backend-infra-engineer: Release v0.3.2 snapshot

This commit is contained in:
scawful
2025-10-17 12:10:25 -04:00
parent 4371618a9b
commit 3d71417f62
857 changed files with 174954 additions and 45626 deletions

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@@ -1,233 +1,231 @@
#include "integration/dungeon_editor_test.h"
#include <cstring>
#include <vector>
#include "absl/strings/str_format.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_object.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_object.h"
namespace yaze {
namespace test {
void DungeonEditorIntegrationTest::SetUp() {
ASSERT_TRUE(CreateMockRom().ok());
ASSERT_TRUE(LoadTestRoomData().ok());
dungeon_editor_ = std::make_unique<editor::DungeonEditor>(mock_rom_.get());
dungeon_editor_->Initialize();
}
using namespace yaze::zelda3;
void DungeonEditorIntegrationTest::TearDown() {
dungeon_editor_.reset();
mock_rom_.reset();
}
// ============================================================================
// Basic Room Loading Tests
// ============================================================================
absl::Status DungeonEditorIntegrationTest::CreateMockRom() {
mock_rom_ = std::make_unique<MockRom>();
// Generate mock ROM data
std::vector<uint8_t> mock_data(kMockRomSize, 0x00);
// Set up basic ROM structure
// Header at 0x7FC0
std::string title = "ZELDA3 TEST ROM";
std::memcpy(&mock_data[0x7FC0], title.c_str(), std::min(title.length(), size_t(21)));
// Set ROM size and type
mock_data[0x7FD7] = 0x21; // 2MB ROM
mock_data[0x7FD8] = 0x00; // SRAM size
mock_data[0x7FD9] = 0x00; // Country code (NTSC)
mock_data[0x7FDA] = 0x00; // License code
mock_data[0x7FDB] = 0x00; // Version
// Set up room header pointers
mock_data[0xB5DD] = 0x00; // Room header pointer low
mock_data[0xB5DE] = 0x00; // Room header pointer mid
mock_data[0xB5DF] = 0x00; // Room header pointer high
// Set up object pointers
mock_data[0x874C] = 0x00; // Object pointer low
mock_data[0x874D] = 0x00; // Object pointer mid
mock_data[0x874E] = 0x00; // Object pointer high
static_cast<MockRom*>(mock_rom_.get())->SetMockData(mock_data);
return absl::OkStatus();
}
absl::Status DungeonEditorIntegrationTest::LoadTestRoomData() {
// Generate test room data
auto room_header = GenerateMockRoomHeader(kTestRoomId);
auto object_data = GenerateMockObjectData();
auto graphics_data = GenerateMockGraphicsData();
static_cast<MockRom*>(mock_rom_.get())->SetMockRoomData(kTestRoomId, room_header);
static_cast<MockRom*>(mock_rom_.get())->SetMockObjectData(kTestObjectId, object_data);
return absl::OkStatus();
}
absl::Status DungeonEditorIntegrationTest::TestObjectParsing() {
// Test object parsing without SNES emulation
auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
// Verify room was loaded correctly
TEST_F(DungeonEditorIntegrationTest, LoadRoomFromRealRom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
EXPECT_NE(room.rom(), nullptr);
// Note: room_id_ is private, so we can't directly access it in tests
// Test object loading
room.LoadObjects();
EXPECT_FALSE(room.GetTileObjects().empty());
// Verify object properties
for (const auto& obj : room.GetTileObjects()) {
// Note: id_ is private, so we can't directly access it in tests
EXPECT_LE(obj.x_, 31); // Room width limit
EXPECT_LE(obj.y_, 31); // Room height limit
// Note: rom() method is not const, so we can't call it on const objects
}
return absl::OkStatus();
}
absl::Status DungeonEditorIntegrationTest::TestObjectRendering() {
// Test object rendering without SNES emulation
auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
TEST_F(DungeonEditorIntegrationTest, LoadMultipleRooms) {
// Test loading several different rooms
for (int room_id : {0x00, 0x01, 0x02, 0x10, 0x20}) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), room_id);
EXPECT_NE(room.rom(), nullptr) << "Failed to load room " << std::hex << room_id;
room.LoadObjects();
// Some rooms may be empty, but loading should not fail
}
}
TEST_F(DungeonEditorIntegrationTest, DungeonEditorInitialization) {
// Initialize the editor before loading
dungeon_editor_->Initialize();
// Now load should succeed
auto status = dungeon_editor_->Load();
ASSERT_TRUE(status.ok()) << "Load failed: " << status.message();
}
// ============================================================================
// Object Encoding/Decoding Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ObjectEncodingRoundTrip) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
// Test tile loading for objects
for (auto& obj : room.GetTileObjects()) {
obj.EnsureTilesLoaded();
EXPECT_FALSE(obj.tiles_.empty());
auto encoded = room.EncodeObjects();
EXPECT_FALSE(encoded.empty());
EXPECT_EQ(encoded[encoded.size()-1], 0xFF); // Terminator
}
TEST_F(DungeonEditorIntegrationTest, EncodeType1Object) {
// Type 1: xxxxxxss yyyyyyss iiiiiiii (ID < 0x100)
zelda3::RoomObject obj(0x10, 5, 7, 0x12, 0); // id, x, y, size, layer
auto bytes = obj.EncodeObjectToBytes();
// Verify encoding format
EXPECT_EQ((bytes.b1 >> 2), 5) << "X coordinate should be in upper 6 bits of b1";
EXPECT_EQ((bytes.b2 >> 2), 7) << "Y coordinate should be in upper 6 bits of b2";
EXPECT_EQ(bytes.b3, 0x10) << "Object ID should be in b3";
}
TEST_F(DungeonEditorIntegrationTest, EncodeType2Object) {
// Type 2: 111111xx xxxxyyyy yyiiiiii (ID >= 0x100 && < 0x200)
zelda3::RoomObject obj(0x150, 12, 8, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
// Verify Type 2 marker
EXPECT_EQ((bytes.b1 & 0xFC), 0xFC) << "Type 2 objects should have 111111 prefix";
}
TEST_F(DungeonEditorIntegrationTest, EncodeType3Object) {
// Type 3: xxxxxxii yyyyyyii 11111iii (ID >= 0xF00)
zelda3::RoomObject obj(0xF23, 3, 4, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
// Verify Type 3 encoding: bytes.b3 = (id_ >> 4) & 0xFF
// For ID 0xF23: (0xF23 >> 4) = 0xF2
EXPECT_EQ(bytes.b3, 0xF2) << "Type 3: (ID >> 4) should be in b3";
}
// ============================================================================
// Object Manipulation Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, AddObjectToRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t initial_count = room.GetTileObjects().size();
// Add a new object (Type 1, so size must be <= 15)
zelda3::RoomObject new_obj(0x20, 10, 10, 5, 0);
new_obj.set_rom(rom_.get());
auto status = room.AddObject(new_obj);
EXPECT_TRUE(status.ok()) << "Failed to add object: " << status.message();
EXPECT_EQ(room.GetTileObjects().size(), initial_count + 1);
}
TEST_F(DungeonEditorIntegrationTest, RemoveObjectFromRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t initial_count = room.GetTileObjects().size();
ASSERT_GT(initial_count, 0) << "Room should have at least one object";
// Remove first object
auto status = room.RemoveObject(0);
EXPECT_TRUE(status.ok()) << "Failed to remove object: " << status.message();
EXPECT_EQ(room.GetTileObjects().size(), initial_count - 1);
}
TEST_F(DungeonEditorIntegrationTest, UpdateObjectInRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
ASSERT_FALSE(room.GetTileObjects().empty());
// Update first object's position
zelda3::RoomObject updated_obj = room.GetTileObjects()[0];
updated_obj.x_ = 15;
updated_obj.y_ = 15;
auto status = room.UpdateObject(0, updated_obj);
EXPECT_TRUE(status.ok()) << "Failed to update object: " << status.message();
EXPECT_EQ(room.GetTileObjects()[0].x_, 15);
EXPECT_EQ(room.GetTileObjects()[0].y_, 15);
}
// ============================================================================
// Object Validation Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ValidateObjectBounds) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
// Test objects within valid bounds (0-63 for x and y)
zelda3::RoomObject valid_obj(0x10, 0, 0, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj));
zelda3::RoomObject valid_obj2(0x10, 31, 31, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj2));
zelda3::RoomObject valid_obj3(0x10, 63, 63, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj3));
// Test objects outside bounds (> 63)
zelda3::RoomObject invalid_obj(0x10, 64, 64, 0, 0);
EXPECT_FALSE(room.ValidateObject(invalid_obj));
zelda3::RoomObject invalid_obj2(0x10, 100, 100, 0, 0);
EXPECT_FALSE(room.ValidateObject(invalid_obj2));
}
// ============================================================================
// Save/Load Round-Trip Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, SaveAndReloadRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t original_count = room.GetTileObjects().size();
// Encode objects
auto encoded = room.EncodeObjects();
EXPECT_FALSE(encoded.empty());
// Create a new room and decode
auto room2 = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room2.LoadObjects();
// Verify object count matches
EXPECT_EQ(room2.GetTileObjects().size(), original_count);
}
// ============================================================================
// Object Rendering Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, RenderObjectWithTiles) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
ASSERT_FALSE(room.GetTileObjects().empty());
// Ensure tiles are loaded for first object
auto& obj = room.GetTileObjects()[0];
const_cast<zelda3::RoomObject&>(obj).set_rom(rom_.get());
const_cast<zelda3::RoomObject&>(obj).EnsureTilesLoaded();
EXPECT_FALSE(obj.tiles_.empty()) << "Object should have tiles after loading";
}
// ============================================================================
// Multi-Layer Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ObjectsOnDifferentLayers) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
// Add objects on different layers
zelda3::RoomObject obj_bg1(0x10, 5, 5, 0, 0); // Layer 0 (BG2)
zelda3::RoomObject obj_bg2(0x11, 6, 6, 0, 1); // Layer 1 (BG1)
zelda3::RoomObject obj_bg3(0x12, 7, 7, 0, 2); // Layer 2 (BG3)
room.AddObject(obj_bg1);
room.AddObject(obj_bg2);
room.AddObject(obj_bg3);
// Encode and verify layer separation
auto encoded = room.EncodeObjects();
// Should have layer terminators (0xFF 0xFF between layers)
int terminator_count = 0;
for (size_t i = 0; i < encoded.size() - 1; i++) {
if (encoded[i] == 0xFF && encoded[i+1] == 0xFF) {
terminator_count++;
}
}
// Test room graphics rendering
room.LoadRoomGraphics();
room.RenderRoomGraphics();
return absl::OkStatus();
}
absl::Status DungeonEditorIntegrationTest::TestRoomGraphics() {
// Test room graphics loading and rendering
auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
// Test graphics loading
room.LoadRoomGraphics();
EXPECT_FALSE(room.blocks().empty());
// Test graphics rendering
room.RenderRoomGraphics();
return absl::OkStatus();
}
absl::Status DungeonEditorIntegrationTest::TestPaletteHandling() {
// Test palette loading and application
auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
// Verify palette is set
EXPECT_GE(room.palette, 0);
EXPECT_LE(room.palette, 0x47); // Max palette index
return absl::OkStatus();
}
std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockRoomHeader(int room_id) {
std::vector<uint8_t> header(32, 0x00);
// Basic room properties
header[0] = 0x00; // Background type, collision, light
header[1] = 0x00; // Palette
header[2] = 0x01; // Blockset
header[3] = 0x01; // Spriteset
header[4] = 0x00; // Effect
header[5] = 0x00; // Tag1
header[6] = 0x00; // Tag2
header[7] = 0x00; // Staircase planes
header[8] = 0x00; // Staircase planes continued
header[9] = 0x00; // Hole warp
header[10] = 0x00; // Staircase rooms
header[11] = 0x00;
header[12] = 0x00;
header[13] = 0x00;
return header;
}
std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockObjectData() {
std::vector<uint8_t> data;
// Add a simple wall object
data.push_back(0x08); // X position (2 tiles)
data.push_back(0x08); // Y position (2 tiles)
data.push_back(0x01); // Object ID (wall)
// Add layer separator
data.push_back(0xFF);
data.push_back(0xFF);
// Add door section
data.push_back(0xF0);
data.push_back(0xFF);
return data;
}
std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockGraphicsData() {
std::vector<uint8_t> data(0x4000, 0x00);
// Generate basic tile data
for (size_t i = 0; i < data.size(); i += 2) {
data[i] = 0x00; // Tile low byte
data[i + 1] = 0x00; // Tile high byte
}
return data;
}
void MockRom::SetMockData(const std::vector<uint8_t>& data) {
mock_data_ = data;
}
void MockRom::SetMockRoomData(int room_id, const std::vector<uint8_t>& data) {
mock_room_data_[room_id] = data;
}
void MockRom::SetMockObjectData(int object_id, const std::vector<uint8_t>& data) {
mock_object_data_[object_id] = data;
}
bool MockRom::ValidateRoomData(int room_id) const {
return mock_room_data_.find(room_id) != mock_room_data_.end();
}
bool MockRom::ValidateObjectData(int object_id) const {
return mock_object_data_.find(object_id) != mock_object_data_.end();
}
// Test cases
TEST_F(DungeonEditorIntegrationTest, ObjectParsingTest) {
EXPECT_TRUE(TestObjectParsing().ok());
}
TEST_F(DungeonEditorIntegrationTest, ObjectRenderingTest) {
EXPECT_TRUE(TestObjectRendering().ok());
}
TEST_F(DungeonEditorIntegrationTest, RoomGraphicsTest) {
EXPECT_TRUE(TestRoomGraphics().ok());
}
TEST_F(DungeonEditorIntegrationTest, PaletteHandlingTest) {
EXPECT_TRUE(TestPaletteHandling().ok());
}
TEST_F(DungeonEditorIntegrationTest, MockRomValidation) {
EXPECT_TRUE(static_cast<MockRom*>(mock_rom_.get())->ValidateRoomData(kTestRoomId));
EXPECT_TRUE(static_cast<MockRom*>(mock_rom_.get())->ValidateObjectData(kTestObjectId));
EXPECT_GE(terminator_count, 2) << "Should have at least 2 layer terminators";
}
} // namespace test
} // namespace yaze
} // namespace yaze