Files
GeoSusGame/Assets/ClientSDK/SimulatorClient.cs
2026-04-26 12:55:21 +02:00

1993 lines
69 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace GeoSus.Client
{
/// <summary>
/// Comprehensive headless simulator client for testing all game aspects.
/// Supports both autonomous simulation and step-by-step controlled testing.
/// </summary>
public class SimulatorClient : IDisposable
{
private readonly GameClient _client;
private readonly Random _random = new Random();
private CancellationTokenSource? _cts;
private Task? _simulationTask;
private PlayerState _myState = PlayerState.Alive;
#region Public Properties
public string ClientUuid => _client.ClientUuid;
public string DisplayName => _client.DisplayName;
public bool IsConnected => _client.IsConnected;
public LobbyState? LobbyState => _client.CurrentLobbyState;
public string? LobbyId => _client.LobbyId;
public string? JoinCode => _client.JoinCode;
public PlayerRole? Role => _client.MyRole;
public PlayerState State => _myState;
public Position Position => _client.MyPosition;
public bool IsAlive => _myState == PlayerState.Alive;
public bool IsDead => _myState == PlayerState.Dead;
public bool IsImpostor => _client.MyRole == PlayerRole.Impostor;
public bool IsCrew => _client.MyRole == PlayerRole.Crew;
// Tasks
public List<GameTask> MyTasks => _client.MyTasks;
public HashSet<string> CompletedTaskIds { get; } = new HashSet<string>();
public string? CurrentTaskId { get; private set; }
// Game state tracking
public int TotalKills { get; private set; }
public int TasksCompleted { get; private set; }
public int MeetingsAttended { get; private set; }
public int VotesCast { get; private set; }
public int BodiesReported { get; private set; }
public bool WasEjected { get; private set; }
public bool WasKilled { get; private set; }
public string? LastError { get; private set; }
public string? GameResult { get; private set; }
public string? WinningFaction { get; private set; }
public bool GameEnded => GameResult != null;
// Nearby entities
public Dictionary<string, PlayerPositionInfo> NearbyPlayers => _client.PlayerPositions;
public List<Body> NearbyBodies => _client.Bodies;
// Meeting state
public bool InMeeting { get; private set; }
public bool HasVotedThisMeeting { get; private set; }
public string? CurrentMeetingId { get; private set; }
public Position? MeetingLocation { get; private set; }
public DateTime? MeetingVotingEndTime { get; private set; }
public DateTime? MeetingDiscussionEndTime { get; private set; }
/// <summary>
/// Returns true if the discussion phase has ended and voting can begin.
/// </summary>
public bool CanVote => InMeeting &&
(!MeetingDiscussionEndTime.HasValue || DateTime.UtcNow >= MeetingDiscussionEndTime.Value);
// Current game phase from lobby state
public string GamePhase => _client.CurrentLobbyState?.Phase.ToString() ?? "Unknown";
// Sabotage state
public bool SabotageActive { get; private set; }
public string? CurrentSabotageId { get; private set; }
public SabotageType? CurrentSabotageType { get; private set; }
public DateTime? SabotageDeadline { get; private set; }
public List<RepairStationInfo> RepairStations { get; private set; } = new List<RepairStationInfo>();
public int SabotagesStarted { get; private set; }
public int SabotagesRepaired { get; private set; }
public bool IsRepairing { get; private set; }
public string? RepairingStationId { get; private set; }
/// <summary>
/// Returns true if comms are blocked (can't report/meeting)
/// </summary>
public bool IsCommsBlocked => SabotageActive && CurrentSabotageType == SabotageType.CommsBlackout;
/// <summary>
/// Returns true if there's a critical meltdown countdown
/// </summary>
public bool IsMeltdownActive => SabotageActive && CurrentSabotageType == SabotageType.CriticalMeltdown;
#endregion
#region Events
public event Action<string>? OnLog;
public event Action<string>? OnError;
public event Action<string, object?>? OnGameEvent;
public event Action? OnKilled;
public event Action? OnEjected;
public event Action<string>? OnGameEnded;
public event Action? OnMeetingStarted;
public event Action? OnMeetingEnded;
public event Action<SabotageType>? OnSabotageStarted;
public event Action<SabotageType>? OnSabotageRepaired;
public event Action? OnMeltdown;
#endregion
#region Constructor
public SimulatorClient(string clientUuid, string displayName)
{
_client = new GameClient(clientUuid, displayName);
_client.OnConnected += () => Log("Připojen k serveru");
_client.OnDisconnected += (reason) => Log($"Odpojen: {reason}");
_client.OnError += (error) =>
{
LastError = error;
Log($"Chyba: {error}");
OnError?.Invoke(error);
};
_client.OnMessage += HandleMessage;
_client.OnGameEvent += HandleGameEvent;
}
#endregion
#region Message Handlers
private void HandleMessage(Message msg)
{
switch (msg)
{
case CreateLobbyResponse r:
if (r.Success)
Log($"Lobby vytvořeno: {r.JoinCode}");
else
LogError($"Lobby creation failed");
break;
case JoinLobbyResponse r:
if (r.Success)
Log($"Připojen do lobby: {r.LobbyId}");
else
LogError("Join lobby failed");
break;
case Ack a when !a.Success:
LastError = a.Error;
Log($"Akce zamítnuta: {a.Error}");
break;
}
}
private void HandleGameEvent(GameEvent evt)
{
OnGameEvent?.Invoke(evt.EventType, evt.Payload);
switch (evt.EventType)
{
case "GameStarting":
Log("Game loading - fetching map data...");
break;
case "MapDataReady":
var mapPayload = evt.GetPayload<MapDataReadyPayload>();
var buildingCount = mapPayload?.MapData?.Buildings?.Count ?? 0;
var pathwayCount = mapPayload?.MapData?.Pathways?.Count ?? 0;
Log($"Map data received: {buildingCount} buildings, {pathwayCount} pathways - sending confirmation");
break;
case "PlayerMapDataReceived":
var progressPayload = evt.GetPayload<PlayerMapDataReceivedPayload>();
if (progressPayload != null)
{
Log($"Player {progressPayload.DisplayName} ready ({progressPayload.PlayersReady}/{progressPayload.TotalPlayers})");
}
break;
case "GameStarted":
Log("Hra začala!");
break;
case "RoleAssigned":
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
if (rolePayload?.ClientUuid == ClientUuid)
{
Log($"Moje role: {rolePayload.Role}");
}
break;
case "PlayerKilled":
var killPayload = evt.GetPayload<PlayerKilledPayload>();
Log($"Hráč {killPayload?.VictimId} byl zabit");
if (killPayload?.VictimId == ClientUuid)
{
WasKilled = true;
_myState = PlayerState.Dead;
Log("BYL JSEM ZABIT!");
OnKilled?.Invoke();
}
break;
case "MeetingStarted":
var meetingPayload = evt.GetPayload<MeetingStartedPayload>();
InMeeting = true;
HasVotedThisMeeting = false;
CurrentMeetingId = meetingPayload?.MeetingId;
MeetingLocation = meetingPayload?.MeetingLocation;
MeetingVotingEndTime = meetingPayload?.VotingEndTime;
MeetingDiscussionEndTime = meetingPayload?.DiscussionEndTime;
Log($"MEETING ZAČAL! Typ: {meetingPayload?.Type}, Lokace: {MeetingLocation?.Lat:F4},{MeetingLocation?.Lon:F4}");
if (MeetingDiscussionEndTime.HasValue)
{
var discussionMs = (MeetingDiscussionEndTime.Value - DateTime.UtcNow).TotalMilliseconds;
Log($" Diskuze do: {MeetingDiscussionEndTime.Value:HH:mm:ss} ({discussionMs:F0}ms)");
}
OnMeetingStarted?.Invoke();
break;
case "VotingStarted":
Log("Hlasování začalo!");
break;
case "PlayerVoted":
var voteInfoPayload = evt.GetPayload<PlayerVotedPayload>();
Log($"Hráč {voteInfoPayload?.VoterId} hlasoval");
break;
case "VotingClosed":
var votePayload = evt.GetPayload<VotingClosedPayload>();
InMeeting = false;
CurrentMeetingId = null;
MeetingLocation = null;
MeetingVotingEndTime = null;
MeetingDiscussionEndTime = null;
if (votePayload?.EjectedPlayerId != null)
{
Log($"Hráč {votePayload.EjectedPlayerId} byl VYHOZEN! (remíza: {votePayload.WasTie})");
if (votePayload.EjectedPlayerId == ClientUuid)
{
WasEjected = true;
_myState = PlayerState.Dead;
Log("BYL JSEM VYHOZEN!");
OnEjected?.Invoke();
}
}
else
{
Log("Nikdo nebyl vyhozen (skip nebo remíza)");
}
OnMeetingEnded?.Invoke();
break;
case "TaskCompleted":
var taskPayload = evt.GetPayload<TaskCompletedPayload>();
if (taskPayload?.ClientUuid == ClientUuid)
{
TasksCompleted++;
CompletedTaskIds.Add(taskPayload.TaskId);
CurrentTaskId = null;
Log($"TASK DOKONČEN: {taskPayload.TaskId} (celkem: {TasksCompleted})");
}
break;
case "GameEnded":
var endPayload = evt.GetPayload<GameEndedPayload>();
GameResult = endPayload?.Reason;
WinningFaction = endPayload?.WinningFaction;
Log($"=== HRA SKONČILA! Vítěz: {endPayload?.WinningFaction} - {endPayload?.Reason} ===");
OnGameEnded?.Invoke(endPayload?.WinningFaction ?? "Unknown");
break;
// Sabotage events
case "SabotageStarted":
var sabStartPayload = evt.GetPayload<SabotageStartedPayload>();
if (sabStartPayload != null)
{
SabotageActive = true;
CurrentSabotageId = sabStartPayload.SabotageId;
CurrentSabotageType = sabStartPayload.Type;
SabotageDeadline = sabStartPayload.Deadline;
RepairStations = sabStartPayload.RepairStations;
Log($"⚠ SABOTÁŽ SPUŠTĚNA: {sabStartPayload.Type}!");
if (sabStartPayload.Deadline.HasValue)
{
var remaining = (sabStartPayload.Deadline.Value - DateTime.UtcNow).TotalSeconds;
Log($" ⏱ DEADLINE: {remaining:F0}s - musíte opravit nebo prohrajete!");
}
foreach (var station in sabStartPayload.RepairStations)
{
Log($" 📍 Stanice {station.Name}: {station.Location.Lat:F4},{station.Location.Lon:F4}");
}
OnSabotageStarted?.Invoke(sabStartPayload.Type);
}
break;
case "RepairStarted":
var repStartPayload = evt.GetPayload<RepairStartedPayload>();
if (repStartPayload?.PlayerId == ClientUuid)
{
IsRepairing = true;
RepairingStationId = repStartPayload.StationId;
Log($"🔧 Zahájil jsem opravu stanice {repStartPayload.StationId}");
}
else
{
Log($"🔧 Hráč {repStartPayload?.PlayerId} opravuje {repStartPayload?.StationId}");
}
break;
case "RepairStopped":
var repStopPayload = evt.GetPayload<RepairStoppedPayload>();
if (repStopPayload?.PlayerId == ClientUuid)
{
IsRepairing = false;
RepairingStationId = null;
Log($"❌ Oprava přerušena: {repStopPayload.StationId}");
}
break;
case "SabotageRepaired":
case "SabotageExpired":
var sabRepPayload = evt.GetPayload<SabotageRepairedPayload>();
if (sabRepPayload != null)
{
SabotageActive = false;
CurrentSabotageId = null;
CurrentSabotageType = null;
SabotageDeadline = null;
RepairStations.Clear();
IsRepairing = false;
RepairingStationId = null;
SabotagesRepaired++;
var repairers = sabRepPayload.RepairerIds.Count > 0
? string.Join(", ", sabRepPayload.RepairerIds)
: "auto-expire";
Log($"✅ SABOTÁŽ OPRAVENA: {sabRepPayload.Type} (opravili: {repairers})");
OnSabotageRepaired?.Invoke(sabRepPayload.Type);
}
break;
case "SabotageMeltdown":
var meltdownPayload = evt.GetPayload<SabotageMeltdownPayload>();
Log($"💥 MELTDOWN! Sabotáž nebyla opravena včas - Impostoři vyhráli!");
OnMeltdown?.Invoke();
break;
}
}
#endregion
#region Connection & Lobby
public async Task<bool> ConnectAsync(string host, int port)
{
return await _client.ConnectAsync(host, port);
}
public void Disconnect()
{
StopSimulation();
_client.Disconnect();
}
public void Update()
{
_client.Update();
}
public void CreateLobby(Position center, int impostorCount = 1, int taskCount = 5, string? password = null)
{
_client.CreateLobby(center, impostorCount, taskCount, password);
}
/// <summary>
/// Async wrapper for CreateLobby - waits for lobby to be created
/// </summary>
public async Task<bool> CreateLobbyAsync(string? password, Position center, double radius = 500, int impostorCount = 1, int taskCount = 5)
{
_client.CreateLobby(center, impostorCount, taskCount, password, radius);
// Wait for lobby creation response
for (int i = 0; i < 50; i++) // 5 seconds timeout
{
Update();
if (!string.IsNullOrEmpty(JoinCode))
return true;
if (LastError != null && LastError.Contains("lobby"))
return false;
await Task.Delay(100);
}
return false;
}
public void JoinLobby(string joinCode, string? password = null)
{
_client.JoinLobby(joinCode, password);
}
/// <summary>
/// Async wrapper for JoinLobby - waits for join confirmation
/// </summary>
public async Task<bool> JoinLobbyAsync(string joinCode, string? password = null)
{
_client.JoinLobby(joinCode, password);
// Wait for join response
for (int i = 0; i < 50; i++)
{
Update();
if (!string.IsNullOrEmpty(LobbyId))
return true;
if (LastError != null && LastError.Contains("join"))
return false;
await Task.Delay(100);
}
return false;
}
public void LeaveLobby()
{
_client.LeaveLobby();
}
public void StartGame()
{
_client.StartGame();
}
/// <summary>
/// Async wrapper for StartGame - waits for game to start
/// </summary>
public async Task<bool> StartGameAsync()
{
_client.StartGame();
// Wait for game start
for (int i = 0; i < 50; i++)
{
Update();
if (Role.HasValue)
return true;
await Task.Delay(100);
}
return false;
}
#endregion
#region Movement
public void MoveTo(Position position)
{
_client.UpdatePosition(position);
}
public void MoveTowards(Position target, double maxDistanceMeters)
{
var current = Position;
var distance = current.DistanceTo(target);
if (distance <= maxDistanceMeters)
{
MoveTo(target);
}
else
{
var ratio = maxDistanceMeters / distance;
var newPos = new Position(
current.Lat + (target.Lat - current.Lat) * ratio,
current.Lon + (target.Lon - current.Lon) * ratio
);
MoveTo(newPos);
}
}
public Position GetRandomPositionNear(Position center, double radiusMeters)
{
var angle = _random.NextDouble() * 2 * Math.PI;
var distance = _random.NextDouble() * radiusMeters;
var lat = center.Lat + (distance / 111000) * Math.Cos(angle);
var lon = center.Lon + (distance / (111000 * Math.Cos(center.Lat * Math.PI / 180))) * Math.Sin(angle);
return new Position(lat, lon);
}
#endregion
#region Kill Actions (Impostor)
public bool TryKill(string targetUuid)
{
if (!IsImpostor || !IsAlive)
{
Log("Nemohu zabíjet - nejsem živý impostor");
return false;
}
Log($">>> POKUS O ZABITÍ: {targetUuid}");
_client.Kill(targetUuid);
TotalKills++;
return true;
}
public string? FindKillTarget(double maxDistance = 5.0)
{
return _client.FindNearbyPlayer(maxDistance, aliveOnly: true);
}
public bool TryKillNearby(double maxDistance = 5.0)
{
var target = FindKillTarget(maxDistance);
if (target != null)
{
return TryKill(target);
}
return false;
}
#endregion
#region Report & Meeting Actions
public bool TryReportBody(string bodyId)
{
if (!IsAlive)
{
Log("Nemohu reportovat - jsem mrtvý");
return false;
}
Log($">>> REPORTUJI TĚLO: {bodyId}");
_client.ReportBody(bodyId);
BodiesReported++;
return true;
}
public Body? FindNearbyBody(double maxDistance = 5.0)
{
return _client.FindNearbyBody(maxDistance);
}
public bool TryReportNearbyBody(double maxDistance = 5.0)
{
var body = FindNearbyBody(maxDistance);
if (body != null)
{
return TryReportBody(body.BodyId);
}
return false;
}
public bool TryCallEmergencyMeeting()
{
if (!IsAlive)
{
Log("Nemohu svolat meeting - jsem mrtvý");
return false;
}
Log(">>> SVOLÁVÁM EMERGENCY MEETING!");
_client.CallEmergencyMeeting();
return true;
}
#endregion
#region Voting Actions
public bool TryVote(string? targetUuid)
{
if (!IsAlive)
{
Log("Nemohu hlasovat - jsem mrtvý");
return false;
}
if (!InMeeting)
{
Log("Nemohu hlasovat - není meeting");
return false;
}
var voteTarget = targetUuid ?? "SKIP";
Log($">>> HLASUJI PRO: {voteTarget}");
_client.Vote(targetUuid);
VotesCast++;
HasVotedThisMeeting = true;
MeetingsAttended++;
return true;
}
public bool TryVoteSkip()
{
return TryVote(null);
}
public bool TryVoteRandom()
{
if (!InMeeting || !IsAlive) return false;
// Pick a random alive player (or skip)
var alivePlayers = NearbyPlayers.Values
.Where(p => p.State == PlayerState.Alive && p.ClientUuid != ClientUuid)
.ToList();
if (alivePlayers.Count == 0 || _random.NextDouble() < 0.3)
{
return TryVoteSkip();
}
var target = alivePlayers[_random.Next(alivePlayers.Count)];
return TryVote(target.ClientUuid);
}
/// <summary>
/// Vote for the player with the most suspicion (for crew) or a random crew (for impostor)
/// </summary>
public bool TryVoteSmart()
{
if (!InMeeting || !IsAlive) return false;
var alivePlayers = NearbyPlayers.Values
.Where(p => p.State == PlayerState.Alive && p.ClientUuid != ClientUuid)
.ToList();
if (alivePlayers.Count == 0)
{
return TryVoteSkip();
}
// Impostors vote randomly among non-impostors or skip
if (IsImpostor)
{
if (_random.NextDouble() < 0.5)
{
return TryVoteSkip();
}
var target = alivePlayers[_random.Next(alivePlayers.Count)];
return TryVote(target.ClientUuid);
}
// Crew votes randomly for now (could be smarter with suspicion tracking)
if (_random.NextDouble() < 0.2)
{
return TryVoteSkip();
}
var crewTarget = alivePlayers[_random.Next(alivePlayers.Count)];
return TryVote(crewTarget.ClientUuid);
}
#endregion
#region Task Actions
public bool TryCompleteTask(string taskId)
{
if (IsImpostor)
{
Log($"Nemohu dělat tasky - jsem impostor");
return false;
}
if (CompletedTaskIds.Contains(taskId))
{
Log($"Task {taskId} již dokončen");
return false;
}
Log($">>> DOKONČUJI TASK: {taskId}");
_client.CompleteTask(taskId);
return true;
}
public GameTask? FindNearbyTask(double maxDistance = 5.0)
{
foreach (var task in MyTasks)
{
if (CompletedTaskIds.Contains(task.TaskId)) continue;
if (Position.DistanceTo(task.Location) <= maxDistance)
{
return task;
}
}
return null;
}
public GameTask? GetNextIncompleteTask()
{
return MyTasks.FirstOrDefault(t => !CompletedTaskIds.Contains(t.TaskId));
}
public int GetRemainingTaskCount()
{
return MyTasks.Count - CompletedTaskIds.Count;
}
#endregion
#region Sabotage Actions (Impostor)
/// <summary>
/// Start a sabotage (impostor only)
/// </summary>
public bool TrySabotage(SabotageType sabotageType)
{
if (!IsImpostor)
{
Log("Nemohu sabotovat - nejsem impostor");
return false;
}
if (!IsAlive)
{
Log("Nemohu sabotovat - jsem mrtvý");
return false;
}
if (SabotageActive)
{
Log($"Nemohu sabotovat - již probíhá sabotáž: {CurrentSabotageType}");
return false;
}
if (InMeeting)
{
Log("Nemohu sabotovat - probíhá meeting");
return false;
}
Log($">>> SPOUŠTÍM SABOTÁŽ: {sabotageType}");
_client.Send(new StartSabotage { SabotageType = sabotageType });
SabotagesStarted++;
return true;
}
/// <summary>
/// Start repairing at a repair station (crew or impostor can repair)
/// </summary>
public bool TryStartRepair(string stationId)
{
if (!IsAlive)
{
Log("Nemohu opravovat - jsem mrtvý");
return false;
}
if (!SabotageActive)
{
Log("Nemohu opravovat - není aktivní sabotáž");
return false;
}
if (IsRepairing)
{
Log($"Již opravuji stanici: {RepairingStationId}");
return false;
}
var station = RepairStations.FirstOrDefault(s => s.StationId == stationId);
if (station == null)
{
Log($"Opravná stanice {stationId} neexistuje");
return false;
}
var distance = Position.DistanceTo(station.Location);
if (distance > 5.0)
{
Log($"Opravná stanice {stationId} je příliš daleko: {distance:F1}m");
return false;
}
Log($">>> ZAČÍNÁM OPRAVU stanice: {stationId}");
_client.Send(new ActivateRepairStation { StationId = stationId });
return true;
}
/// <summary>
/// Stop repairing current station
/// </summary>
public bool TryStopRepair()
{
if (!IsRepairing || RepairingStationId == null)
{
Log("Nejsem u opravné stanice");
return false;
}
Log($">>> UKONČUJI OPRAVU stanice: {RepairingStationId}");
_client.Send(new DeactivateRepairStation { StationId = RepairingStationId });
return true;
}
/// <summary>
/// Find nearest repair station for current sabotage
/// </summary>
public RepairStationInfo? FindNearestRepairStation(double maxDistance = double.MaxValue)
{
if (!SabotageActive) return null;
RepairStationInfo? nearest = null;
double nearestDist = maxDistance;
foreach (var station in RepairStations)
{
if (station.IsRepaired) continue;
var dist = Position.DistanceTo(station.Location);
if (dist < nearestDist)
{
nearestDist = dist;
nearest = station;
}
}
return nearest;
}
/// <summary>
/// Move to nearest repair station
/// </summary>
public bool MoveTowardsNearestRepairStation(double speed = 1.0)
{
var station = FindNearestRepairStation();
if (station == null) return false;
MoveTowards(station.Location, speed);
return true;
}
/// <summary>
/// Check if at repair station and can start repair
/// </summary>
public bool IsAtRepairStation(string stationId, double maxDistance = 5.0)
{
var station = RepairStations.FirstOrDefault(s => s.StationId == stationId);
if (station == null) return false;
return Position.DistanceTo(station.Location) <= maxDistance;
}
/// <summary>
/// Automatic repair: find nearest station, move to it, and start repair
/// </summary>
public bool TryAutoRepair()
{
if (!SabotageActive) return false;
if (IsRepairing) return false;
var station = FindNearestRepairStation(5.0);
if (station != null && !station.IsRepaired)
{
return TryStartRepair(station.StationId);
}
return false;
}
#endregion
#region Autonomous Simulation
public void StartSimulation()
{
if (_simulationTask != null) return;
_cts = new CancellationTokenSource();
_simulationTask = Task.Run(() => SimulationLoopAsync(_cts.Token));
Log("Simulace spuštěna");
}
public void StopSimulation()
{
if (_cts == null) return;
_cts.Cancel();
try { _simulationTask?.Wait(1000); } catch { }
_simulationTask = null;
_cts = null;
Log("Simulace zastavena");
}
private async Task SimulationLoopAsync(CancellationToken ct)
{
var center = LobbyState?.PlayAreaCenter ?? new Position(50.0, 14.0);
var radius = LobbyState?.PlayAreaRadius ?? 500;
MoveTo(center);
while (!ct.IsCancellationRequested && !GameEnded)
{
try
{
Update();
// In meeting - handle voting
if (InMeeting)
{
// First move to meeting location
if (MeetingLocation.HasValue && IsAlive)
{
var meetLoc = MeetingLocation.Value;
var distToMeeting = Position.DistanceTo(meetLoc);
if (distToMeeting > 5)
{
MoveTowards(meetLoc, 20);
await Task.Delay(200, ct);
continue;
}
}
if (IsAlive && !HasVotedThisMeeting)
{
// Wait a bit before voting (simulate discussion)
await Task.Delay(500 + _random.Next(1500), ct);
Update();
if (InMeeting && !HasVotedThisMeeting)
{
TryVoteSmart();
}
}
// Wait for meeting to end
await Task.Delay(300, ct);
continue;
}
// Impostor logic
if (IsImpostor && IsAlive)
{
await ImpostorActionAsync(center, radius, ct);
}
// Alive Crew logic
else if (IsCrew && IsAlive)
{
await CrewActionAsync(center, radius, ct);
}
// Dead player (ghost) - can still do tasks
else if (IsCrew && IsDead)
{
await GhostTaskActionAsync(center, radius, ct);
}
// Dead impostor - just watch
else if (IsImpostor && IsDead)
{
await Task.Delay(1000, ct);
}
await Task.Delay(300, ct);
}
catch (OperationCanceledException)
{
break;
}
catch (Exception ex)
{
Log($"Simulation error: {ex.Message}");
await Task.Delay(1000, ct);
}
}
Log("Simulace dokončena");
}
private async Task ImpostorActionAsync(Position center, double radius, CancellationToken ct)
{
// Try to kill nearby player
var target = FindKillTarget(8.0);
if (target != null)
{
// Higher chance to kill if alone with victim
var nearbyCount = NearbyPlayers.Values.Count(p =>
p.State == PlayerState.Alive &&
p.ClientUuid != ClientUuid &&
Position.DistanceTo(p.Position) < 20);
var killChance = nearbyCount <= 1 ? 0.9 : 0.3;
if (_random.NextDouble() < killChance)
{
TryKill(target);
await Task.Delay(300, ct);
// Move away from body
var escapePos = GetRandomPositionNear(Position, 30);
MoveTowards(escapePos, 15);
await Task.Delay(500, ct);
return;
}
}
// Wander around looking for isolated targets
var wanderPos = GetRandomPositionNear(center, radius * 0.6);
MoveTowards(wanderPos, 5);
}
private async Task CrewActionAsync(Position center, double radius, CancellationToken ct)
{
// Priority 1: Report nearby bodies
var body = FindNearbyBody(8.0);
if (body != null)
{
Log($"NAŠEL JSEM TĚLO: {body.BodyId}");
// Move closer if needed
if (Position.DistanceTo(body.Location) > 3)
{
MoveTowards(body.Location, 3);
await Task.Delay(200, ct);
}
TryReportBody(body.BodyId);
await Task.Delay(500, ct);
return;
}
// Priority 2: Do tasks (instant completion)
var nearbyTask = FindNearbyTask(5.0);
if (nearbyTask != null)
{
TryCompleteTask(nearbyTask.TaskId);
await Task.Delay(500, ct);
return;
}
// Priority 3: Move to next task
var nextTask = GetNextIncompleteTask();
if (nextTask != null)
{
MoveTowards(nextTask.Location, 5);
}
else
{
// All tasks done, wander
var wanderPos = GetRandomPositionNear(center, radius * 0.5);
MoveTowards(wanderPos, 3);
}
}
private async Task GhostTaskActionAsync(Position center, double radius, CancellationToken ct)
{
// Ghosts can complete tasks faster (no danger)
var nearbyTask = FindNearbyTask(10.0);
if (nearbyTask != null)
{
TryCompleteTask(nearbyTask.TaskId);
await Task.Delay(100, ct);
return;
}
// Move to next task
var nextTask = GetNextIncompleteTask();
if (nextTask != null)
{
// Ghosts move much faster
MoveTowards(nextTask.Location, 20);
}
}
#endregion
#region Logging
private void Log(string message)
{
OnLog?.Invoke(message);
}
private void LogError(string message)
{
LastError = message;
OnError?.Invoke(message);
Log($"ERROR: {message}");
}
#endregion
#region Stats
public string GetStats()
{
return $"[{DisplayName}] Role={Role}, State={State}, Kills={TotalKills}, Tasks={TasksCompleted}/{MyTasks.Count}, " +
$"Reports={BodiesReported}, Votes={VotesCast}, Meetings={MeetingsAttended}, " +
$"Killed={WasKilled}, Ejected={WasEjected}";
}
public void PrintDetailedStats()
{
Log("========== DETAILED STATS ==========");
Log($" Display Name: {DisplayName}");
Log($" Client UUID: {ClientUuid}");
Log($" Role: {Role}");
Log($" Final State: {State}");
Log($" --- Actions ---");
Log($" Kills Attempted: {TotalKills}");
Log($" Tasks Completed: {TasksCompleted}/{MyTasks.Count}");
Log($" Bodies Reported: {BodiesReported}");
Log($" Votes Cast: {VotesCast}");
Log($" Meetings Attended: {MeetingsAttended}");
Log($" --- Fate ---");
Log($" Was Killed: {WasKilled}");
Log($" Was Ejected: {WasEjected}");
Log($" --- Game Result ---");
Log($" Winning Faction: {WinningFaction}");
Log($" Result: {GameResult}");
Log("=====================================");
}
#endregion
public void Dispose()
{
StopSimulation();
_client.Dispose();
}
#region Map Data Access
/// <summary>
/// Get the map data payload from the current lobby state (if available)
/// </summary>
public MapDataPayload? MapData => _client.CurrentLobbyState?.MapData;
/// <summary>
/// Check if map data is available for the current lobby
/// </summary>
public bool HasMapData => MapData != null;
/// <summary>
/// Check if map data loading is complete (true if loaded or Overpass disabled)
/// </summary>
public bool IsMapDataReady => _client.CurrentLobbyState?.MapDataReady ?? false;
/// <summary>
/// Get the play area center from lobby state
/// </summary>
public Position? PlayAreaCenter => _client.CurrentLobbyState?.PlayAreaCenter;
/// <summary>
/// Get the play area radius from lobby state
/// </summary>
public double PlayAreaRadius => _client.CurrentLobbyState?.PlayAreaRadius ?? 500;
#endregion
}
/// <summary>
/// Comprehensive test suite for Overpass API and reachability testing
/// </summary>
public class OverpassApiTests
{
private readonly string _serverHost;
private readonly int _serverPort;
private readonly Action<string>? _logger;
public OverpassApiTests(string serverHost = "localhost", int serverPort = 7777, Action<string>? logger = null)
{
_serverHost = serverHost;
_serverPort = serverPort;
_logger = logger;
}
private void Log(string message)
{
_logger?.Invoke(message);
Console.WriteLine(message);
}
/// <summary>
/// Run all Overpass API tests
/// </summary>
public async Task<OverpassTestResults> RunAllTestsAsync(Position testCenter, double testRadius = 500)
{
var results = new OverpassTestResults();
Log("═══════════════════════════════════════════════════════════════");
Log(" OVERPASS API & REACHABILITY TEST SUITE");
Log("═══════════════════════════════════════════════════════════════");
Log($"Test Center: {testCenter.Lat:F6}, {testCenter.Lon:F6}");
Log($"Test Radius: {testRadius}m");
Log("");
// Test 1: Create lobby and verify map data is fetched
Log("TEST 1: Map Data Fetch on Lobby Creation");
Log("─────────────────────────────────────────");
results.MapDataFetchTest = await TestMapDataFetchAsync(testCenter, testRadius);
LogTestResult("Map Data Fetch", results.MapDataFetchTest);
await Task.Delay(1000); // Delay between tests
// Test 2: Verify map data structure
Log("");
Log("TEST 2: Map Data Structure Validation");
Log("─────────────────────────────────────────");
results.MapDataStructureTest = await TestMapDataStructureAsync(testCenter, testRadius);
LogTestResult("Map Data Structure", results.MapDataStructureTest);
await Task.Delay(1000); // Delay between tests
// Test 3: Verify task positions are on reachable paths
Log("");
Log("TEST 3: Task Position Reachability");
Log("─────────────────────────────────────────");
results.TaskReachabilityTest = await TestTaskReachabilityAsync(testCenter, testRadius);
LogTestResult("Task Reachability", results.TaskReachabilityTest);
await Task.Delay(1000); // Delay between tests
// Test 4: Verify repair station positions are reachable
Log("");
Log("TEST 4: Repair Station Reachability (Sabotage)");
Log("─────────────────────────────────────────");
results.RepairStationReachabilityTest = await TestRepairStationReachabilityAsync(testCenter, testRadius);
LogTestResult("Repair Station Reachability", results.RepairStationReachabilityTest);
await Task.Delay(1000); // Delay between tests
// Test 5: Verify positions are within play area
Log("");
Log("TEST 5: Play Area Boundary Validation");
Log("─────────────────────────────────────────");
results.PlayAreaBoundaryTest = await TestPlayAreaBoundaryAsync(testCenter, testRadius);
LogTestResult("Play Area Boundary", results.PlayAreaBoundaryTest);
await Task.Delay(1000); // Delay between tests
// Test 6: Test multiple lobby creations for consistency
Log("");
Log("TEST 6: Map Data Consistency Across Lobbies");
Log("─────────────────────────────────────────");
results.ConsistencyTest = await TestMapDataConsistencyAsync(testCenter, testRadius);
LogTestResult("Map Data Consistency", results.ConsistencyTest);
// Summary
Log("");
Log("═══════════════════════════════════════════════════════════════");
Log(" TEST SUMMARY");
Log("═══════════════════════════════════════════════════════════════");
results.PrintSummary(Log);
return results;
}
private void LogTestResult(string testName, TestResult result)
{
var status = result.Passed ? "✓ PASS" : "✗ FAIL";
Log($" [{status}] {testName}");
if (!string.IsNullOrEmpty(result.Details))
{
foreach (var line in result.Details.Split('\n'))
{
Log($" {line}");
}
}
if (!result.Passed && !string.IsNullOrEmpty(result.Error))
{
Log($" ERROR: {result.Error}");
}
}
/// <summary>
/// Wait for map data to be loaded with polling and timeout
/// Note: Map data is now fetched when game starts, not on lobby creation
/// </summary>
private async Task<bool> WaitForMapDataAsync(SimulatorClient client, SimulatorClient? otherClient, int timeoutMs = 10000, int pollIntervalMs = 500)
{
var sw = System.Diagnostics.Stopwatch.StartNew();
while (sw.ElapsedMilliseconds < timeoutMs)
{
// Update client to receive any pending messages
client.Update();
otherClient?.Update();
// Check if client has map data loaded
if (client.HasMapData)
{
Log($" Map data loaded after {sw.ElapsedMilliseconds}ms");
return true;
}
// Also check if MapDataReady indicates no data expected (Overpass disabled)
if (client.IsMapDataReady && !client.HasMapData)
{
Log($" Map data not available (Overpass may be disabled)");
return false;
}
await Task.Delay(pollIntervalMs);
}
Log($" Timeout waiting for map data ({timeoutMs}ms)");
return false;
}
/// <summary>
/// Wait for game to start after map data is received (Loading phase complete)
/// </summary>
private async Task<bool> WaitForGameStartAfterMapDataAsync(SimulatorClient owner, SimulatorClient player, int timeoutMs = 20000, int pollIntervalMs = 500)
{
var sw = System.Diagnostics.Stopwatch.StartNew();
while (sw.ElapsedMilliseconds < timeoutMs)
{
owner.Update();
player.Update();
// Game is fully started when phase is Playing and roles are assigned
if (owner.GamePhase == "Playing" && owner.Role.HasValue)
{
Log($" Game started after {sw.ElapsedMilliseconds}ms");
return true;
}
await Task.Delay(pollIntervalMs);
}
Log($" Timeout waiting for game start ({timeoutMs}ms) - Phase: {owner.GamePhase}");
return false;
}
/// <summary>
/// Start a game and wait for map data to be loaded
/// The new flow is: StartGame -> Loading phase -> MapData fetched -> All confirm -> Playing
/// </summary>
private async Task<bool> StartGameAndWaitForMapDataAsync(SimulatorClient owner, SimulatorClient player, int timeoutMs = 25000)
{
Log(" Starting game (this will trigger map data fetch)...");
owner.StartGame();
// Wait for map data first (update both clients so both send confirmations)
if (!await WaitForMapDataAsync(owner, player, timeoutMs))
{
return false;
}
// Ensure both clients update to send MapDataReceived confirmation
for (int i = 0; i < 10; i++)
{
owner.Update();
player.Update();
await Task.Delay(100);
}
// Wait for game to actually start (after all confirmations)
return await WaitForGameStartAfterMapDataAsync(owner, player, 10000);
}
private async Task<TestResult> TestMapDataFetchAsync(Position center, double radius)
{
var result = new TestResult { TestName = "MapDataFetch" };
SimulatorClient? owner = null;
SimulatorClient? player = null;
try
{
// Create owner and player (need 2 players to start game)
owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "MapOwner");
player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "MapPlayer");
// Connect owner
Log(" Connecting owner to server...");
if (!await owner.ConnectAsync(_serverHost, _serverPort))
{
result.Error = $"Failed to connect owner to server at {_serverHost}:{_serverPort}";
return result;
}
// Create lobby with specific center
Log($" Creating lobby at {center.Lat:F6}, {center.Lon:F6} with radius {radius}m...");
if (!await owner.CreateLobbyAsync(null, center, radius))
{
result.Error = $"Failed to create lobby: {owner.LastError ?? "Unknown error"}";
return result;
}
Log($" Lobby created: {owner.JoinCode}");
// Connect player
Log(" Connecting player to server...");
if (!await player.ConnectAsync(_serverHost, _serverPort))
{
result.Error = "Failed to connect player";
return result;
}
// Join player to lobby
if (!await player.JoinLobbyAsync(owner.JoinCode!))
{
result.Error = "Failed to join player to lobby";
return result;
}
// Start game - this triggers map data fetch
Log(" Starting game (triggers Overpass API fetch)...");
if (!await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
result.Error = "Timeout waiting for map data (Overpass API may be slow or unavailable)";
return result;
}
if (owner.HasMapData)
{
var mapData = owner.MapData!;
var buildings = mapData.GetBuildings();
var pathways = mapData.GetPathways();
var areas = mapData.GetAreas();
var pois = mapData.GetPOIs();
result.Passed = true;
result.Details = $"Buildings: {buildings.Count}\n" +
$"Pathways: {pathways.Count}\n" +
$"Areas: {areas.Count}\n" +
$"POIs: {pois.Count}";
}
else
{
result.Error = "Map data was not received after game start";
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
owner?.Dispose();
player?.Dispose();
}
return result;
}
private async Task<TestResult> TestMapDataStructureAsync(Position center, double radius)
{
var result = new TestResult { TestName = "MapDataStructure" };
SimulatorClient? owner = null;
SimulatorClient? player = null;
try
{
owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "StructOwner");
player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "StructPlayer");
if (!await owner.ConnectAsync(_serverHost, _serverPort))
{
result.Error = "Failed to connect owner";
return result;
}
if (!await owner.CreateLobbyAsync(null, center, radius))
{
result.Error = "Failed to create lobby";
return result;
}
if (!await player.ConnectAsync(_serverHost, _serverPort))
{
result.Error = "Failed to connect player";
return result;
}
if (!await player.JoinLobbyAsync(owner.JoinCode!))
{
result.Error = "Failed to join player to lobby";
return result;
}
// Start game to trigger map data fetch
Log(" Starting game (triggers Overpass API fetch)...");
if (!await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
result.Error = "Timeout waiting for map data";
return result;
}
if (!owner.HasMapData)
{
result.Error = "No map data available";
return result;
}
var mapData = owner.MapData!;
var buildings = mapData.GetBuildings();
var pathways = mapData.GetPathways();
var areas = mapData.GetAreas();
var pois = mapData.GetPOIs();
var issues = new List<string>();
var stats = new List<string>();
// Check buildings have valid outlines
int validBuildings = 0;
foreach (var building in buildings)
{
if (building.Outline == null || building.Outline.Count < 3)
{
issues.Add($"Building {building.Id}: Invalid outline (< 3 points)");
}
else
{
validBuildings++;
}
}
stats.Add($"Valid buildings: {validBuildings}/{buildings.Count}");
// Check pathways have valid points
int validPathways = 0;
foreach (var pathway in pathways)
{
if (pathway.Points == null || pathway.Points.Count < 2)
{
issues.Add($"Pathway {pathway.Id}: Invalid points (< 2)");
}
else
{
validPathways++;
}
}
stats.Add($"Valid pathways: {validPathways}/{pathways.Count}");
// Check areas
int validAreas = 0;
foreach (var area in areas)
{
if (area.Outline == null || area.Outline.Count < 3)
{
issues.Add($"Area {area.Id}: Invalid outline");
}
else
{
validAreas++;
}
}
stats.Add($"Valid areas: {validAreas}/{areas.Count}");
// Check POIs have valid positions
int validPOIs = 0;
foreach (var poi in pois)
{
if (poi.Location.Lat != 0 || poi.Location.Lon != 0)
{
validPOIs++;
}
}
stats.Add($"Valid POIs: {validPOIs}/{pois.Count}");
result.Passed = issues.Count == 0;
result.Details = string.Join("\n", stats);
if (issues.Count > 0)
{
result.Error = string.Join("; ", issues.Take(5));
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
owner?.Dispose();
player?.Dispose();
}
return result;
}
private async Task<TestResult> TestTaskReachabilityAsync(Position center, double radius)
{
var result = new TestResult { TestName = "TaskReachability" };
SimulatorClient? owner = null;
SimulatorClient? player = null;
try
{
// Create lobby owner
owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "TaskOwner");
player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "TaskPlayer");
if (!await owner.ConnectAsync(_serverHost, _serverPort))
{
result.Error = "Owner failed to connect";
return result;
}
if (!await owner.CreateLobbyAsync(null, center, radius, 1, 5))
{
result.Error = "Failed to create lobby";
return result;
}
var joinCode = owner.JoinCode;
if (!await player.ConnectAsync(_serverHost, _serverPort))
{
result.Error = "Player failed to connect";
return result;
}
if (!await player.JoinLobbyAsync(joinCode!))
{
result.Error = "Player failed to join";
return result;
}
// Start game - this triggers map data fetch
Log(" Starting game (triggers Overpass API fetch)...");
if (!await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
result.Error = "Timeout waiting for game to start";
return result;
}
// Check task positions
var mapData = owner.MapData;
var tasks = owner.MyTasks.Count > 0 ? owner.MyTasks : player.MyTasks;
if (tasks.Count == 0)
{
result.Error = "No tasks were assigned";
return result;
}
int tasksInPlayArea = 0;
int tasksOnPathways = 0;
var details = new List<string>();
foreach (var task in tasks)
{
var distFromCenter = task.Location.DistanceTo(center);
bool inPlayArea = distFromCenter <= radius;
if (inPlayArea) tasksInPlayArea++;
// Check if task is near any pathway
bool nearPathway = false;
if (mapData != null)
{
var pathways = mapData.GetPathways();
foreach (var pathway in pathways)
{
foreach (var point in pathway.Points)
{
if (task.Location.DistanceTo(point) < 15) // Within 15m of pathway
{
nearPathway = true;
break;
}
}
if (nearPathway) break;
}
}
if (nearPathway) tasksOnPathways++;
details.Add($"{task.Name}: {distFromCenter:F0}m from center, {(inPlayArea ? "in" : "OUT OF")} play area, {(nearPathway ? "near" : "NOT NEAR")} pathway");
}
result.Passed = tasksInPlayArea == tasks.Count;
result.Details = $"Tasks in play area: {tasksInPlayArea}/{tasks.Count}\n" +
$"Tasks near pathways: {tasksOnPathways}/{tasks.Count}\n" +
string.Join("\n", details.Take(3));
if (tasksInPlayArea < tasks.Count)
{
result.Error = $"{tasks.Count - tasksInPlayArea} tasks are outside play area!";
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
owner?.Dispose();
player?.Dispose();
}
return result;
}
private async Task<TestResult> TestRepairStationReachabilityAsync(Position center, double radius)
{
var result = new TestResult { TestName = "RepairStationReachability" };
SimulatorClient? owner = null;
SimulatorClient? player = null;
try
{
// Create lobby with 2 players
owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "SabOwner");
player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "SabPlayer");
if (!await owner.ConnectAsync(_serverHost, _serverPort)) { result.Error = "Owner connect failed"; return result; }
if (!await owner.CreateLobbyAsync(null, center, radius, 1, 3)) { result.Error = "Create lobby failed"; return result; }
var joinCode = owner.JoinCode;
if (!await player.ConnectAsync(_serverHost, _serverPort)) { result.Error = "Player connect failed"; return result; }
if (!await player.JoinLobbyAsync(joinCode!)) { result.Error = "Join lobby failed"; return result; }
// Start game - this triggers map data fetch
Log(" Starting game (triggers Overpass API fetch)...");
if (!await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
result.Error = "Timeout waiting for game to start";
return result;
}
// Find impostor and trigger sabotage
var impostor = owner.IsImpostor ? owner : (player.IsImpostor ? player : null);
if (impostor == null)
{
result.Error = "No impostor found";
return result;
}
// Wait for sabotage cooldown
await Task.Delay(1000);
// Try to start a sabotage
impostor.TrySabotage(SabotageType.CriticalMeltdown);
await Task.Delay(1500);
// Check repair station positions
var crew = owner.IsCrew ? owner : player;
var stations = crew.RepairStations;
if (stations.Count == 0)
{
// Sabotage might have been blocked, try CommsBlackout
impostor.TrySabotage(SabotageType.CommsBlackout);
await Task.Delay(1000);
stations = crew.RepairStations;
}
if (stations.Count == 0)
{
result.Passed = true; // No sabotage was possible, but that's OK
result.Details = "Sabotage cooldown active, skipping repair station test";
return result;
}
int stationsInPlayArea = 0;
var details = new List<string>();
foreach (var station in stations)
{
var distFromCenter = station.Location.DistanceTo(center);
bool inPlayArea = distFromCenter <= radius;
if (inPlayArea) stationsInPlayArea++;
details.Add($"{station.Name}: {distFromCenter:F0}m from center ({(inPlayArea ? "OK" : "OUT!")})");
}
result.Passed = stationsInPlayArea == stations.Count;
result.Details = $"Stations in play area: {stationsInPlayArea}/{stations.Count}\n" +
string.Join("\n", details);
if (stationsInPlayArea < stations.Count)
{
result.Error = $"{stations.Count - stationsInPlayArea} repair stations are outside play area!";
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
owner?.Dispose();
player?.Dispose();
}
return result;
}
private async Task<TestResult> TestPlayAreaBoundaryAsync(Position center, double radius)
{
var result = new TestResult { TestName = "PlayAreaBoundary" };
SimulatorClient? owner = null;
SimulatorClient? player = null;
try
{
owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "BoundOwner");
player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), "BoundPlayer");
if (!await owner.ConnectAsync(_serverHost, _serverPort)) { result.Error = "Connect failed"; return result; }
if (!await owner.CreateLobbyAsync(null, center, radius)) { result.Error = "Create lobby failed"; return result; }
if (!await player.ConnectAsync(_serverHost, _serverPort)) { result.Error = "Player connect failed"; return result; }
if (!await player.JoinLobbyAsync(owner.JoinCode!)) { result.Error = "Join lobby failed"; return result; }
// Start game - this triggers map data fetch
Log(" Starting game (triggers Overpass API fetch)...");
if (!await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
result.Passed = true;
result.Details = "No map data to validate (Overpass might be disabled or timed out)";
return result;
}
if (!owner.HasMapData)
{
result.Passed = true;
result.Details = "No map data to validate (Overpass might be disabled)";
return result;
}
var mapData = owner.MapData!;
var pathways = mapData.GetPathways();
var pois = mapData.GetPOIs();
int outsidePathwayPoints = 0;
int totalPathwayPoints = 0;
int outsidePOIs = 0;
int totalPOIs = pois.Count;
// Check all pathway points
foreach (var pathway in pathways)
{
foreach (var point in pathway.Points)
{
totalPathwayPoints++;
if (point.DistanceTo(center) > radius * 1.1) // Allow 10% margin
{
outsidePathwayPoints++;
}
}
}
// Check all POIs
foreach (var poi in pois)
{
if (poi.Location.DistanceTo(center) > radius * 1.1)
{
outsidePOIs++;
}
}
// Allow some points outside (Overpass query might include slightly outside data)
double pathwayOutsidePercent = totalPathwayPoints > 0 ? (outsidePathwayPoints * 100.0 / totalPathwayPoints) : 0;
double poiOutsidePercent = totalPOIs > 0 ? (outsidePOIs * 100.0 / totalPOIs) : 0;
result.Passed = pathwayOutsidePercent < 20 && poiOutsidePercent < 20;
result.Details = $"Pathway points outside boundary: {outsidePathwayPoints}/{totalPathwayPoints} ({pathwayOutsidePercent:F1}%)\n" +
$"POIs outside boundary: {outsidePOIs}/{totalPOIs} ({poiOutsidePercent:F1}%)";
if (!result.Passed)
{
result.Error = "Too many map elements outside play area boundary";
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
owner?.Dispose();
player?.Dispose();
}
return result;
}
private async Task<TestResult> TestMapDataConsistencyAsync(Position center, double radius)
{
var result = new TestResult { TestName = "MapDataConsistency" };
var owners = new List<SimulatorClient>();
var players = new List<SimulatorClient>();
try
{
// Create 3 lobbies at the same location and compare map data
var mapDataResults = new List<(int buildings, int pathways, int pois)>();
for (int i = 0; i < 3; i++)
{
Log($" Creating lobby {i + 1}/3...");
var owner = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), $"ConsOwner{i}");
var player = new SimulatorClient(Guid.NewGuid().ToString("N").Substring(0, 8), $"ConsPlayer{i}");
owners.Add(owner);
players.Add(player);
if (!await owner.ConnectAsync(_serverHost, _serverPort)) continue;
if (!await owner.CreateLobbyAsync(null, center, radius)) continue;
if (!await player.ConnectAsync(_serverHost, _serverPort)) continue;
if (!await player.JoinLobbyAsync(owner.JoinCode!)) continue;
// Start game to trigger map data fetch
if (await StartGameAndWaitForMapDataAsync(owner, player, timeoutMs: 25000))
{
if (owner.HasMapData)
{
var md = owner.MapData!;
mapDataResults.Add((md.GetBuildings().Count, md.GetPathways().Count, md.GetPOIs().Count));
}
}
await Task.Delay(300);
}
if (mapDataResults.Count < 2)
{
result.Passed = true;
result.Details = "Not enough successful map data fetches to compare consistency";
return result;
}
// Check if all results are the same (should be cached)
var first = mapDataResults[0];
bool allSame = mapDataResults.All(r => r == first);
result.Passed = allSame;
result.Details = string.Join("\n", mapDataResults.Select((r, i) =>
$"Lobby {i + 1}: {r.buildings} buildings, {r.pathways} pathways, {r.pois} POIs"));
if (!allSame)
{
result.Error = "Map data varies between lobbies at same location (caching issue?)";
}
}
catch (Exception ex)
{
result.Error = ex.Message;
}
finally
{
foreach (var o in owners) o?.Dispose();
foreach (var p in players) p?.Dispose();
}
return result;
}
}
/// <summary>
/// Results from a single test
/// </summary>
public class TestResult
{
public string TestName { get; set; } = "";
public bool Passed { get; set; }
public string? Details { get; set; }
public string? Error { get; set; }
}
/// <summary>
/// Aggregate results from all Overpass tests
/// </summary>
public class OverpassTestResults
{
public TestResult MapDataFetchTest { get; set; } = new();
public TestResult MapDataStructureTest { get; set; } = new();
public TestResult TaskReachabilityTest { get; set; } = new();
public TestResult RepairStationReachabilityTest { get; set; } = new();
public TestResult PlayAreaBoundaryTest { get; set; } = new();
public TestResult ConsistencyTest { get; set; } = new();
public int TotalTests => 6;
public int PassedTests => new[] { MapDataFetchTest, MapDataStructureTest, TaskReachabilityTest,
RepairStationReachabilityTest, PlayAreaBoundaryTest, ConsistencyTest }.Count(t => t.Passed);
public int FailedTests => TotalTests - PassedTests;
public bool AllPassed => PassedTests == TotalTests;
public void PrintSummary(Action<string> log)
{
log($" Total Tests: {TotalTests}");
log($" Passed: {PassedTests}");
log($" Failed: {FailedTests}");
log("");
if (AllPassed)
{
log(" ✓ ALL OVERPASS TESTS PASSED!");
}
else
{
log(" ✗ SOME TESTS FAILED:");
if (!MapDataFetchTest.Passed) log($" - Map Data Fetch: {MapDataFetchTest.Error}");
if (!MapDataStructureTest.Passed) log($" - Map Data Structure: {MapDataStructureTest.Error}");
if (!TaskReachabilityTest.Passed) log($" - Task Reachability: {TaskReachabilityTest.Error}");
if (!RepairStationReachabilityTest.Passed) log($" - Repair Station Reachability: {RepairStationReachabilityTest.Error}");
if (!PlayAreaBoundaryTest.Passed) log($" - Play Area Boundary: {PlayAreaBoundaryTest.Error}");
if (!ConsistencyTest.Passed) log($" - Consistency: {ConsistencyTest.Error}");
}
}
}
}