Стабилизировать ботов при медленном рендеринге

This commit is contained in:
2026-08-18 17:20:04 +03:00
parent 88a1ba9b34
commit 650bfb3533
3 changed files with 138 additions and 11 deletions
@@ -45,7 +45,9 @@ public final class EarlyLevelScenarios {
EarlyLevelScenarios::respawnedAtStart)
.step("Approach the completed bridge", 3_000L, LevelPlaytestBot.Input.right(),
snapshot -> snapshot.playerX() >= 470f)
.step("Cross the corpse bridge", 3_000L, LevelPlaytestBot.Input.rightJump(),
.step("Land on the far bridge body", 3_000L, LevelPlaytestBot.Input.rightJump(),
snapshot -> snapshot.playerOnGround() && snapshot.playerX() >= 800f)
.step("Jump from the bridge to safe floor", 3_000L, LevelPlaytestBot.Input.rightJump(),
snapshot -> snapshot.playerX() >= 900f)
.step("Release jump before the final ledge", 2_000L, LevelPlaytestBot.Input.right(),
snapshot -> snapshot.playerX() >= 1_030f)
@@ -65,7 +67,7 @@ public final class EarlyLevelScenarios {
.step("Wait for the next volunteer", 2_000L, LevelPlaytestBot.Input.none(),
EarlyLevelScenarios::respawnedAtStart)
.step("Approach the saw", 3_000L, LevelPlaytestBot.Input.right(),
snapshot -> snapshot.playerX() >= 390f)
snapshot -> snapshot.playerX() >= 300f)
.step("Jump over the saw and plate body", 3_000L, LevelPlaytestBot.Input.rightJump(),
snapshot -> snapshot.playerX() >= 700f)
.step("Reach the relic through the open door", 5_000L, LevelPlaytestBot.Input.right(),
@@ -76,7 +78,10 @@ public final class EarlyLevelScenarios {
public static LevelPlaytestBot.Scenario levelFour() {
return LevelPlaytestBot.Scenario.builder(4, "Level 4: toggle lift to gallery")
.step("Cross the toggle once and activate the lift", 3_000L, LevelPlaytestBot.Input.right(),
snapshot -> snapshot.playerX() >= 800f)
GameView.AutomationSnapshot::firstMovingPlatformPowered)
.step("Approach the powered moving lift", 3_000L, LevelPlaytestBot.Input.right(),
snapshot -> snapshot.firstMovingPlatformPowered()
&& snapshot.playerX() >= 800f)
.step("Jump onto the moving lift", 3_000L, LevelPlaytestBot.Input.rightJump(),
snapshot -> snapshot.playerX() >= 1_050f && snapshot.playerY() < 690f)
.step("Ride the lift to its upper phase", 7_000L, LevelPlaytestBot.Input.none(),
@@ -6,6 +6,9 @@ import java.util.List;
/** Runs black-box acceptance scenarios through the same input and state boundary as touch play. */
public final class LevelPlaytestBot {
private static final long MIN_WALL_WATCHDOG_MILLIS = 120_000L;
private static final long WALL_WATCHDOG_MULTIPLIER = 10L;
public interface Driver {
void startLevel(int oneBasedLevelNumber);
void setInput(boolean moveLeft, boolean moveRight, boolean jump);
@@ -123,22 +126,38 @@ public final class LevelPlaytestBot {
public Result run(Driver driver, Scenario scenario, long timeoutMillis) {
driver.startLevel(scenario.levelNumber);
long scenarioStartedAt = driver.currentTimeMillis();
long stepStartedAt = scenarioStartedAt;
long scenarioStartedAtWall = driver.currentTimeMillis();
long wallWatchdogMillis = wallWatchdogMillis(timeoutMillis);
int stepIndex = 0;
String lastStep = scenario.steps.isEmpty() ? null : scenario.steps.get(0).name;
boolean doorOpened = false;
GameView.AutomationSnapshot last = driver.snapshot();
long scenarioStartedAtSimulation = last.elapsedMilliseconds();
long stepStartedAtSimulation = scenarioStartedAtSimulation;
while (driver.currentTimeMillis() - scenarioStartedAt < timeoutMillis) {
while (true) {
last = driver.snapshot();
long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
long simulationElapsed = elapsed(
last.elapsedMilliseconds(), scenarioStartedAtSimulation);
doorOpened |= last.allDoorsOpen();
if (last.completed()) {
driver.setInput(false, false, false);
return new Result(true, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " completed; step=" + lastStep + "; " + snapshotState(last),
scenario.name + " completed; step=" + lastStep + "; "
+ timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep);
}
if (wallElapsed >= wallWatchdogMillis) {
driver.setInput(false, false, false);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " stopped by wall-clock watchdog; step=" + lastStep
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep);
}
if (simulationElapsed >= timeoutMillis) break;
if (stepIndex >= scenario.steps.size()) break;
Step step = scenario.steps.get(stepIndex);
@@ -146,13 +165,16 @@ public final class LevelPlaytestBot {
if (step.completion.reached(last)) {
driver.setInput(false, false, false);
stepIndex++;
stepStartedAt = driver.currentTimeMillis();
stepStartedAtSimulation = last.elapsedMilliseconds();
continue;
}
if (driver.currentTimeMillis() - stepStartedAt >= step.timeoutMillis) {
if (elapsed(last.elapsedMilliseconds(), stepStartedAtSimulation)
>= step.timeoutMillis) {
driver.setInput(false, false, false);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " timed out; step=" + step.name + "; " + snapshotState(last),
scenario.name + " timed out in simulation; step=" + step.name
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
step.name);
}
@@ -161,11 +183,32 @@ public final class LevelPlaytestBot {
}
driver.setInput(false, false, false);
long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
long simulationElapsed = elapsed(
last.elapsedMilliseconds(), scenarioStartedAtSimulation);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " did not complete; step=" + lastStep + "; " + snapshotState(last),
scenario.name + " exhausted its simulation budget; step=" + lastStep
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep);
}
private static long wallWatchdogMillis(long simulationBudgetMillis) {
if (simulationBudgetMillis > Long.MAX_VALUE / WALL_WATCHDOG_MULTIPLIER) {
return Long.MAX_VALUE;
}
return Math.max(MIN_WALL_WATCHDOG_MILLIS,
simulationBudgetMillis * WALL_WATCHDOG_MULTIPLIER);
}
private static long elapsed(long current, long startedAt) {
return Math.max(0L, current - startedAt);
}
private static String timingState(long simulationElapsed, long wallElapsed) {
return "simulationElapsed=" + simulationElapsed + ", wallElapsed=" + wallElapsed;
}
private static String snapshotState(GameView.AutomationSnapshot snapshot) {
return "x=" + snapshot.playerX()
+ ", y=" + snapshot.playerY()
@@ -68,6 +68,41 @@ public final class LevelPlaytestBotTest {
assertTrue(result.diagnostic(), result.diagnostic().contains("allDoorsOpen=false"));
}
@Test
public void slowRenderingUsesSimulationElapsedBudgetsInsteadOfHostTime() {
SlowRenderingDriver driver = new SlowRenderingDriver(true);
LevelPlaytestBot.Scenario scenario = LevelPlaytestBot.Scenario
.builder(1, "Slow rendering")
.step("Reach simulated checkpoint", 200L, LevelPlaytestBot.Input.right(),
GameView.AutomationSnapshot::completed)
.build();
LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 500L);
assertTrue(result.diagnostic(), result.completed());
assertTrue("The host clock must be allowed to outrun simulated gameplay",
driver.wallMillis > 500L);
assertEquals(96L, driver.simulationMillis);
}
@Test
public void frozenSimulationStopsAtWallClockWatchdogWithDiagnostic() {
SlowRenderingDriver driver = new SlowRenderingDriver(false);
LevelPlaytestBot.Scenario scenario = LevelPlaytestBot.Scenario
.builder(1, "Frozen rendering")
.step("Wait for simulation", 1_000L, LevelPlaytestBot.Input.right(),
GameView.AutomationSnapshot::completed)
.build();
LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 5_000L);
assertFalse(result.completed());
assertEquals("Wait for simulation", result.lastStep());
assertTrue(result.diagnostic(), result.diagnostic().contains("wall-clock watchdog"));
assertTrue(result.diagnostic(), result.diagnostic().contains("simulationElapsed=0"));
assertTrue(result.diagnostic(), result.diagnostic().contains("wallElapsed=120000"));
}
@Test
public void levelFiveUsesTheGenericNamedScenario() {
LevelFiveDriver driver = new LevelFiveDriver();
@@ -160,6 +195,50 @@ public final class LevelPlaytestBotTest {
}
}
private static final class SlowRenderingDriver implements LevelPlaytestBot.Driver {
private final boolean advancesSimulation;
private long wallMillis;
private long simulationMillis;
private boolean movingRight;
private boolean completed;
SlowRenderingDriver(boolean advancesSimulation) {
this.advancesSimulation = advancesSimulation;
}
@Override
public void startLevel(int oneBasedLevelNumber) {
wallMillis = 0L;
simulationMillis = 0L;
movingRight = false;
completed = false;
}
@Override
public void setInput(boolean moveLeft, boolean moveRight, boolean jump) {
movingRight = moveRight;
}
@Override
public GameView.AutomationSnapshot snapshot() {
return new GameView.AutomationSnapshot(
completed, true, false, false, movingRight,
1, simulationMillis, 130f, 760f, 0, 0);
}
@Override
public void waitForNextDecision(long millis) {
wallMillis += advancesSimulation ? 1_000L : 60_000L;
if (advancesSimulation) simulationMillis += millis;
if (movingRight && simulationMillis >= 96L) completed = true;
}
@Override
public long currentTimeMillis() {
return wallMillis;
}
}
private static final class LevelFiveDriver implements LevelPlaytestBot.Driver {
private int startedLevel;
private long nowMillis;