Files
przygody-pana-cegly/progression.tests/JsonPlaythroughStoreTests.cs
Gabriel Kaszewski 7a69292066 feat(progression): json stores on a real filesystem (slice 8)
new progression.adapters project, no engine reference. Stores take a
directory path; Godot resolves user:// with GlobalizePath and passes it
in, which is what makes them testable at all - originally I'd written
this slice off as untestable.

version lives in a file envelope, not the snapshot, so the domain only
knows the current shape. A newer-build save reports Corrupt with a
reason instead of masquerading as "no save" and getting overwritten.

atomic write via temp + rename. One file per aggregate: saving a run
leaves the profile file byte-identical, asserted.

guard rail fixed - it was matching prose in doc comments, now anchored
to using-directives plus a project.assets.json check. 63 tests.
2026-07-28 19:35:43 +02:00

122 lines
4.8 KiB
C#

using Mr.BrickAdventures.Progression.Adapters;
namespace Mr.BrickAdventures.Progression.Tests;
/// <summary>
/// These run against a real directory on disk. The store takes a path rather than using Godot's
/// FileAccess, which is the whole reason this is testable at all.
/// </summary>
public sealed class JsonPlaythroughStoreTests : IDisposable
{
private readonly string _directory =
Path.Combine(Path.GetTempPath(), "ppc-progression-" + Guid.NewGuid().ToString("N"));
private static readonly LevelId First = LevelId.Of("village_1");
private static readonly LevelId Second = LevelId.Of("village_2");
private static readonly PlaythroughId Id =
PlaythroughId.Of(new Guid("55555555-5555-5555-5555-555555555555"));
private static Campaign TwoLevels() => Campaign.Of(new[] { First, Second });
public void Dispose()
{
if (Directory.Exists(_directory)) Directory.Delete(_directory, recursive: true);
}
[Fact]
public void A_playthrough_survives_a_round_trip_through_a_real_file()
{
var store = new JsonPlaythroughStore(_directory);
var campaign = TwoLevels();
var playthrough = Playthrough.StartNew(Id, campaign, Lives.Of(3));
var attempt = new Attempt(First);
attempt.RecordCoinsFound(Coins.Of(50));
attempt.TryRecordPurchase(SkillId.Of("brick_throw"), SkillLevel.Of(2), Coins.Of(30));
playthrough.SettleCompletion(attempt, campaign);
store.Save(playthrough);
var result = store.Load(Id);
Assert.Equal(LoadOutcome.Loaded, result.Outcome);
Assert.Equal(Coins.Of(20), result.Value!.Bank);
Assert.Equal(Second, result.Value.CurrentLevel);
Assert.Equal(SkillLevel.Of(2), result.Value.OwnedSkills[SkillId.Of("brick_throw")]);
Assert.True(result.Value.HasCleared(First));
}
[Fact]
public void No_file_means_absent()
{
Assert.Equal(LoadOutcome.Absent, new JsonPlaythroughStore(_directory).Load(Id).Outcome);
}
[Fact]
public void Unreadable_json_is_corrupt_not_absent()
{
var store = new JsonPlaythroughStore(_directory);
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
File.WriteAllText(Directory.GetFiles(_directory, "*.json").Single(), "{ this is not json");
var result = store.Load(Id);
Assert.Equal(LoadOutcome.Corrupt, result.Outcome);
Assert.NotNull(result.Problem);
}
[Fact]
public void A_save_from_a_newer_build_is_corrupt_rather_than_treated_as_no_save()
{
// The bug this replaces, exactly: SaveSystem compared versions with != and returned false,
// ContinueGame read false as "no save", called StartNewGame, and overwrote the file. Here the
// caller can tell the difference and say so instead.
var store = new JsonPlaythroughStore(_directory);
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
var file = Directory.GetFiles(_directory, "*.json").Single();
File.WriteAllText(file, File.ReadAllText(file).Replace("\"version\": 1", "\"version\": 99"));
var result = store.Load(Id);
Assert.Equal(LoadOutcome.Corrupt, result.Outcome);
Assert.Contains("newer build", result.Problem);
}
[Fact]
public void A_snapshot_the_domain_rejects_is_corrupt()
{
var store = new JsonPlaythroughStore(_directory);
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
var file = Directory.GetFiles(_directory, "*.json").Single();
File.WriteAllText(file, File.ReadAllText(file).Replace("\"lives\": 3", "\"lives\": -1"));
Assert.Equal(LoadOutcome.Corrupt, store.Load(Id).Outcome);
}
[Fact]
public void Saving_leaves_no_temporary_file_behind()
{
var store = new JsonPlaythroughStore(_directory);
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(2)));
Assert.Empty(Directory.GetFiles(_directory, "*.tmp"));
Assert.Single(Directory.GetFiles(_directory, "*.json"));
Assert.Equal(2, store.Load(Id).Value!.Lives.Value);
}
[Fact]
public void Each_playthrough_gets_its_own_file_so_slots_do_not_disturb_each_other()
{
// The reason for a flat record per aggregate rather than one combined document.
var other = PlaythroughId.Of(new Guid("66666666-6666-6666-6666-666666666666"));
var store = new JsonPlaythroughStore(_directory);
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
store.Save(Playthrough.StartNew(other, TwoLevels(), Lives.Of(1)));
Assert.Equal(2, Directory.GetFiles(_directory, "*.json").Length);
Assert.Equal(3, store.Load(Id).Value!.Lives.Value);
Assert.Equal(1, store.Load(other).Value!.Lives.Value);
}
}