test: replace fixed waits with observable GUI readiness

Advance integration drivers only after their requested controls, game state or file effects are observable. Preserve the behavioral assertions and shared viewport capture pipeline.
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cthangover committed 2026-11-13 17:47:11 +01:00
1 parent af5f17a4ee
commit 869a15875e
2 files changed
+87 -5

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@@ -33,7 +33,10 @@ namespace Cthangover.Tools.Tests.NovelFlow
/// </summary>
public partial class NovelFlowTestDriver : Node
{
private const float TickSeconds = 0.3f;
private int readinessToken = int.MinValue;
private ulong readinessStarted;
private ulong readinessFrame;
private const float TickSeconds = 0.05f;
private const float TimeoutSeconds = 150f;
private const string Mod = "my_novel_game";
private const string Town = "my_novel_town";
@@ -97,8 +100,26 @@ namespace Cthangover.Tools.Tests.NovelFlow
}
}
// Deferred UI/scene work must finish before the original assertions run.
private bool WaitForReadyFrames(int token, bool ready, double timeoutSeconds = 30)
{
var now = global::Godot.Time.GetTicksMsec();
if (readinessToken != token)
{
readinessToken = token;
readinessStarted = now;
readinessFrame = 0;
}
if (now - readinessStarted > timeoutSeconds * 1000)
throw new global::System.TimeoutException($"readiness at step {token}: scene/UI did not become ready");
if (!ready) { readinessFrame = 0; return false; }
if (readinessFrame == 0) readinessFrame = global::Godot.Engine.GetProcessFrames();
return global::Godot.Engine.GetProcessFrames() - readinessFrame >= 2;
}
private void RunStep()
{
if (!WaitForReadyFrames(step, Boot.IsReady && Scenes != null && !GodotSceneService.IsTransitioning && (step < 2 || sceneEditor != null && sceneEditor.IsInsideTree()), 30)) return;
switch (step)
{
case 0:
@@ -182,7 +203,7 @@ namespace Cthangover.Tools.Tests.NovelFlow
Next();
return;
case 8:
if (++wait < 3 || GodotSceneService.IsTransitioning)
if (GodotSceneService.IsTransitioning || Scenes.CurrentSceneName != Town)
return;
foreach (var window in GetTree().Root.GetChildren().OfType<Window>().ToList())
window.EmitSignal(Window.SignalName.CloseRequested);