Stop successor services on native game-over and preserve escape results
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"""Actual native-end hook/shutdown/active bodies with engine boundaries substituted."""
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from policy_harness import ROOT, body, run
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SOURCE=ROOT/'addons/core/Scripts/Game/ERR/ERR_GameMode.c'
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def cpp(s):
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s=s.replace('protected override ', '').replace('protected ', '')
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for a,b in [('Replication.','Replication::'),('ERR_MissionRules.','Rules::'),('ERR_Phase.','Phase::'),('ERR_ObserverReason.','Observer::'),('SCR_AIGroup.','SCR_AIGroup::'),('ERR_Actors.','ERR_Actors::'),('super.OnGameModeEnd(', 'NativeEnd(')]:s=s.replace(a,b)
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s=s.replace('array<int> connected = {};','std::vector<int> connected;').replace('foreach (','for (')
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s=s.replace('SCR_PlayerController controller = SCR_PlayerController.Cast(', 'SCR_PlayerController* controller = SCR_PlayerController::Cast(').replace('controller.ERR_SetObserver(', 'controller->ERR_SetObserver(')
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s=s.replace('GetGame().','GetGame()->').replace('GetCallqueue().','GetCallqueue()->').replace('GetPlayerManager().','GetPlayerManager()->')
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return s
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methods='\n'.join(cpp(body(SOURCE, signature)) for signature in ('bool Active(', 'protected override void OnGameModeEnd(', 'protected void StopServices('))
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startGuard=body(SOURCE,'protected void StartScenario(').split('if (!m_Factions',1)[0].replace('protected ','')
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run(r'''#include <cassert>
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#include <string>
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#include <vector>
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#include <functional>
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using ERR_Phase=int;using IEntity=int;using SCR_GameModeEndData=int;
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struct string:std::string {using std::string::string;using std::string::operator=;bool IsEmpty(){return empty();}};
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namespace Phase {enum {PREPARING,PRISON,RADIO_SEARCH,RADIO_DEFENCE,EXTRACTION,VICTORY,DEFEAT};}
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namespace Observer {enum {NONE};}
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struct Replication {static bool server;static int bumps;static bool IsServer(){return server;}static void BumpMe(){bumps++;}};
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bool Replication::server=true;int Replication::bumps=0;
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struct Rules {static bool Terminal(int phase){return phase==Phase::VICTORY||phase==Phase::DEFEAT;}};
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struct Queue {std::vector<int> removed;void Remove(int method){removed.push_back(method);}};
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struct SCR_PlayerController {int releases=0;static SCR_PlayerController* Cast(SCR_PlayerController* p){return p;}void ERR_SetObserver(int){releases++;}};
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struct Manager {SCR_PlayerController player;void GetPlayers(std::vector<int>& ids){ids={1};}SCR_PlayerController* GetPlayerController(int){return &player;}};
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struct Game {Queue queue;Manager manager;Queue* GetCallqueue(){return &queue;}Manager* GetPlayerManager(){return &manager;}} game;
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Game* GetGame(){return &game;}
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struct SCR_AIGroup {static bool Cast(int e){return e==10;}};
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struct ERR_Actors {static int deleted;static void DeleteSpawned(int e){assert(e==10);deleted++;}};int ERR_Actors::deleted=0;
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struct Command {int stops=0;explicit operator bool()const{return true;}void Stop(){stops++;}};
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struct PhaseEvent {int count=0,oldPhase=-1,newPhase=-1;std::function<void()> callback;void Invoke(int old,int next){count++;oldPhase=old;newPhase=next;if(callback)callback();}};
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struct StopEvent {int count=0;std::function<void()> callback;void Invoke(){count++;if(callback)callback();}};
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struct Mode {
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bool m_Stopped=false,m_NativeEndHandled=false;
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int m_Phase=Phase::PRISON,StartScenario=1,ServerTick=2,BindLocalObserver=3;
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string m_EndReason;string m_PreparationError;
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Command m_Command;PhaseEvent m_OnPhaseChanged;StopEvent m_OnStop;
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std::vector<int> m_OwnedEntities={10,11};
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int published=0,feedback=0,nativeEnds=0,receivedData=0,nativeWork=0,escapeSnapshot=77;
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bool RefreshRadioFeedback(){feedback++;return true;}void PublishEscapeResults(){published++;}
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void NativeEnd(int data){assert(!Replication::server||m_Stopped);nativeEnds++;receivedData=data;}
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'''+methods+r'''
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};
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struct StartGuard {bool m_Stopped=false,m_NativeEndHandled=false;int m_Phase=Phase::PREPARING;string m_PreparationError;int nativeWork=0;
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'''+cpp(startGuard)+r'''nativeWork++;}
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};
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int main(){
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// Every unfinished phase closes before native listeners/restart, preserving data.
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for(int phase=Phase::PREPARING;phase<=Phase::EXTRACTION;phase++) {
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Mode m;m.m_Phase=phase;auto removed=game.queue.removed.size();int deleted=ERR_Actors::deleted;
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m.OnGameModeEnd(314);
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assert(m.m_Phase==Phase::DEFEAT&&m.m_Stopped&&m.m_NativeEndHandled&&!m.Active());
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assert(m.m_OnPhaseChanged.count==1&&m.m_OnPhaseChanged.oldPhase==phase);
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assert(m.m_OnStop.count==1&&m.m_Command.stops==1&&ERR_Actors::deleted==deleted+1);
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assert(game.queue.removed.size()==removed+4&&game.queue.removed[removed]==m.BindLocalObserver&&game.queue.removed[removed+1]==m.StartScenario&&game.queue.removed[removed+2]==m.ServerTick&&game.queue.removed[removed+3]==m.BindLocalObserver);
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assert(m.nativeEnds==1&&m.receivedData==314&&m.escapeSnapshot==77&&m.published==1);
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m.OnGameModeEnd(999);m.StopServices();
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assert(m.nativeEnds==1&&m.receivedData==314&&m.m_OnStop.count==1&&m.m_OnPhaseChanged.count==1&&m.published==1);
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}
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// Existing successor terminal snapshots/reason are not replaced or republished.
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for(int terminal:{Phase::VICTORY,Phase::DEFEAT}) {
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Mode m;m.m_Phase=terminal;m.m_EndReason="original result";m.StopServices();
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m.OnGameModeEnd(451);assert(m.m_Phase==terminal&&m.escapeSnapshot==77&&m.m_EndReason=="original result");
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assert(m.m_OnPhaseChanged.count==0&&m.published==0&&m.m_OnStop.count==1&&m.nativeEnds==1&&m.receivedData==451);
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}
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// Reentrant end notification from successor listeners cannot schedule twice.
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Mode reentrant;reentrant.m_OnPhaseChanged.callback=[&](){reentrant.OnGameModeEnd(2);};
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reentrant.m_OnStop.callback=[&](){reentrant.OnGameModeEnd(3);reentrant.StopServices();};
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reentrant.OnGameModeEnd(1);assert(reentrant.nativeEnds==1&&reentrant.receivedData==1&&reentrant.m_OnStop.count==1);
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// Client closes local Active immediately, without mutating replicated phase/result.
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Replication::server=false;Mode client;client.OnGameModeEnd(44);
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assert(!client.Active()&&client.m_Phase==Phase::PRISON&&!client.m_Stopped&&client.published==0&&client.m_OnPhaseChanged.count==0&&client.nativeEnds==1);
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Replication::server=true;
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// An already dequeued preparation callback is independently inert after stop/end.
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for(int fault=0;fault<4;fault++){
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StartGuard g;if(fault==0)g.m_Stopped=true;if(fault==1)g.m_NativeEndHandled=true;if(fault==2)g.m_Phase=Phase::DEFEAT;if(fault==3)g.m_PreparationError="failed";
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g.StartScenario();assert(g.nativeWork==0);
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}
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StartGuard normal;normal.StartScenario();assert(normal.nativeWork==1);
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}
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''')
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source=SOURCE.read_text();hook=body(SOURCE,'protected override void OnGameModeEnd(')
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assert hook.count('super.OnGameModeEnd(endData)')==1
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assert hook.index('StopServices()') < hook.index('super.OnGameModeEnd(endData)')
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assert 'Transition(' not in hook and 'EndGameMode(' not in hook
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assert 'm_Extraction.' not in hook and 'EndGameData.Create' not in hook
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assert 'if (!m_NativeEndHandled) EndGameMode(' in body(SOURCE,'bool Transition(')
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probe=(ROOT/'addons/core/Scripts/Game/ERR/ERR_NativeEndProbe.c').read_text()
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assert probe.startswith('#ifdef WORKBENCH')
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assert probe.count('ERR SMOKE COMPLETE:')==1 and probe.count('EndGameMode(m_ERREndData)')==1
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assert 'super.OnGameModeEnd' not in probe
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assert 'm_Phase = ERR_Phase.' not in probe
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assert 'GetEndGameData() == m_ERREndData' in probe
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assert 'StartScenario(); ServerTick(); StopServices();' in probe
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assert 'erri-native-end-round.json' in probe
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print('PASS: actual native-end shutdown, existing terminal snapshots, reentrancy, unchanged native end data and stale preparation guards')
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bind=body(SOURCE,'protected void BindLocalObserver(')
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assert bind.index('m_Stopped || m_NativeEndHandled') < bind.index('controller.ERR_StartObserverMonitor()')
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assert hook.index('Remove(BindLocalObserver)') < hook.index('if (Replication.IsServer())')
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