119 lines
5.8 KiB
Java
119 lines
5.8 KiB
Java
package com.projectsacrifice.game;
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import android.app.Instrumentation;
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import androidx.test.core.app.ActivityScenario;
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import androidx.test.ext.junit.runners.AndroidJUnit4;
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import androidx.test.platform.app.InstrumentationRegistry;
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import org.junit.Test;
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import org.junit.runner.RunWith;
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import static org.junit.Assert.assertEquals;
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import static org.junit.Assert.assertFalse;
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import static org.junit.Assert.assertTrue;
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/** Device-level contract for leaving and returning to an active puzzle. */
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@RunWith(AndroidJUnit4.class)
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public final class GameLifecycleTest {
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@Test
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public void returningFromBackgroundKeepsPuzzleVisiblePausedAndClearsHeldInput() {
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Instrumentation instrumentation = InstrumentationRegistry.getInstrumentation();
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try (ActivityScenario<MainActivity> scenario = ActivityScenario.launch(MainActivity.class)) {
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final MainActivity[] activity = new MainActivity[1];
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final GameView[] view = new GameView[1];
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scenario.onActivity(current -> {
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activity[0] = current;
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view[0] = current.gameViewForAutomation();
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});
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createRetainedCorpse(instrumentation, view[0]);
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runOnGame(instrumentation, view[0], false, false, true, false);
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instrumentation.runOnMainSync(activity[0]::onPause);
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GameView.AutomationSnapshot backgroundStart = snapshot(instrumentation, view[0]);
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sleep(700L);
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GameView.AutomationSnapshot backgroundEnd = snapshot(instrumentation, view[0]);
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assertEquals(5, backgroundEnd.levelNumber());
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assertEquals(backgroundStart.deaths(), backgroundEnd.deaths());
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assertEquals(backgroundStart.corpseCount(), backgroundEnd.corpseCount());
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assertEquals(backgroundStart.playerX(), backgroundEnd.playerX(), 0.01f);
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assertEquals(backgroundStart.elapsedMilliseconds(), backgroundEnd.elapsedMilliseconds());
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instrumentation.runOnMainSync(activity[0]::onResume);
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GameView.AutomationSnapshot returned = snapshot(instrumentation, view[0]);
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assertTrue("Returning to an active puzzle must show the pause screen", returned.visiblyPaused());
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assertFalse("Held touch input must not survive backgrounding", returned.inputActive());
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assertEquals(backgroundEnd.deaths(), returned.deaths());
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assertEquals(backgroundEnd.corpseCount(), returned.corpseCount());
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scenario.onActivity(MainActivity::onBackPressed);
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sleep(80L);
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GameView.AutomationSnapshot resumed = snapshot(instrumentation, view[0]);
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assertFalse("Back from the visible pause screen must resume the puzzle", resumed.visiblyPaused());
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runOnGame(instrumentation, view[0], false, false, true, false);
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GameView.AutomationSnapshot moving = waitForMovement(
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instrumentation, view[0], resumed.playerX(), 10_000L);
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runOnGame(instrumentation, view[0], false, false, false, false);
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assertTrue("The resumed simulation must accept movement", moving.playerX() > resumed.playerX() + 20f);
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}
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}
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private static GameView.AutomationSnapshot waitForMovement(
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Instrumentation instrumentation, GameView gameView, float startX, long timeoutMillis) {
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long deadline = System.currentTimeMillis() + timeoutMillis;
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GameView.AutomationSnapshot current = snapshot(instrumentation, gameView);
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while (System.currentTimeMillis() < deadline) {
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if (current.playerX() > startX + 20f) return current;
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sleep(24L);
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current = snapshot(instrumentation, gameView);
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}
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throw new AssertionError(
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"The resumed simulation did not move within " + timeoutMillis
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+ "ms; startX=" + startX
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+ ", finalX=" + current.playerX()
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+ ", alive=" + current.playerAlive()
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+ ", paused=" + current.visiblyPaused()
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+ ", inputActive=" + current.inputActive());
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}
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private static void createRetainedCorpse(Instrumentation instrumentation, GameView gameView) {
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runOnGame(instrumentation, gameView, true, false, true, false);
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long deadline = System.currentTimeMillis() + 8_000L;
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boolean died = false;
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while (System.currentTimeMillis() < deadline) {
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GameView.AutomationSnapshot value = snapshot(instrumentation, gameView);
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if (!value.playerAlive()) died = true;
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if (died && value.playerAlive() && value.corpseCount() >= 1) {
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runOnGame(instrumentation, gameView, false, false, false, false);
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return;
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}
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sleep(24L);
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}
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throw new AssertionError("Level 5 did not produce a retained corpse before lifecycle check");
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}
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private static void runOnGame(Instrumentation instrumentation, GameView gameView,
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boolean startLevelFive, boolean left, boolean right, boolean jump) {
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instrumentation.runOnMainSync(() -> {
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if (startLevelFive) gameView.startLevelForAutomation(5);
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gameView.setAutomationInput(left, right, jump);
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});
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}
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private static GameView.AutomationSnapshot snapshot(Instrumentation instrumentation, GameView gameView) {
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final GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
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instrumentation.runOnMainSync(() -> value[0] = gameView.automationSnapshot());
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return value[0];
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}
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private static void sleep(long millis) {
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try {
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Thread.sleep(millis);
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} catch (InterruptedException interrupted) {
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Thread.currentThread().interrupt();
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throw new AssertionError("Lifecycle test interrupted", interrupted);
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}
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}
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}
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