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.
This commit is contained in:
cthangover committed 2026-10-21 10:09:44 +02:00
1 parent 07d7d10fc5
commit 04c334c36a
1 file changed
+31 -3
@@ -6,6 +6,7 @@ using Cthangover.Core.Bootstrap;
using Cthangover.Core.Events;
using Cthangover.Core.Games;
using Cthangover.Core.Mods;
using Cthangover.Core.Characters;
using Cthangover.Core.Mods.HotReload;
using Cthangover.Core.Utils;
using Godot;
@@ -23,6 +24,8 @@ namespace Mods.HotReloadTest
/// cascades), the old contexts are collected, the front-end stays.</item>
/// <item>A compile error in the library is rejected: v2 keeps running.</item>
/// <item>Fixing it (v3) reloads again.</item>
/// <item>Editing a character of a data-only probe (no code) is picked up by
/// the kept characters engine mod: its factory serves the new template.</item>
/// <item>Dropping the probes from the selection unloads them and their node.</item>
/// </list>
/// Reload outcomes are read from <see cref="ModSetReloadedEvent"/>s, since
@@ -35,6 +38,8 @@ namespace Mods.HotReloadTest
private const string LibId = "hot_reload_probe_lib";
private const string AppId = "hot_reload_probe_app";
private const string DataId = "hot_reload_probe_data";
private const string ProbeCharacterId = "hot_reload_probe_character";
private const string ProbeNodeName = "HotReloadProbeNode";
private const float TimeoutSeconds = 300f;
@@ -109,8 +114,9 @@ namespace Mods.HotReloadTest
return;
Check("hot reload watcher is installed", ModHotReloadService.Instance != null);
startSelection = GameLaunchArgs.Current;
GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId })));
GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId + "," + DataId })));
reloads.Clear();
WriteData("probe_v1");
WriteProbes("v1");
break;
@@ -118,6 +124,7 @@ namespace Mods.HotReloadTest
if (Busy || ProbeValue() != "v1")
return;
Check("probes loaded by the watcher", AnyApplied(LoadedBoth));
Check("data probe's character is served", ProbeCharacterName() == "probe_v1");
CheckNoLeaks("v1");
reloads.Clear();
WriteLib("v2", compiles: true);
@@ -148,11 +155,19 @@ namespace Mods.HotReloadTest
Check("fixing the error reloads again", AnyApplied(LoadedBoth));
CheckNoLeaks("v3");
reloads.Clear();
WriteData("probe_v2");
break;
case 5:
if (Busy || !reloads.Any(r => r.Applied))
return;
Check("editing a data-only mod reaches the kept character factory", ProbeCharacterName() == "probe_v2");
reloads.Clear();
GameLaunchArgs.SetCurrent(startSelection);
StartManualReload();
break;
case 5:
case 6:
if (Busy || ProbeValue() != null || !AnyApplied(UnloadedBoth))
return;
Check("dropping the probes unloads them and their node", true);
@@ -205,6 +220,19 @@ namespace Mods.HotReloadTest
GameLogger.Log("TEST", $"HotReloadTest: leaked: {string.Join(", ", leaked)}", LogLevel.Error);
}
private static string ProbeCharacterName() => CharacterTemplateRegistry.Get(ProbeCharacterId)?.Name;
private void WriteData(string name)
{
var data = Path.Combine(modsRoot, DataId);
Directory.CreateDirectory(Path.Combine(data, "characters"));
File.WriteAllText(Path.Combine(data, "manifest.json"),
"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"1.0.0\", \"author\": \"test\", " +
"\"depends\": [\"characters_base>=1\"] }");
File.WriteAllText(Path.Combine(data, "characters", "probe.json"),
"{ \"Kind\": \"character\", \"Items\": [ { \"Id\": \"" + ProbeCharacterId + "\", \"Name\": \"" + name + "\", \"Health\": 1 } ] }");
}
private void WriteProbes(string version)
{
var app = Path.Combine(modsRoot, AppId);
@@ -229,7 +257,7 @@ namespace Mods.HotReloadTest
private void DeleteProbes()
{
foreach (var id in new[] { LibId, AppId })
foreach (var id in new[] { LibId, AppId, DataId })
{
var dir = Path.Combine(modsRoot, id);
if (Directory.Exists(dir))