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1 change: 1 addition & 0 deletions tests/DeterministicSim.Engine.Tests.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@

<!-- Engine unit tests -->
<ItemGroup>
<Compile Include="unit/core/EntityAgnosticTests.cs" />
<Compile Include="unit/engine/FixedMathTests.cs" />
<Compile Include="unit/determinism/StateHashTests.cs" />
<Compile Include="unit/determinism/SimulationDeterminismTests.cs" />
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130 changes: 130 additions & 0 deletions tests/unit/core/EntityAgnosticTests.cs
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@@ -0,0 +1,130 @@
using DeterministicSim.Engine.Core;
using DeterministicSim.Engine.Net;
using Xunit;
using System.Runtime.CompilerServices;

namespace DeterministicSim.Engine.Tests.Core;

public class EntityAgnosticTests
{
[Fact]
public void GameState_1Entity_InitializesCorrectly()
{
var state = new GameState(1);
Assert.Equal(1, state.EntityCount);

state.SetPosX(0, 100);
state.SetPosY(0, 200);

Assert.Equal(100, state.GetPosX(0));
Assert.Equal(200, state.GetPosY(0));
Assert.True(state.IsActive(0)); // Should be active by default
}

[Fact]
public void GameState_100Entities_InitializesCorrectly()
{
var state = new GameState(100);
Assert.Equal(100, state.EntityCount);

for (int i = 0; i < 100; i++)
{
state.SetPosX(i, i * 10);
state.SetPosY(i, i * 20);
state.SetVelX(i, i * 2);
state.SetVelY(i, i * 3);
state.SetActive(i, i % 2 == 0);
}

for (int i = 0; i < 100; i++)
{
Assert.Equal(i * 10, state.GetPosX(i));
Assert.Equal(i * 20, state.GetPosY(i));
Assert.Equal(i * 2, state.GetVelX(i));
Assert.Equal(i * 3, state.GetVelY(i));
Assert.Equal(i % 2 == 0, state.IsActive(i));
}
}

[Fact]
public void GameState_CopyFrom_MismatchEntityCount_HandlesGracefully()
{
var src = new GameState(10);
for(int i = 0; i < 10; i++)
{
src.SetPosX(i, i * 100);
}

var dst = new GameState(5);
dst.CopyFrom(src);

// Should only copy up to Math.Min(src.EntityCount, dst.EntityCount)
for(int i = 0; i < 5; i++)
{
Assert.Equal(i * 100, dst.GetPosX(i));
}

var dst2 = new GameState(15);
dst2.CopyFrom(src);
for(int i = 0; i < 10; i++)
{
Assert.Equal(i * 100, dst2.GetPosX(i));
}
for(int i = 10; i < 15; i++)
{
Assert.Equal(0, dst2.GetPosX(i));
}
}

[Fact]
public void RollbackController_1Player_WorksCorrectly()
{
var config = RollbackConfig.Default();
config.PlayerCount = 1;

var controller = new RollbackController(config);

var inputFrame = new InputFrame(1, 1);
inputFrame.SetPlayerInputs(0, 42);

controller.SaveInputs(1, inputFrame);

var storedFrame = controller.GetInputs(1);
Assert.Equal(1, storedFrame.PlayerCount);
Assert.Equal(42, storedFrame.GetPlayerInputs(0));

controller.SaveState(1);
var state = controller.GetState(1);
Assert.NotNull(state);
Assert.Equal(1, state!.EntityCount);
}

[Fact]
public void RollbackController_4Players_WorksCorrectly()
{
var config = RollbackConfig.Default();
config.PlayerCount = 4;

var controller = new RollbackController(config);

var inputFrame = new InputFrame(1, 4);
inputFrame.SetPlayerInputs(0, 10);
inputFrame.SetPlayerInputs(1, 20);
inputFrame.SetPlayerInputs(2, 30);
inputFrame.SetPlayerInputs(3, 40);

controller.SaveInputs(1, inputFrame);

var storedFrame = controller.GetInputs(1);
Assert.Equal(4, storedFrame.PlayerCount);
Assert.Equal(10, storedFrame.GetPlayerInputs(0));
Assert.Equal(20, storedFrame.GetPlayerInputs(1));
Assert.Equal(30, storedFrame.GetPlayerInputs(2));
Assert.Equal(40, storedFrame.GetPlayerInputs(3));

controller.SaveState(1);
var state = controller.GetState(1);
Assert.NotNull(state);
Assert.Equal(4, state!.EntityCount);
}
}
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