package save import ( "encoding/binary" "os" "path/filepath" "testing" "time" "mc/internal/block" "mc/internal/blockentity" "mc/internal/world" "mc/internal/worldgen" ) // loadSaveReg 加载注册表。 func loadSaveReg(t *testing.T) *block.Registry { t.Helper() r, err := block.Load(filepath.Join("..", "..", "assets", "config", "blocks.json")) if err != nil { t.Fatalf("加载注册表失败: %v", err) } return r } // newGen 创建生成器。 func newGen(t *testing.T, reg *block.Registry, seed int64) *worldgen.Generator { t.Helper() g, err := worldgen.New(reg, seed, 0.005, 0.01, 0.1) if err != nil { t.Fatalf("创建生成器失败: %v", err) } return g } // TestChunkRoundtrip 区块序列化往返(存档格式.md §4)。 func TestChunkRoundtrip(t *testing.T) { reg := loadSaveReg(t) g := newGen(t, reg, 777) c := g.Generate(3, -5) c.SetBlockLight(8, 70, 8, 13) dec, err := DecodeChunk(EncodeChunk(c)) if err != nil { t.Fatalf("反序列化失败: %v", err) } if dec.CX != 3 || dec.CZ != -5 { t.Fatalf("坐标不一致: %d,%d", dec.CX, dec.CZ) } if dec.Block(8, 70, 8) != c.Block(8, 70, 8) { t.Fatal("方块数据不一致") } if dec.BlockLight(8, 70, 8) != 13 { t.Fatalf("方块光不一致: %d", dec.BlockLight(8, 70, 8)) } if dec.SkyLight(8, 100, 8) != c.SkyLight(8, 100, 8) { t.Fatal("天空光不一致") } } // TestRegionWriteRead 区域文件写入/读取(含 CRC 与跨重启重开)。 func TestRegionWriteRead(t *testing.T) { reg := loadSaveReg(t) g := newGen(t, reg, 99) dir := t.TempDir() data := EncodeChunk(g.Generate(1, 1)) region, err := OpenRegion(dir, 0, 0) if err != nil { t.Fatalf("打开区域失败: %v", err) } if err := region.WriteChunk(1, 1, data); err != nil { t.Fatalf("写区块失败: %v", err) } // 模拟重启:重新打开区域 region2, err := OpenRegion(dir, 0, 0) if err != nil { t.Fatalf("重开区域失败: %v", err) } got, ok, err := region2.ReadChunk(1, 1) if err != nil || !ok { t.Fatalf("读区块失败: ok=%v err=%v", ok, err) } if string(got) != string(data) { t.Fatal("读取数据不一致") } // 未保存区块应返回 ok=false if _, ok, _ := region2.ReadChunk(2, 2); ok { t.Fatal("未保存区块应返回 false") } } func TestLoadWorldSkipsCorruptRegion(t *testing.T) { reg := loadSaveReg(t) g := newGen(t, reg, 7) dir := t.TempDir() const name = "W" regionDir := filepath.Join(dir, name, "region") if err := os.MkdirAll(regionDir, 0o755); err != nil { t.Fatal(err) } if err := WriteLevel(dir, name, LevelData{Version: 1, Seed: 7, GameMode: "survival"}); err != nil { t.Fatal(err) } data := EncodeChunk(g.Generate(3, 4)) region, err := OpenRegion(regionDir, 0, 0) if err != nil { t.Fatal(err) } if err := region.WriteChunk(3, 4, data); err != nil { t.Fatal(err) } regionPath := filepath.Join(regionDir, "r.0.0.mcr") raw, err := os.ReadFile(regionPath) if err != nil { t.Fatal(err) } if len(raw) < 8192+8 { t.Fatal("region 过短") } // 把第一条记录的长度改成巨大值,模拟旧版追加损坏(记录长度越界)。 binary.BigEndian.PutUint32(raw[8192:8196], 0x7fffffff) if err := os.WriteFile(regionPath, raw, 0o644); err != nil { t.Fatal(err) } got, ok, err := region.ReadChunk(3, 4) if err != nil || ok || got != nil { t.Fatalf("损坏记录应视为未保存 ok=%v err=%v", ok, err) } w2, err := world.New(reg, g, 3) if err != nil { t.Fatal(err) } defer w2.Close() seed, err := LoadWorld(w2, dir, name) if err != nil { t.Fatalf("损坏区块不应中止整世界载入: %v", err) } if seed != 7 { t.Fatalf("seed=%d", seed) } } func TestRegionWriteTwice(t *testing.T) { reg := loadSaveReg(t) g := newGen(t, reg, 99) dir := t.TempDir() a := EncodeChunk(g.Generate(1, 1)) b := EncodeChunk(g.Generate(2, 2)) region, err := OpenRegion(dir, 0, 0) if err != nil { t.Fatal(err) } if err := region.WriteChunk(1, 1, a); err != nil { t.Fatal(err) } if err := region.WriteChunk(2, 2, b); err != nil { t.Fatal(err) } if err := region.WriteChunk(1, 1, a); err != nil { t.Fatal(err) } region2, err := OpenRegion(dir, 0, 0) if err != nil { t.Fatal(err) } gotA, ok, err := region2.ReadChunk(1, 1) if err != nil || !ok || string(gotA) != string(a) { t.Fatalf("区块 A 往返失败 ok=%v err=%v", ok, err) } gotB, ok, err := region2.ReadChunk(2, 2) if err != nil || !ok || string(gotB) != string(b) { t.Fatalf("区块 B 往返失败 ok=%v err=%v", ok, err) } } // TestSaveLoadWorld 世界级存取:放火把 → 保存 → 载入 → 火把与光仍在。 func TestSaveLoadWorld(t *testing.T) { reg := loadSaveReg(t) seed := int64(2024) g := newGen(t, reg, seed) w, err := world.New(reg, g, 3) if err != nil { t.Fatalf("创建世界失败: %v", err) } defer w.Close() // 生成并等待区块 deadline := time.Now().Add(15 * time.Second) for time.Now().Before(deadline) { w.Update(8, 64, 8, 8*time.Millisecond) if w.Block(8, 0, 8) != block.Air { break } time.Sleep(2 * time.Millisecond) } // 放一个火把 torch, _ := reg.ID("torch") var surf int32 for y := int32(255); y >= 0; y-- { if w.Block(8, y, 8) != block.Air { surf = y break } } w.SetBlock(8, surf+1, 8, block.NewState(torch, 0)) dir := t.TempDir() if err := SaveWorld(w, dir, "TestWorld", seed, 1000); err != nil { t.Fatalf("保存失败: %v", err) } // 载入到新世界 g2 := newGen(t, reg, seed) w2, err := world.New(reg, g2, 3) if err != nil { t.Fatalf("创建世界失败: %v", err) } defer w2.Close() if gotSeed, err := LoadWorld(w2, dir, "TestWorld"); err != nil { t.Fatalf("载入失败: %v", err) } else if gotSeed != seed { t.Fatalf("种子不一致: %d", gotSeed) } // 火把及其光 if s := w2.Block(8, surf+1, 8); s.ID() != torch { t.Fatalf("火把丢失: %v", s) } if l := w2.BlockLight(7, surf+1, 8); l != 13 { t.Fatalf("火把光丢失: %d", l) } } func TestListCreateDeleteWorld(t *testing.T) { dir := t.TempDir() if err := WriteLevel(dir, "Alpha", LevelData{Version: 1, Seed: 1, GameMode: "survival"}); err != nil { t.Fatal(err) } time.Sleep(20 * time.Millisecond) if err := WriteLevel(dir, "Beta", LevelData{Version: 1, Seed: 2, GameMode: "creative"}); err != nil { t.Fatal(err) } list, err := ListWorlds(dir) if err != nil || len(list) != 2 { t.Fatalf("列表 %v err=%v", list, err) } if list[0].Name != "Beta" { t.Fatalf("应按修改时间新→旧,首位 %s", list[0].Name) } if UniqueWorldName(dir, "Alpha") != "Alpha-2" { t.Fatalf("冲突名应为 Alpha-2,实际 %s", UniqueWorldName(dir, "Alpha")) } if err := DeleteWorld(dir, "Alpha"); err != nil { t.Fatal(err) } list, _ = ListWorlds(dir) if len(list) != 1 || list[0].Name != "Beta" { t.Fatalf("删除后 %v", list) } if err := DeleteWorld(dir, "../x"); err == nil { t.Fatal("非法名应拒绝") } if ParseWorldSeed("42") != 42 { t.Fatal("数字种子") } if ParseWorldSeed("") == ParseWorldSeed("abc") && ParseWorldSeed("abc") == 0 { t.Fatal("空种子与哈希不应都为 0 且相等") } } func TestLevelBlockEntitiesRoundtrip(t *testing.T) { dir := t.TempDir() lv := LevelData{ Version: 1, Seed: 9, GameMode: "creative", BlockEntities: []blockentity.Snapshot{{X: 1, Y: 2, Z: 3, Kind: "furnace", CookTicks: 9}}, Player: &PlayerData{Y: 10, UnlockedRecipes: []string{"stick"}}, } if err := WriteLevel(dir, "BE", lv); err != nil { t.Fatal(err) } got, err := ReadLevel(dir, "BE") if err != nil { t.Fatal(err) } if got.GameMode != "creative" || len(got.BlockEntities) != 1 || got.BlockEntities[0].CookTicks != 9 { t.Fatalf("level.dat 方块实体往返失败: %+v", got) } if got.Player == nil || len(got.Player.UnlockedRecipes) != 1 { t.Fatalf("解锁配方未写入: %+v", got.Player) } } func TestSavePool(t *testing.T) { reg := loadSaveReg(t) const seed int64 = 7 g := newGen(t, reg, seed) w, err := world.New(reg, g, 2) if err != nil { t.Fatal(err) } defer w.Close() deadline := time.Now().Add(10 * time.Second) for time.Now().Before(deadline) { w.Update(8, 64, 8, 8*time.Millisecond) if w.Block(8, 0, 8) != block.Air { break } time.Sleep(2 * time.Millisecond) } torch, _ := reg.ID("torch") w.SetBlock(8, 80, 8, block.NewState(torch, 0)) dir := t.TempDir() pool := NewSavePool(nil) if err := EnqueueDirty(w, pool, filepath.Join(dir, "P", "region")); err != nil { t.Fatal(err) } if err := WriteLevel(dir, "P", LevelData{Version: 1, Seed: seed}); err != nil { t.Fatal(err) } pool.Close() g2 := newGen(t, reg, seed) w2, err := world.New(reg, g2, 2) if err != nil { t.Fatal(err) } defer w2.Close() if _, err := LoadWorld(w2, dir, "P"); err != nil { t.Fatal(err) } if w2.Block(8, 80, 8).ID() != torch { t.Fatal("SavePool 写盘后火把应仍在") } } // TestSavePoolWaitAllowsReuse Wait 只 drain 不关池(存档与持久化.md §4)。 func TestSavePoolWaitAllowsReuse(t *testing.T) { reg := loadSaveReg(t) g := newGen(t, reg, 3) dir := t.TempDir() p := NewSavePool(nil) defer p.Close() p.Enqueue(ChunkJob{RegionDir: dir, CX: 0, CZ: 0, Data: EncodeChunk(g.Generate(0, 0))}) p.Wait() p.Enqueue(ChunkJob{RegionDir: dir, CX: 2, CZ: 0, Data: EncodeChunk(g.Generate(2, 0))}) p.Wait() r, err := OpenRegion(dir, 0, 0) if err != nil { t.Fatal(err) } if _, ok, err := r.ReadChunk(0, 0); err != nil || !ok { t.Fatalf("第一块应可读 ok=%v err=%v", ok, err) } if _, ok, err := r.ReadChunk(2, 0); err != nil || !ok { t.Fatalf("Wait 后再入队应可读 ok=%v err=%v", ok, err) } }