P3-05 JALON : ClientRigEquipmentHandler.rebuildBondageAnimations
First visible bondage animation pipeline orchestrator. Consumes the primitives added in P3-01..P3-04 + P3-09 to rebuild the livingAnimations map of a player based on currently equipped bondage items. Design decisions : - IdentityHashMap dedup (armbinder covers N regions -> 1 unique stack). Defensive even though the capability already dedupes (so we don't depend on an upstream invariant that might regress). - Sort by posePriority ASC so highest-priority iterates last -> wins conflicts (Map.put last-write-wins semantics in livingAnimations). - Option B : JSON items don't bind IDLE, let EF defaults flow through after resetLivingAnimations() which re-pushes default motions. - null-check on animations() : 99% of V2 legacy items lack the JSON block and return null from the parser, must be skipped silently. - @OnlyIn(Dist.CLIENT) at class level : ClientAnimator is client-only, server class-loader must never touch this handler. - Extracted testable methods (extractSortedDefinitions + applyDefinitions) with functional callbacks (Runnable + LivingAnimationAdder + Function resolvers). Generic <T> on extractSortedDefinitions lets tests pass Object dummies without MC ItemStack bootstrap. Tests (15) covering : - rebuildBondageAnimations null-safety - extractSortedDefinitions : empty input, null resolver result, identity dedup (multi-region), ASC priority sort, null entries skipped - applyDefinitions : reset-only on empty, null/empty animations skipped, multi-binding single item, two-item conflict last-write-wins, reset ordering before any adder, end-to-end multi-region dedup, animResolver contract (no internal dereference) Note : this commit provides the HANDLER. The first visible bondage animation still requires P3-06 (hook it to PacketSyncV2Equipment + LivingEquipmentChangeEvent) and P3-08 (updateMotion state machine) to fully light up. Jalon = pipeline viable, not yet wired. 212 tests GREEN (197 baseline + 15 new).
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/*
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* © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
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*/
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package com.tiedup.remake.v2.client;
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import static org.junit.jupiter.api.Assertions.assertDoesNotThrow;
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import static org.junit.jupiter.api.Assertions.assertEquals;
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import static org.junit.jupiter.api.Assertions.assertFalse;
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import static org.junit.jupiter.api.Assertions.assertNotNull;
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import static org.junit.jupiter.api.Assertions.assertNull;
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import static org.junit.jupiter.api.Assertions.assertSame;
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import static org.junit.jupiter.api.Assertions.assertTrue;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.IdentityHashMap;
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import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import java.util.concurrent.atomic.AtomicInteger;
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import java.util.function.Function;
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import net.minecraft.resources.ResourceLocation;
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import org.junit.jupiter.api.Test;
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import com.tiedup.remake.rig.anim.LivingMotion;
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import com.tiedup.remake.rig.anim.LivingMotions;
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import com.tiedup.remake.rig.anim.TiedUpLivingMotions;
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import com.tiedup.remake.rig.anim.types.StaticAnimation;
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import com.tiedup.remake.rig.asset.AssetAccessor;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.datadriven.AnimationBindings;
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import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemDefinition;
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import com.tiedup.remake.v2.bondage.movement.MovementModifier;
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import com.tiedup.remake.v2.bondage.movement.MovementStyle;
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/**
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* Tests unitaires pour {@link ClientRigEquipmentHandler} (P3-05).
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*
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* <h2>Stratégie de test</h2>
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* <p>L'entrée publique {@link ClientRigEquipmentHandler#rebuildBondageAnimations}
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* nécessite un {@code Player} réel + capability MC — non testable sans
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* bootstrap. On vérifie uniquement son null-safety. La logique métier est
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* extraite dans deux méthodes package-private pures :</p>
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* <ul>
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* <li>{@link ClientRigEquipmentHandler#extractSortedDefinitions} —
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* dedup identity, filter null, sort by posePriority ASC.</li>
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* <li>{@link ClientRigEquipmentHandler#applyDefinitions} — itère +
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* adder pour chaque binding non-null/non-vide, reset d'abord.</li>
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* </ul>
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*
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* <p>Les ItemStack sont remplacés par des {@link Object} dummy : la logique
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* ne lit aucune méthode d'instance, seule l'identité objet compte pour la
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* dédup. Les {@link DataDrivenItemDefinition} sont construites via le
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* {@link #makeDef} helper avec des defaults neutres (seuls posePriority +
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* animations comptent pour ces tests).</p>
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*/
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class ClientRigEquipmentHandlerTest {
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private static final ResourceLocation ITEM_A =
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ResourceLocation.fromNamespaceAndPath("tiedup", "item_a");
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private static final ResourceLocation ITEM_B =
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ResourceLocation.fromNamespaceAndPath("tiedup", "item_b");
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private static final ResourceLocation ANIM_IDLE_A =
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ResourceLocation.fromNamespaceAndPath("tiedup", "anim_idle_a");
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private static final ResourceLocation ANIM_WALK_A =
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ResourceLocation.fromNamespaceAndPath("tiedup", "anim_walk_a");
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private static final ResourceLocation ANIM_WALK_B =
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ResourceLocation.fromNamespaceAndPath("tiedup", "anim_walk_b");
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/**
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* Helper : construit une {@link DataDrivenItemDefinition} minimale avec
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* les seuls champs testés (posePriority + animations). Les autres champs
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* reçoivent des defaults neutres pour satisfaire le compact ctor.
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*/
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private static DataDrivenItemDefinition makeDef(
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ResourceLocation id,
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int posePriority,
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AnimationBindings animations
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) {
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return new DataDrivenItemDefinition(
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id,
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/* displayName */ id.getPath(),
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/* translationKey */ null,
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/* modelLocation */ ResourceLocation.fromNamespaceAndPath("tiedup", "model"),
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/* slimModelLocation */ null,
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/* animationSource */ null,
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/* occupiedRegions */ Set.of(BodyRegionV2.ARMS),
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/* blockedRegions */ Set.of(BodyRegionV2.ARMS),
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/* poseType */ null,
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posePriority,
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/* escapeDifficulty */ 100,
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/* lockable */ false,
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/* canAttachPadlock */ true,
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/* supportsColor */ false,
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/* tintChannels */ Map.of(),
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/* icon */ null,
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/* movementStyle */ (MovementStyle) null,
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/* movementModifier */ (MovementModifier) null,
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/* creator */ null,
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/* animationBones */ Map.of(),
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animations,
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/* componentConfigs */ Map.of()
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);
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}
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/**
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* Fake adder qui capture chaque {@code (motion, accessor)} dans une
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* liste en ordre chronologique. L'accessor réel n'est pas inspecté —
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* on matérialise sa {@link AssetAccessor#registryName() registryName}
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* pour faciliter les assertions.
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*/
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private static final class CapturingAdder
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implements ClientRigEquipmentHandler.LivingAnimationAdder {
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final List<Map.Entry<LivingMotion, ResourceLocation>> calls = new ArrayList<>();
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@Override
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public void add(LivingMotion motion, AssetAccessor<? extends StaticAnimation> accessor) {
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calls.add(Map.entry(motion, accessor.registryName()));
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}
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}
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/** Stub {@link AssetAccessor} qui retourne juste un {@link ResourceLocation}. */
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private static AssetAccessor<? extends StaticAnimation> stubAccessor(ResourceLocation id) {
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return new AssetAccessor<StaticAnimation>() {
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@Override
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public StaticAnimation get() {
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return null; // jamais dereferenced dans le handler, juste adder capture
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}
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@Override
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public ResourceLocation registryName() {
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return id;
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}
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@Override
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public boolean inRegistry() {
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return false;
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}
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};
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}
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/** Résolver passthrough : id → stubAccessor(id). */
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private static final Function<ResourceLocation,
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AssetAccessor<? extends StaticAnimation>> PASSTHROUGH_RESOLVER =
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ClientRigEquipmentHandlerTest::stubAccessor;
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// ========== null-safety public API ==========
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/**
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* {@link ClientRigEquipmentHandler#rebuildBondageAnimations(net.minecraft.world.entity.player.Player)}
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* avec null ne doit rien throw — early return propre.
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*/
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@Test
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void rebuildBondageAnimations_nullPlayer_noThrow() {
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assertDoesNotThrow(() ->
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ClientRigEquipmentHandler.rebuildBondageAnimations(null));
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}
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// ========== extractSortedDefinitions ==========
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/** Iterable vide → liste vide (pas de crash, pas de resolver appelé). */
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@Test
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void extractSortedDefinitions_emptyInput_returnsEmpty() {
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List<DataDrivenItemDefinition> result =
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ClientRigEquipmentHandler.extractSortedDefinitions(
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Collections.emptyList(),
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stack -> { throw new AssertionError("resolver ne doit pas etre appele"); }
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);
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assertNotNull(result);
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assertTrue(result.isEmpty());
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}
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/** Items non data-driven (resolver → null) sont skip. */
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@Test
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void extractSortedDefinitions_nullResolver_skipsItem() {
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Object stackA = new Object();
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Object stackB = new Object();
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List<DataDrivenItemDefinition> result =
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ClientRigEquipmentHandler.extractSortedDefinitions(
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List.of(stackA, stackB),
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any -> null // aucun item n'est data-driven
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);
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assertTrue(result.isEmpty());
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}
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/**
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* Un même {@link Object} répété N fois dans l'input ne doit produire
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* qu'une seule def dans la sortie — cas armbinder (3 régions, 1 stack).
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*/
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@Test
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void extractSortedDefinitions_duplicateIdentity_dedups() {
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Object stack = new Object();
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DataDrivenItemDefinition def = makeDef(ITEM_A, 10, null);
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// Identity resolver — retourne def pour n'importe quel input
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Function<Object, DataDrivenItemDefinition> resolver = s -> def;
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List<DataDrivenItemDefinition> result =
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ClientRigEquipmentHandler.extractSortedDefinitions(
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// Input : le MÊME stack 3 fois (multi-region simulation)
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List.of(stack, stack, stack),
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resolver
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);
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assertEquals(1, result.size(),
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"dédup identity doit retenir un seul exemplaire du stack");
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assertSame(def, result.get(0));
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}
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/**
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* Deux items distincts avec des priorités 20 et 10 → triés ASC : 10 en
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* premier, 20 en dernier. Garantit que le plus prioritaire itère en
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* dernier dans {@link ClientRigEquipmentHandler#applyDefinitions}.
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*/
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@Test
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void extractSortedDefinitions_sortsAscendingByPosePriority() {
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Object stackHigh = new Object();
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Object stackLow = new Object();
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DataDrivenItemDefinition high = makeDef(ITEM_A, 20, null);
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DataDrivenItemDefinition low = makeDef(ITEM_B, 10, null);
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// Resolver by identity via IdentityHashMap
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IdentityHashMap<Object, DataDrivenItemDefinition> map = new IdentityHashMap<>();
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map.put(stackHigh, high);
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map.put(stackLow, low);
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// Input intentionnellement dans l'ordre "high d'abord" pour vérifier
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// que le sort le pousse en dernier
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List<DataDrivenItemDefinition> result =
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ClientRigEquipmentHandler.extractSortedDefinitions(
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List.of(stackHigh, stackLow),
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map::get
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);
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assertEquals(2, result.size());
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assertSame(low, result.get(0), "posePriority=10 doit sortir en premier (ASC)");
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assertSame(high, result.get(1), "posePriority=20 doit sortir en dernier (ASC)");
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}
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/** Un {@code null} dans l'iterable est silencieusement skip. */
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@Test
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void extractSortedDefinitions_nullItemInList_skips() {
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List<Object> input = Arrays.asList(null, new Object(), null);
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DataDrivenItemDefinition def = makeDef(ITEM_A, 5, null);
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List<DataDrivenItemDefinition> result =
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ClientRigEquipmentHandler.extractSortedDefinitions(
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input,
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stack -> stack == null ? null : def
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);
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assertEquals(1, result.size());
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}
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// ========== applyDefinitions ==========
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/** Reset callback doit être appelé exactement une fois, même sur liste vide. */
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@Test
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void applyDefinitions_emptyList_callsResetOnly() {
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AtomicInteger resetCount = new AtomicInteger();
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CapturingAdder adder = new CapturingAdder();
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ClientRigEquipmentHandler.applyDefinitions(
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resetCount::incrementAndGet,
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adder,
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Collections.emptyList(),
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PASSTHROUGH_RESOLVER
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);
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assertEquals(1, resetCount.get(), "reset doit etre appele exactement une fois");
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assertTrue(adder.calls.isEmpty(), "aucune anim ajoutee sur input vide");
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}
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/**
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* Une définition avec {@code animations() == null} (item V2 legacy sans
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* bloc JSON) doit être skip silencieusement — pas d'appel adder.
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*/
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@Test
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void applyDefinitions_nullAnimations_skipsSilently() {
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AtomicInteger resetCount = new AtomicInteger();
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CapturingAdder adder = new CapturingAdder();
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DataDrivenItemDefinition def = makeDef(ITEM_A, 10, null); // animations() == null
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ClientRigEquipmentHandler.applyDefinitions(
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resetCount::incrementAndGet,
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adder,
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List.of(def),
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PASSTHROUGH_RESOLVER
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);
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assertEquals(1, resetCount.get());
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assertTrue(adder.calls.isEmpty(),
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"def avec animations()==null doit etre skip sans appel adder");
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}
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/**
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* Une définition avec {@link AnimationBindings#EMPTY} doit aussi être
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* skip (isEmpty() == true).
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*/
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@Test
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void applyDefinitions_emptyAnimations_skipsSilently() {
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CapturingAdder adder = new CapturingAdder();
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DataDrivenItemDefinition def = makeDef(ITEM_A, 10, AnimationBindings.EMPTY);
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ClientRigEquipmentHandler.applyDefinitions(
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() -> {},
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adder,
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List.of(def),
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PASSTHROUGH_RESOLVER
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);
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assertTrue(adder.calls.isEmpty(),
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"def avec AnimationBindings.EMPTY doit etre skip (isEmpty() true)");
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}
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/**
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* Un item avec plusieurs bindings → adder appelé une fois par binding
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* avec la motion + un accessor résolu depuis l'animResolver.
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*/
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@Test
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void applyDefinitions_singleItemWithBindings_addsAllMotions() {
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CapturingAdder adder = new CapturingAdder();
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// Ordered map to make the motion iteration order deterministic
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LinkedHashMap<LivingMotion, ResourceLocation> motions = new LinkedHashMap<>();
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motions.put(LivingMotions.WALK, ANIM_WALK_A);
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motions.put(TiedUpLivingMotions.WALK_BOUND, ANIM_IDLE_A);
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AnimationBindings bindings = new AnimationBindings(motions, null, null);
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DataDrivenItemDefinition def = makeDef(ITEM_A, 10, bindings);
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ClientRigEquipmentHandler.applyDefinitions(
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() -> {},
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adder,
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List.of(def),
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PASSTHROUGH_RESOLVER
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);
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assertEquals(2, adder.calls.size(),
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"2 bindings => 2 appels adder");
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// Chaque binding doit etre present — l'ordre est celui de livingMotions().entrySet()
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Map<LivingMotion, ResourceLocation> collected = new LinkedHashMap<>();
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for (Map.Entry<LivingMotion, ResourceLocation> call : adder.calls) {
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collected.put(call.getKey(), call.getValue());
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}
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assertEquals(ANIM_WALK_A, collected.get(LivingMotions.WALK));
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assertEquals(ANIM_IDLE_A, collected.get(TiedUpLivingMotions.WALK_BOUND));
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}
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/**
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* Deux items bindent la même motion avec priorities 20 et 10. Le flux
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* applyDefinitions attend une liste déjà triée ASC, donc la prod (via
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* extractSortedDefinitions) passe [low, high] — le dernier add gagne.
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* On teste ici que si l'ordre respecté est [low, high] l'adder est
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* appelé 2 fois, le dernier portant la valeur high.
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*/
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@Test
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void applyDefinitions_twoItemsConflictingMotion_lastCallWins() {
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CapturingAdder adder = new CapturingAdder();
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// Low priority (itère en premier) bind WALK → ANIM_WALK_A
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AnimationBindings lowBindings = new AnimationBindings(
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Map.of(LivingMotions.WALK, ANIM_WALK_A), null, null);
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DataDrivenItemDefinition low = makeDef(ITEM_A, 10, lowBindings);
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// High priority (itère en dernier) bind WALK → ANIM_WALK_B
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AnimationBindings highBindings = new AnimationBindings(
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Map.of(LivingMotions.WALK, ANIM_WALK_B), null, null);
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DataDrivenItemDefinition high = makeDef(ITEM_B, 20, highBindings);
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ClientRigEquipmentHandler.applyDefinitions(
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() -> {},
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adder,
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// Ordre ASC par posePriority — contrat de applyDefinitions
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List.of(low, high),
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PASSTHROUGH_RESOLVER
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||||
);
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||||
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assertEquals(2, adder.calls.size());
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assertEquals(LivingMotions.WALK, adder.calls.get(0).getKey());
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assertEquals(ANIM_WALK_A, adder.calls.get(0).getValue());
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assertEquals(LivingMotions.WALK, adder.calls.get(1).getKey());
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assertEquals(ANIM_WALK_B, adder.calls.get(1).getValue());
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// La sémantique "last write wins" dans la map livingAnimations est
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// une responsabilite de ClientAnimator.addLivingAnimation — ici on
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// vérifie juste l'ordre d'émission.
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}
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||||
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||||
/**
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* Reset et adds forment un ordre strict : reset est le premier appel
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||||
* observable par l'animator. On le vérifie via un compteur externe
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||||
* et un wrapper adder qui fail si reset n'a pas encore été appelé.
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||||
*/
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||||
@Test
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||||
void applyDefinitions_resetIsCalledBeforeAnyAdder() {
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||||
boolean[] resetDone = { false };
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||||
List<LivingMotion> orderedCalls = new ArrayList<>();
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||||
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||||
ClientRigEquipmentHandler.LivingAnimationAdder adder = (motion, accessor) -> {
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||||
assertTrue(resetDone[0],
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"adder ne doit jamais etre appele AVANT reset");
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||||
orderedCalls.add(motion);
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||||
};
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||||
|
||||
AnimationBindings bindings = new AnimationBindings(
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Map.of(LivingMotions.WALK, ANIM_WALK_A), null, null);
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||||
DataDrivenItemDefinition def = makeDef(ITEM_A, 10, bindings);
|
||||
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||||
ClientRigEquipmentHandler.applyDefinitions(
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||||
() -> resetDone[0] = true,
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||||
adder,
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||||
List.of(def),
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||||
PASSTHROUGH_RESOLVER
|
||||
);
|
||||
|
||||
assertTrue(resetDone[0]);
|
||||
assertEquals(1, orderedCalls.size());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sanity end-to-end : extractSortedDefinitions feed applyDefinitions
|
||||
* avec un input multi-région (même stack 3 fois) → dedup + add pour
|
||||
* le seul item réel.
|
||||
*/
|
||||
@Test
|
||||
void endToEnd_multiRegionStack_dedupsAndApplies() {
|
||||
Object multiRegionStack = new Object();
|
||||
AnimationBindings bindings = new AnimationBindings(
|
||||
Map.of(LivingMotions.WALK, ANIM_WALK_A), null, null);
|
||||
DataDrivenItemDefinition def = makeDef(ITEM_A, 10, bindings);
|
||||
|
||||
// Dedup step
|
||||
List<DataDrivenItemDefinition> defs =
|
||||
ClientRigEquipmentHandler.extractSortedDefinitions(
|
||||
List.of(multiRegionStack, multiRegionStack, multiRegionStack),
|
||||
any -> def
|
||||
);
|
||||
assertEquals(1, defs.size());
|
||||
|
||||
// Apply step
|
||||
CapturingAdder adder = new CapturingAdder();
|
||||
ClientRigEquipmentHandler.applyDefinitions(
|
||||
() -> {},
|
||||
adder,
|
||||
defs,
|
||||
PASSTHROUGH_RESOLVER
|
||||
);
|
||||
|
||||
assertEquals(1, adder.calls.size(),
|
||||
"3 régions du même stack → un seul add (dedup identity)");
|
||||
assertEquals(LivingMotions.WALK, adder.calls.get(0).getKey());
|
||||
assertEquals(ANIM_WALK_A, adder.calls.get(0).getValue());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sanity : si animResolver retourne un accessor pour l'ID fourni, le
|
||||
* handler ne suppose pas de non-nullité — contract de
|
||||
* {@link com.tiedup.remake.rig.TiedUpAnimationRegistry#resolveWithFallback}
|
||||
* garantit non-null en prod, mais on vérifie qu'aucune assertion plus
|
||||
* stricte n'a été introduite dans le handler.
|
||||
*/
|
||||
@Test
|
||||
void applyDefinitions_respectsAnimResolverContract() {
|
||||
AtomicInteger resolverCalls = new AtomicInteger();
|
||||
ClientRigEquipmentHandler.LivingAnimationAdder adder = (motion, accessor) -> {
|
||||
// accessor vient du resolver, peut être null si resolver est buggy —
|
||||
// le handler ne doit pas le dereferencer lui-même
|
||||
assertNull(accessor, "resolver renvoie null ici");
|
||||
};
|
||||
|
||||
AnimationBindings bindings = new AnimationBindings(
|
||||
Map.of(LivingMotions.WALK, ANIM_WALK_A), null, null);
|
||||
DataDrivenItemDefinition def = makeDef(ITEM_A, 10, bindings);
|
||||
|
||||
ClientRigEquipmentHandler.applyDefinitions(
|
||||
() -> {},
|
||||
adder,
|
||||
List.of(def),
|
||||
id -> { resolverCalls.incrementAndGet(); return null; }
|
||||
);
|
||||
|
||||
assertEquals(1, resolverCalls.get(),
|
||||
"animResolver appele une fois (un seul binding)");
|
||||
}
|
||||
|
||||
// ========== guard : makeDef helper sanity ==========
|
||||
|
||||
/**
|
||||
* Sanity on the test-internal {@link #makeDef} helper — garantit qu'on
|
||||
* construit bien un record valide (le compact ctor pourrait throw en
|
||||
* cas de champ manquant).
|
||||
*/
|
||||
@Test
|
||||
void makeDef_returnsValidDefinition() {
|
||||
DataDrivenItemDefinition def = makeDef(ITEM_A, 42, null);
|
||||
assertEquals(ITEM_A, def.id());
|
||||
assertEquals(42, def.posePriority());
|
||||
assertNull(def.animations());
|
||||
// un seul occupiedRegion par défaut
|
||||
assertFalse(def.occupiedRegions().isEmpty());
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user