hot_reload checks that edited data reaches a kept engine mod
A data-only probe mod depending on characters_base has its character edited; after the reload the template must carry the new name. It failed while the character factory cached the previous mod set's data.
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@@ -6,6 +6,7 @@ using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Events;
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using Cthangover.Core.Games;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Characters;
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using Cthangover.Core.Mods.HotReload;
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using Cthangover.Core.Utils;
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using Godot;
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@@ -23,6 +24,8 @@ namespace Mods.HotReloadTest
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/// cascades), the old contexts are collected, the front-end stays.</item>
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/// <item>A compile error in the library is rejected: v2 keeps running.</item>
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/// <item>Fixing it (v3) reloads again.</item>
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/// <item>Editing a character of a data-only probe (no code) is picked up by
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/// the kept characters engine mod: its factory serves the new template.</item>
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/// <item>Dropping the probes from the selection unloads them and their node.</item>
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/// </list>
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/// Reload outcomes are read from <see cref="ModSetReloadedEvent"/>s, since
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@@ -35,6 +38,8 @@ namespace Mods.HotReloadTest
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private const string LibId = "hot_reload_probe_lib";
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private const string AppId = "hot_reload_probe_app";
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private const string DataId = "hot_reload_probe_data";
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private const string ProbeCharacterId = "hot_reload_probe_character";
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private const string ProbeNodeName = "HotReloadProbeNode";
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private const float TimeoutSeconds = 300f;
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@@ -109,8 +114,9 @@ namespace Mods.HotReloadTest
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return;
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Check("hot reload watcher is installed", ModHotReloadService.Instance != null);
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startSelection = GameLaunchArgs.Current;
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GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId })));
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GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId + "," + DataId })));
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reloads.Clear();
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WriteData("probe_v1");
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WriteProbes("v1");
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break;
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@@ -118,6 +124,7 @@ namespace Mods.HotReloadTest
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if (Busy || ProbeValue() != "v1")
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return;
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Check("probes loaded by the watcher", AnyApplied(LoadedBoth));
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Check("data probe's character is served", ProbeCharacterName() == "probe_v1");
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CheckNoLeaks("v1");
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reloads.Clear();
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WriteLib("v2", compiles: true);
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@@ -148,11 +155,19 @@ namespace Mods.HotReloadTest
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Check("fixing the error reloads again", AnyApplied(LoadedBoth));
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CheckNoLeaks("v3");
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reloads.Clear();
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WriteData("probe_v2");
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break;
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case 5:
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if (Busy || !reloads.Any(r => r.Applied))
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return;
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Check("editing a data-only mod reaches the kept character factory", ProbeCharacterName() == "probe_v2");
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reloads.Clear();
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GameLaunchArgs.SetCurrent(startSelection);
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StartManualReload();
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break;
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case 5:
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case 6:
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if (Busy || ProbeValue() != null || !AnyApplied(UnloadedBoth))
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return;
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Check("dropping the probes unloads them and their node", true);
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@@ -205,6 +220,19 @@ namespace Mods.HotReloadTest
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GameLogger.Log("TEST", $"HotReloadTest: leaked: {string.Join(", ", leaked)}", LogLevel.Error);
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}
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private static string ProbeCharacterName() => CharacterTemplateRegistry.Get(ProbeCharacterId)?.Name;
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private void WriteData(string name)
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{
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var data = Path.Combine(modsRoot, DataId);
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Directory.CreateDirectory(Path.Combine(data, "characters"));
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File.WriteAllText(Path.Combine(data, "manifest.json"),
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"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"1.0.0\", \"author\": \"test\", " +
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"\"depends\": [\"characters_base>=1\"] }");
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File.WriteAllText(Path.Combine(data, "characters", "probe.json"),
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"{ \"Kind\": \"character\", \"Items\": [ { \"Id\": \"" + ProbeCharacterId + "\", \"Name\": \"" + name + "\", \"Health\": 1 } ] }");
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}
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private void WriteProbes(string version)
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{
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var app = Path.Combine(modsRoot, AppId);
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@@ -229,7 +257,7 @@ namespace Mods.HotReloadTest
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private void DeleteProbes()
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{
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foreach (var id in new[] { LibId, AppId })
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foreach (var id in new[] { LibId, AppId, DataId })
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{
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var dir = Path.Combine(modsRoot, id);
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if (Directory.Exists(dir))
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