FRAC_PI_2; // 90 degrees
    let pitch: f32 = 0.35;
    let dist: f32 = 6.0;
    let shoulder: f32 = 0.5;

    let horiz = pitch.cos() * dist;
    let offset_x = -yaw.cos() * horiz + yaw.sin() * shoulder;
    let offset_z = -yaw.sin() * horiz - yaw.cos() * shoulder;

    // At yaw=π/2: cos(π/2)≈0, sin(π/2)=1
    // Camera should be at negative Z (behind player facing +Z).
    assert!(
        offset_z < 0.0,
        "at yaw=90°, camera Z should be negative (behind): {offset_z}"
    );
    // X should be mostly the shoulder offset.
    assert!(offset_x > 0.0, "at yaw=90°, X should be shoulder offset: {offset_x}");
}

/// Verify pitch clamping range is valid.
#[test]
fn chase_camera_pitch_clamp_range() {
    let min_pitch: f32 = 0.175; // ~10 degrees
    let max_pitch: f32 = 1.396; // ~80 degrees

    assert!(min_pitch > 0.0, "min pitch must be above horizon");
    assert!(
        max_pitch < std::f32::consts::FRAC_PI_2,
        "max pitch must be below vertical"
    );
    assert!(min_pitch < max_pitch, "min must be less than max");

    // Verify clamping works correctly.
    let clamped_low = (-1.0f32).clamp(min_pitch, max_pitch);
    assert_eq!(clamped_low, min_pitch);
    let clamped_high = (2.0f32).clamp(min_pitch, max_pitch);
    assert_eq!(clamped_high, max_pitch);
}

/// Verify smooth zoom converges to target.
#[test]
fn smooth_zoom_converges() {
    let mut distance: f32 = 6.0;
    let target: f32 = 10.0;
    let rate: f32 = 12.0;
    let dt: f32 = 1.0 / 60.0;

    // Simulate 120 frames (2 seconds at 60fps).
    for _ in 0..120 {
        let t = (rate * dt).min(1.0);
        distance += (target - distance) * t;
    }
    // Should be within 1% of target after 2 seconds.
    assert!((distance - target).abs() < 0.1, "distance should converge: {distance}");
}

/// Verify sprint pull-back increases effective distance.
#[test]
fn sprint_pull_back_increases_distance() {
    let base_dist: f32 = 6.0;
    let sprint_extra: f32 = 1.5;
    let effective = base_dist + sprint_extra;
    assert!(
        effective > base_dist,
        "sprint should increase effective camera distance"
    );
    assert_eq!(effective, 7.5);
}

/// Camera height varies with pitch angle.
#[test]
fn camera_height_varies_with_pitch() {
    let dist: f32 = 6.0;
    let low_pitch: f32 = 0.175; // ~10 degrees
    let high_pitch: f32 = 1.2; // ~69 degrees

    let low_height = low_pitch.sin() * dist;
    let high_height = high_pitch.sin() * dist;

    assert!(high_height > low_height, "higher pitch should raise camera");
    assert!(low_height > 0.0, "even low pitch should have positive height");
}

// ── Packet Validation (Bridge RTT) ──────────────────────────────────────
// Validates the full encode→bridge→metaphor→packet pipeline produces
// correct, idempotent, non-NaN output for both idle and moving states.

#[test]
fn packet_idle_produces_valid_bridge() {
    use dreamwell_attention::encoder::CausalEngineEncoder;
    use dreamwell_attention::InputPacket;
    use dreamwell_gpu::quantum_bridge::QuantumBridge;
    use dreamwell_metaphors::{TagInfluenceFrame, DEFAULT_PARTICLE_COUNT};

    let mut encoder = CausalEngineEncoder::new([0.0, 0.5, 0.0], DEFAULT_PARTICLE_COUNT, 42);
    let mut bridge = QuantumBridge::new(DEFAULT_PARTICLE_COUNT);

    let input = InputPacket::idle(1.0 / 60.0, 0);
    let encode = encoder.encode_frame(&input, &[]);
    bridge.set_tag_frame(TagInfluenceFrame::empty());
    let (packet, validation) = bridge.bridge(&encode, 1.0 / 60.0, 0.0);

    assert!(validation.context_valid, "idle packet should be valid");
    assert!(!packet.particle_params.spring_k.is_nan());
    assert!(packet.particle_params.spring_k > 0.0);
    assert!(packet.wave_params.decoherence >= 0.0);
    assert_eq!(
        packet.schema_version,
        dreamwell_metaphors::constants::BRIDGE_SCHEMA_VERSION
    );
}

#[test]
fn packet_moving_produces_distinct_metaphor() {
    use dreamwell_attention::encoder::CausalEngineEncoder;
    use dreamwell_attention::InputPacket;
    use dreamwell_gpu::quantum_bridge::QuantumBridge;
    use dreamwell_metaphors::{TagInfluenceFrame, DEFAULT_PARTICLE_COUNT};

    let mut encoder = CausalEngineEncoder::new([0.0, 0.5, 0.0], DEFAULT_PARTICLE_COUNT, 42);
    let mut bridge = QuantumBridge::new(DEFAULT_PARTICLE_COUNT);
    let dt = 1.0 / 60.0;

    // Run 60 idle frames to establish baseline.
    for i in 0..60 {
        let input = InputPacket {
            timestamp: i as f64 * dt as f64,
            ..InputPacket::idle(dt, i)
        };
        let encode = encoder.encode_frame(&input, &[]);
        bridge.set_tag_frame(TagInfluenceFrame::empty());
        bridge.bridge(&encode, dt, i as f32 * dt);
    }

    // Capture idle state.
    let idle_input = InputPacket {
        timestamp: 1.0,
        ..InputPacket::idle(dt, 60)
    };
    let idle_encode = encoder.encode_frame(&idle_input, &[]);
    bridge.set_tag_frame(TagInfluenceFrame::empty());
    let (idle_packet, _) = bridge.bridge(&idle_encode, dt, 1.0);

    // Run 60 moving frames.
    for i in 0..60 {
        let input = InputPacket {
            movement: [0.0, 1.0],
            timestamp: 1.0 + i as f64 * dt as f64,
            ..InputPacket::idle(dt, 61 + i)
        };
        let encode = encoder.encode_frame(&input, &[]);
        bridge.set_tag_frame(TagInfluenceFrame::empty());
        bridge.bridge(&encode, dt, 1.0 + i as f32 * dt);
    }

    // Capture moving state.
    let move_input = InputPacket {
        movement: [0.0, 1.0],
        timestamp: 2.0,
        ..InputPacket::idle(dt, 121)
    };
    let move_encode = encoder.encode_frame(&move_input, &[]);
    bridge.set_tag_frame(TagInfluenceFrame::empty());
    let (move_packet, _) = bridge.bridge(&move_encode, dt, 2.0);

    // Metaphor should produce distinct physics for idle vs moving.
    // Moving should have tighter cloud (smaller radius) due to CoheredStream.
    assert!(
        move_packet.particle_params.cloud_radius != idle_packet.particle_params.cloud_radius
            || move_packet.wave_params.coherence != idle_packet.wave_params.coherence,
        "idle and moving packets should differ: idle_coh={}, move_coh={}",
        idle_packet.wave_params.coherence,
        move_packet.wave_params.coherence
    );
}

#[test]
fn packet_template_scene_initializes() {
    // Verify the canonical 3D template produces a valid scene for simulation.
    let tmpl = dreamwell_sdk::templates::default_3d_scene();
    assert!(
        tmpl.objects
            .iter()
            .any(|o| o.tags.iter().any(|t| t == "isInputReceiver")),
        "template must have an input receiver"
    );
    assert!(
        tmpl.objects
            .iter()
            .any(|o| o.tags.iter().any(|t| t == "isWaveController")),
        "template must have a wave controller"
    );
    assert!(
        tmpl.objects.iter().any(|o| o.tags.iter().any(|t| t == "isSkybox")),
        "template must have a skybox"
    );

    let spawn_pos = tmpl
        .objects
        .iter()
        .find(|o| o.tags.iter().any(|t| t == "isInputReceiver"))
        .map(|o| o.position)
        .unwrap();
    assert_eq!(spawn_pos, [0.0, 0.5, 0.0], "player should spawn at origin");
}