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jakub fda19a5200 Complete roadblocks in background and fix session regressions
Continue safe roadblock placement after admission and prison unlock, build posts incrementally, and clean up incomplete transactions. Add bounded stuck-patrol dismount recovery, defer deployment initialization during terrain takeover, reset deferred site search timing on first player arrival, and fix atlas page serialization and terrain resource lookup.

Validation: 30 native Everon posts with 120 living guards after unlock; seven affected regression suites pass; two final restart smoke rounds complete with 21 assertions and no script/runtime failures. Existing dependency asset errors remain.
2026-10-14 19:48:29 +02:00

114 lines
9.9 KiB
Python

"""Run the actual bounded placement scheduler with terrain and clock adapters."""
import re
from policy_harness import ROOT,body,run
p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_GeneratedSites.c'
s='\n'.join(body(p, signature) for signature in ('static bool StartupSite(', 'void StartupOnly(', 'bool StartupReady(', 'protected bool SkipOptional(', 'protected bool RescueFits(', 'ERR_PrepareResult Tick('))
s=s.replace('ERR_SiteDefinition site','Site* site').replace('site.','site->').replace('m_Terrain.Site','m_Terrain.SiteAt')
s=s.replace('System.GetTickCount','Clock::Now').replace('Replication.IsServer','Server').replace('Math.RandomFloat','RandomFloat').replace('ERR_PrepareResult.','Result::')
s=s.replace('float floor;','float floor=0;').replace('protected ', '').replace('ref ERR_SiteDefinition retained', 'Site* retained').replace('retained.', 'retained->').replace('m_Definition.', 'm_Definition->').replace('ERR_LocationKind.', 'Kind::')
s=s.replace('foreach (Site* site : m_Definition->Sites)', 'for (Site* site : m_Definition->Sites)')
s=s.replace('ERR_Actors.', 'ERR_Actors::').replace('ERR_CampTerrain.', 'ERR_CampTerrain::').replace('ERR_RescueLanding.', 'ERR_RescueLanding::')
run(r'''
#include <cassert>
#include <string>
#include <vector>
#include <algorithm>
using string=std::string;
struct vector{float a[3];float& operator[](int i){return a[i];}};vector Vector(float x,float y,float z){return {{x,y,z}};}
vector operator+(vector a,vector b){return Vector(a[0]+b[0],a[1]+b[1],a[2]+b[2]);}
namespace ERR_Actors{vector Ground(vector p){return p;}}
namespace ERR_CampTerrain{vector Rotate(vector p,float){return p;}}
namespace ERR_RescueLanding{bool fits=true;bool Fits(vector){return fits;}}
namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
namespace Clock {int now=0,step=1;int Now(){int t=now;now+=step;return t;}}
bool Server(){return true;}float RandomFloat(float a,float b){return (a+b)/2;}template<class...T>void PrintFormat(T...){}
namespace Kind{enum{PRISON,RADIO,EXTRACTION,OUTPOST,DEPOT,MORTAR,HOSPITAL};}
struct Site{int Kind=Kind::PRISON;bool required=false;string Label="Test site";vector Position=Vector(10,0,20),AircraftOffset=Vector(12,0,0);float Heading=0;bool PlacementResolved=false,RandomClear=true;string Id="site";};
template<class T>struct Array:std::vector<T>{using std::vector<T>::operator=;int Count(){return this->size();}int Find(T v){auto i=std::find(this->begin(),this->end(),v);return i==this->end()?-1:i-this->begin();}void Remove(int i){this->erase(this->begin()+i);}void InsertAt(T v,int i){this->insert(this->begin()+i,v);}};
struct Definition{bool TerrainGenerated=false;Array<Site*> Sites;Site* required=nullptr;bool Valid(){return !required||Sites.Find(required)>=0;}};
struct Terrain{bool clear=true;Site* refused=nullptr;int queries=0;bool SiteAt(Site* site,vector,float,float& height){queries++;height=42;return clear&&site!=refused;}};
struct Scheduler{
Definition definition;Definition* m_Definition=&definition;
bool m_StartupOnly=false;
bool m_Started=true;ERR_PrepareResult m_Result=Result::PENDING;int m_Index=0,m_Attempts=0,m_Began=0;
vector m_Low=Vector(0,0,0),m_High=Vector(10000,0,10000);Array<Site*>m_Pending;Terrain m_Terrain;string m_Error;
bool Separated(Site*,vector,bool){return true;}
'''+s+r'''
};
int main(){
// Startup pauses before radio/camps, and resuming resets the next-site deadline.
{Clock::now=0;Scheduler s;Site prison,radio,extraction;radio.Kind=Kind::RADIO;extraction.Kind=Kind::EXTRACTION;extraction.RandomClear=false;
s.definition.Sites={&prison,&radio,&extraction};s.m_Pending={&prison,&radio};s.StartupOnly(true);
while(!s.StartupReady()) assert(s.Tick()==Result::PENDING);
assert(prison.PlacementResolved&&!radio.PlacementResolved);int calls=s.m_Terrain.queries;
Clock::now=60000;assert(s.Tick()==Result::PENDING&&s.m_Terrain.queries==calls);
s.StartupOnly(false);assert(s.m_Began>=60000);while(s.Tick()==Result::PENDING){}assert(radio.PlacementResolved);}
{Scheduler s;s.m_Started=false;assert(s.Tick()==Result::FAILED);}
{Scheduler s;assert(s.Tick()==Result::READY);assert(s.m_Terrain.queries==0);}
{Clock::now=0;Scheduler s;Site a,b;s.m_Pending={&a,&b};while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved&&b.PlacementResolved);assert(a.Position[1]>42&&a.Position[1]<42.1);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);}
{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Terrain.clear=false;assert(s.Tick()==Result::PENDING);assert(s.m_Terrain.queries<10&&!a.PlacementResolved);Clock::now=30001;assert(s.Tick()==Result::FAILED&&!s.m_Error.empty()&&!a.PlacementResolved);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::FAILED&&s.m_Terrain.queries==calls);}
{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Attempts=12000;assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20&&a.PlacementResolved);}
{Clock::now=30001;Scheduler s;Site a;s.m_Pending={&a};assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20);}
// Each optional type can fail after exhausting candidates without blocking the next site.
for(int kind : {Kind::OUTPOST,Kind::HOSPITAL,Kind::DEPOT}){
Clock::now=0;Scheduler s;Site a,b;a.Kind=kind;a.Id="unplaceable";b.Id="next";
s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a;s.m_Attempts=12000;
while(s.Tick()==Result::PENDING){}
assert(s.m_Result==Result::READY&&s.m_Error.empty()&&!a.PlacementResolved&&b.PlacementResolved);
assert(s.definition.Sites.size()==1&&s.definition.Sites[0]==&b);
int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);
}
// A deadline skip gets a fresh candidate/time budget for the following optional site.
{Clock::now=30001;Scheduler s;Site a,b;a.Kind=Kind::OUTPOST;b.Kind=Kind::HOSPITAL;
s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a;
while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&b.Position[0]!=10&&b.PlacementResolved);}
// Required objectives (including mortars) still fail; no unsafe terrain is accepted.
for(int kind : {Kind::PRISON,Kind::RADIO,Kind::EXTRACTION,Kind::MORTAR}){
Clock::now=0;Scheduler s;Site a;a.Kind=kind;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;s.m_Terrain.clear=false;
assert(s.Tick()==Result::FAILED&&s.definition.Sites[0]==&a&&!a.PlacementResolved);
}
// Optional by type can still be indispensable for minimum accessible radio intel.
{Clock::now=0;Scheduler s;Site before,a,after;a.Kind=Kind::HOSPITAL;
s.definition.Sites={&before,&a,&after};s.definition.required=&a;s.m_Pending={&a};s.m_Attempts=12000;s.m_Terrain.clear=false;
assert(s.Tick()==Result::FAILED&&s.definition.Sites.size()==3&&s.definition.Sites[1]==&a&&!a.PlacementResolved);}
// Extraction candidates without secondary fleet space remain uncommitted and are retried.
{Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};ERR_RescueLanding::fits=false;
assert(s.Tick()==Result::PENDING&&!a.PlacementResolved);ERR_RescueLanding::fits=true;
while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved);}
// An authored fallback cannot bypass the new fleet-space qualification.
{Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;ERR_RescueLanding::fits=false;
assert(s.Tick()==Result::FAILED&&!a.PlacementResolved);ERR_RescueLanding::fits=true;}
}
''')
print('PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget')
# Exercise the production background activation path: waiting for the first
# player must not consume the next mandatory site's placement budget.
scenario=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_ScenarioComponent.c'
activation=body(scenario, 'protected void BackgroundStep()').split(' if (m_PendingSite)')[0]+'}\n'
activation=activation.replace('protected ', '').replace('ERR_GameMode mode = ERR_GameMode.Cast(GetOwner());', 'Mode* mode = GetOwner();')
for a,b in [('Replication.IsServer()', 'true'),('ERR_GameMode.Get()', 'GetOwner()'),('mode.Active()', 'mode->Active()'),('GetGame().GetPlayerManager().GetPlayerCount()', 'players'),('ERR_PrepareResult.', 'Result::')]: activation=activation.replace(a,b)
assert 'm_Generated.StartupOnly(false)' not in body(scenario,'ERR_PrepareResult Prepare(')
run(r'''
#include <cassert>
#include <string>
using string=std::string;
namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
int now=0,players=0;
struct Mode{bool active=true;bool Active(){return active;}};
struct Generated{int began=0,resumes=0,ticks=0;bool startup=true;void StartupOnly(bool v){assert(!v);startup=v;began=now;resumes++;}ERR_PrepareResult Tick(){assert(!startup);ticks++;return now-began>=30000?Result::FAILED:Result::PENDING;}string Error(){return "expired";}};
struct Scenario{Mode mode;Generated m_Generated;bool m_BackgroundActivated=false,m_PlacementDone=false,stopped=false,failed=false;Mode* GetOwner(){return &mode;}bool BackgroundPending(){return true;}void StopBackground(){stopped=true;}void FailBackground(string){failed=true;}
'''+activation+r'''
};
int main(){Scenario s;
for(now=0;now<3600000;now+=250)s.BackgroundStep();
assert(s.m_Generated.resumes==0&&s.m_Generated.ticks==0&&!s.failed);
players=1;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==1&&!s.failed&&s.m_Generated.began==now);
players=0;now+=250;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==2&&!s.failed);
now+=30000;s.BackgroundStep();assert(s.failed); // the active search is still bounded
Scenario ended;ended.mode.active=false;ended.BackgroundStep();assert(ended.stopped&&ended.m_Generated.resumes==0);
}
''')
print('PASS: actual background activation waits an hour empty without consuming placement time; disconnect does not reset active budget')