189 lines
9.5 KiB
C#
189 lines
9.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Age.Engine.Diagnostics;
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using Age.Engine.Hosting;
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using Age.Engine.Model;
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/// <summary>Shared test doubles: a host that records observable effects, and an in-memory script
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/// provider for synthetic call-script targets.</summary>
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internal class RecordingHost : IHost
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{
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public int Waits;
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public int Presents;
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public int TransitionWaits;
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public int InputCallbackFrames;
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public bool MessageSkip;
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public bool ScriptMessageSkip;
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public bool PhysicalMessageSkip;
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public bool AdvReadSkip;
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public readonly List<(int Offset, string Text)> Lines = new();
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public readonly List<(int Slot, int X, int Y)> TextCursors = new();
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public readonly List<(int Surface, int X, int Y, string Text)> SurfaceStrings = new();
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public readonly List<AdvTextHistoryRenderBatch> HistoryRenders = new();
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public readonly Dictionary<int, AdvTextHistoryRenderBatch> ActiveHistoryRenders = new();
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public int HistoryPresentationEnds;
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public readonly List<int> ClearedTextLayouts = new();
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public readonly List<SurfaceRectFill> SurfaceFills = new();
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public readonly List<(long First, long Count)> PresentedRanges = new();
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public readonly List<AdvWaitIndicatorConfig> WaitIndicators = new();
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public readonly List<bool> WaitIndicatorEnabledChanges = new();
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public readonly List<int> PublishedAdvTextLayouts = new();
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public readonly List<long> SleptDurations = new();
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public readonly List<(long Resource, int Channel)> SfxLoads = new();
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public readonly List<long> Voices = new();
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public readonly List<(long Id, int PlaybackVariant)> VoiceRequests = new();
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public readonly List<long> VoiceBgmDuckControls = new();
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public readonly List<int> SfxStarts = new();
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public readonly List<(int Channel, int StartMode, long DelayMs)> ScheduledSfxStarts = new();
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public readonly List<int> SfxReleases = new();
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public readonly List<(int Target, long Duration)> BgmFades = new();
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public readonly List<(long Resource, int Surface, long Flags, long SyncMask)> Movies = new();
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public System.Action? OnPlayMovie;
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public long? MovieStopTimeMs;
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public readonly List<(long Resource, int Surface, long Flags)> ModalMovies = new();
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public readonly List<int> ClearedRenderTargets = new();
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public readonly List<(int First, int Count)> ReleasedSurfaceRanges = new();
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public readonly List<(int Source, int Target, long Interval)> SurfaceCrossfades = new();
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public readonly List<(long Resource, int Slot)> Textures = new();
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public readonly List<bool> MessageSkipChanges = new();
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public readonly List<bool> PhysicalMessageSkipChanges = new();
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public readonly List<string> Warnings = new();
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public readonly List<long> CursorResources = new();
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public readonly List<bool> AdvPagePresentationSuspended = new();
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public int CursorClearCount;
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public int SceneContextResets;
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public long TextureResourceIdOffset;
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public void ReportWarning(string message) => Warnings.Add(message);
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public long ResolveTextureResourceId(long resourceId) => resourceId + TextureResourceIdOffset;
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public void ShowText(int offset, string text) => Lines.Add((offset, text));
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public void SetAdvTextCursor(int layoutSlot, int x, int y) => TextCursors.Add((layoutSlot, x, y));
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public void DrawStringToSurface(int surfaceSlot, int x, int y, string text)
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=> SurfaceStrings.Add((surfaceSlot, x, y, text));
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public void DrawStringToSurface(int surfaceSlot, int x, int y, string text, AdvTextStyle style)
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=> SurfaceStrings.Add((surfaceSlot, x, y, text));
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public void ClearRenderedAdvTextLayout(int layoutSlot)
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{
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ClearedTextLayouts.Add(layoutSlot);
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ActiveHistoryRenders.Remove(layoutSlot);
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}
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public void RenderTextHistory(AdvTextHistoryRenderBatch batch)
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{
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HistoryRenders.Add(batch);
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ActiveHistoryRenders[batch.LayoutSlot] = batch;
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}
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public void EndTextHistoryPresentation()
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{
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HistoryPresentationEnds++;
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ActiveHistoryRenders.Clear();
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}
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public int MessageWindowAlphaSetting { get; set; }
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public void FillSurfaceRect(SurfaceRectFill fill) => SurfaceFills.Add(fill);
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public void PresentObjectRange(GfxState gfx, long firstHandle, long count)
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=> PresentedRanges.Add((firstHandle, count));
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public void ConfigureAdvWaitIndicator(AdvWaitIndicatorConfig config) => WaitIndicators.Add(config);
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public void SetAdvWaitIndicatorEnabled(bool enabled) => WaitIndicatorEnabledChanges.Add(enabled);
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public void PublishAdvTextLayout(int layoutSlot) => PublishedAdvTextLayouts.Add(layoutSlot);
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public void SetAdvPagePresentationSuspended(bool suspended)
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=> AdvPagePresentationSuspended.Add(suspended);
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public void WaitForInput() => Waits++;
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public virtual void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback)
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{
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while (serviceInputCallback()) { }
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WaitForInput();
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}
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public virtual void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback,
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Func<AdvAutoWaitState> autoWaitState)
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=> WaitForInput(layoutSlot, serviceInputCallback);
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public void InputCallbackCompleted(GfxState gfx) => InputCallbackFrames++;
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public virtual long InputClockMilliseconds => Environment.TickCount64;
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public void SetCursorResource(long resourceId) => CursorResources.Add(resourceId);
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public void ClearCursorResource() => CursorClearCount++;
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public virtual void Sleep(long duration) => SleptDurations.Add(duration);
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public virtual void FrameYield() { }
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public void ResetSceneContext() => SceneContextResets++;
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public bool IsMessageSkipActive => MessageSkip;
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public void SetMessageSkipActive(bool active)
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{
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ScriptMessageSkip = active;
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MessageSkip = ScriptMessageSkip || PhysicalMessageSkip;
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MessageSkipChanges.Add(MessageSkip);
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}
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public void SetPhysicalMessageSkipActive(bool active)
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{
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PhysicalMessageSkip = active;
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MessageSkip = ScriptMessageSkip || PhysicalMessageSkip;
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PhysicalMessageSkipChanges.Add(active);
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}
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public bool IsAdvReadSkipActive => AdvReadSkip;
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public void PresentFrame(GfxState gfx)
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{
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Presents++;
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gfx.StartForegroundTransitions(100);
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gfx.CompleteForegroundTransitions(100);
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}
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public void WaitForForegroundTransition(GfxState gfx)
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{
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TransitionWaits++;
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gfx.StartForegroundTransitions(100);
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gfx.CompleteForegroundTransitions(100);
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}
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public void CrossfadeSurfaces(GfxState gfx, int sourceSurface, int targetSurface, long intervalArgument)
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=> SurfaceCrossfades.Add((sourceSurface, targetSurface, intervalArgument));
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public void CreateTexture(int slot, int w, int h) { }
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public void SetTexture(long resId, int slot) => Textures.Add((resId, slot));
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public void ClearRenderTarget(int surfaceSlot) => ClearedRenderTargets.Add(surfaceSlot);
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public void ReleaseSurfaceRange(int firstSlot, int count) => ReleasedSurfaceRanges.Add((firstSlot, count));
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public void DrawTexture(int slot, int sx, int sy, int w, int h, int dx, int dy) { }
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public (int Width, int Height) GetTextureSize(int slot) => (0, 0);
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public void PlayBgm(long id) { }
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public void PlayVoice(long id) => Voices.Add(id);
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public void PlayVoice(long id, int playbackVariant)
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{
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Voices.Add(id);
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VoiceRequests.Add((id, playbackVariant));
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}
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public void SetVoiceBgmDuckControl(long flags) => VoiceBgmDuckControls.Add(flags);
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public void LoadSoundEffect(long resourceId, int channel) => SfxLoads.Add((resourceId, channel));
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public void StartSoundEffect(int channel) => SfxStarts.Add(channel);
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public void ScheduleSoundEffectStart(int channel, int startMode, long delayMs)
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=> ScheduledSfxStarts.Add((channel, startMode, delayMs));
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public void ReleaseSoundEffect(int channel) => SfxReleases.Add(channel);
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public void FadeBgm(int targetPercent, long durationMs) => BgmFades.Add((targetPercent, durationMs));
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public long? PlayMovieToSurface(long resourceId, int surfaceSlot, long movieFlags, long syncMask)
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{
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Movies.Add((resourceId, surfaceSlot, movieFlags, syncMask));
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OnPlayMovie?.Invoke();
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return MovieStopTimeMs;
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}
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public void PlayModalMovieToSurface(long rawResourceId, int surfaceSlot, long movieFlags)
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=> ModalMovies.Add((rawResourceId, surfaceSlot, movieFlags));
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}
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internal sealed class MapProvider : IScriptProvider
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{
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private readonly Dictionary<long, Script> _m;
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public MapProvider(Dictionary<long, Script> m) => _m = m;
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public Script? GetById(long id) => _m.TryGetValue(id, out var s) ? s : null;
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}
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/// <summary>A controlled test double: every call-script id resolves to the same script (typically a
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/// no-op that just exits). Lets a test run a real script with call-script handling ON while isolating
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/// it from the real subroutines' game-state dependencies.</summary>
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internal sealed class AnyProvider : IScriptProvider
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{
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private readonly Script _s;
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public AnyProvider(Script s) => _s = s;
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public Script? GetById(long id) => _s;
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}
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/// <summary>Captures every trace event for assertions; TracingSteps is settable so a test can
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/// exercise the Step gate both ways.</summary>
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internal sealed class RecordingTraceSink : ITraceSink
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{
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public bool TracingSteps { get; init; }
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public readonly List<TraceEvent> Events = new();
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public void Emit(in TraceEvent e) => Events.Add(e);
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public List<long> CallScriptIds =>
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Events.Where(e => e.Kind == TraceEventKind.CallScript).Select(e => e.Id).ToList();
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}
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