Entering an edited running game switches its mod set

New game / Load of the running game re-enter it in place only while it still
matches its collection; after the player edited the collection the mod set is
switched, so added mechanics (the editors) appear. Test suite collection_edit.
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cthangover committed 2026-10-18 21:20:27 +02:00
1 parent 8331e3e978
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@@ -13,6 +13,7 @@
{"id": "menu_flow", "activate": ["--itest=menu_flow"]},
{"id": "save_dormancy", "activate": ["--itest=save_dormancy"]},
{"id": "new_game", "activate": ["--itest=new_game"]},
{"id": "hot_reload", "activate": ["--itest=hot_reload"]}
{"id": "hot_reload", "activate": ["--itest=hot_reload"]},
{"id": "collection_edit", "activate": ["--itest=collection_edit"]}
]
}
+6 -1
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@@ -92,8 +92,13 @@ namespace Cthangover.BaseMenu
ReloadRequired = false;
}
/// <summary>
/// The game is loaded and still matches its collection — only then can it
/// be entered without a mod-set switch (an edited collection must apply).
/// </summary>
private static bool IsRunning(string gameId)
=> ActiveGame.IsActive && string.Equals(ActiveGame.Id, gameId, StringComparison.OrdinalIgnoreCase);
=> ActiveGame.IsActive && string.Equals(ActiveGame.Id, gameId, StringComparison.OrdinalIgnoreCase)
&& !GameCatalog.IsActiveOutdated();
/// <summary>Lists what a composition change does to the save, in player terms.</summary>
public static string DescribeDiff(SaveCompositionDiff diff)
@@ -0,0 +1,7 @@
{
"name": "Collection Edit Test",
"description": "Integration test of editing the running game's collection: the novel template is entered, its collection gets the editors mechanic, back to the menu and New game of the same game must switch the mod set in-process so the editors are loaded. Activated only by --itest=collection_edit (with --game=novel_template).",
"sources": [
"src/*.cs"
]
}
@@ -0,0 +1,259 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.Json;
using Cthangover.Core.Bootstrap;
using Cthangover.Core.Events;
using Cthangover.Core.Games;
using Cthangover.Core.Mods;
using Cthangover.Core.Mods.HotReload;
using Cthangover.Core.Scenes;
using Cthangover.Core.Utils;
using Godot;
namespace Mods.CollectionEditTest
{
/// <summary>
/// The player edits the collection of the game that is running, in ONE process:
/// <list type="number">
/// <item>The novel template is entered; it matches its collection and the
/// editors are not loaded.</item>
/// <item>The collection gets the editors mechanic (<c>editor_tools</c>), saved
/// the way the collection editor saves it (a user package with the same id):
/// the running game is now outdated.</item>
/// <item>Menu → Play → New game of the same game switches the mod set in
/// place: the editors are loaded and the game matches its collection again.</item>
/// </list>
/// A player's own package of the game is moved aside for the run and put
/// back afterwards. Prints <c>[TEST_RESULT] name=collection_edit</c>.
/// </summary>
public partial class CollectionEditTestDriverNode : Node
{
public const string Flag = "--itest=collection_edit";
private const string GameId = "novel_template";
private const string AddedMod = "editor_tools";
private const float TimeoutSeconds = 240f;
private readonly List<string> failures = new();
private readonly List<string> enteredScenes = new();
private readonly List<(string From, string To)> movedAside = new();
private int passed;
private int step;
private double elapsed;
private double stepAt;
private bool done;
public override void _Ready()
{
// The driver must keep ticking across the mod-set switch.
ProcessMode = ProcessModeEnum.Always;
ModEventBus.Subscribe<SceneEnteredEvent>(OnSceneEntered);
}
public override void _ExitTree()
{
ModEventBus.Unsubscribe<SceneEnteredEvent>(OnSceneEntered);
}
public override void _Process(double delta)
{
if (done)
return;
elapsed += delta;
if (elapsed > TimeoutSeconds)
{
failures.Add($"timeout at step {step} (scene='{SceneManager.GetCurrentSceneName()}', game='{ActiveGame.Id}')");
Finish();
return;
}
if (elapsed - stepAt < 0.25)
return;
stepAt = elapsed;
try
{
RunStep();
}
catch (Exception ex)
{
failures.Add($"step {step}: {ex.GetType().Name}: {ex.Message}");
Finish();
}
}
private Control Menu => GetTree().CurrentScene as Control;
private static bool Busy => GameSession.IsSwitching || ModManager.Instance.IsReloading || ModHotReloadService.IsReloadRunning;
private static bool EditorsLoaded => ModRegistry.Instance.Mods.ContainsKey(AddedMod);
/// <summary>Scenes of the game entered since the last clear; the main menu does not count.</summary>
private void OnSceneEntered(SceneEnteredEvent e)
{
if (!string.Equals(e.SceneName, "mainmenu", StringComparison.OrdinalIgnoreCase))
enteredScenes.Add(e.SceneName);
}
private void RunStep()
{
switch (step)
{
case 0:
if (!Boot.IsReady || Busy || ActiveGame.Id != GameId || enteredScenes.Count == 0)
return;
Check($"game '{GameId}' entered ('{enteredScenes[0]}')", true);
Check("a freshly entered game matches its collection", !GameCatalog.IsActiveOutdated());
Check($"'{AddedMod}' is not loaded before the edit", !EditorsLoaded);
AddEditorsToCollection();
Check("the edited collection makes the running game outdated", GameCatalog.IsActiveOutdated());
GetTree().Root.GetNode<GodotSceneService>("GodotSceneService").SwitchToMenu();
break;
case 1:
if (Busy || !PressMenuPlay())
return;
enteredScenes.Clear();
break;
case 2:
if (!StartFromPicker())
return;
break;
case 3:
{
if (Busy || ActiveGame.Id != GameId || enteredScenes.Count == 0)
return;
var reload = ModManager.Instance.LastReload;
Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true);
Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded);
Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated());
Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true);
Finish();
return;
}
}
step++;
}
/// <summary>
/// Saves the game's collection with an extra editors mechanic as a user
/// package — what the collection editor does when the player adds one.
/// </summary>
private void AddEditorsToCollection()
{
MoveUserPackageAside();
var source = GameCatalog.LoadCollections()[GameId];
var edited = JsonSerializer.Deserialize<ModCollection>(JsonSerializer.Serialize(source));
edited.Package = source.Package;
edited.Mechanics ??= new List<ModCollectionMechanic>();
edited.Mechanics.Add(new ModCollectionMechanic { Id = "editors", Name = "Editors", Mods = new List<string> { AddedMod + ">=1" } });
var user = ModCollectionStore.LoadUser().Where(c => !string.Equals(c.Id, GameId, StringComparison.OrdinalIgnoreCase)).ToList();
user.Add(edited);
ModCollectionStore.SaveUser(user);
}
private void MoveUserPackageAside()
{
var root = ModCollectionStore.UserPath;
foreach (var path in new[] { Path.Combine(root, GameId), Path.Combine(root, GameId + ".zip") })
{
var aside = Path.Combine(Path.GetDirectoryName(root) ?? root, $"collection_edit_backup_{Path.GetFileName(path)}");
if (Directory.Exists(path))
Directory.Move(path, aside);
else if (File.Exists(path))
File.Move(path, aside);
else
continue;
movedAside.Add((path, aside));
}
}
private void Cleanup()
{
ModCollectionStore.RemoveUser(GameId);
foreach (var (from, aside) in movedAside)
{
if (Directory.Exists(aside))
Directory.Move(aside, from);
else if (File.Exists(aside))
File.Move(aside, from);
}
}
/// <summary>The main menu's Play button, pressed; false while it is not on screen.</summary>
private bool PressMenuPlay()
{
if (Menu?.FindChild("play", true, false) is not Button play)
return false;
play.EmitSignal(BaseButton.SignalName.Pressed);
return true;
}
/// <summary>Presses New game on the game's card in the picker; false until the picker is open.</summary>
private bool StartFromPicker()
{
var picker = Menu?.FindChild("GamePickerPanel", true, false) as Control;
if (picker?.Visible != true)
return false;
var game = GameCatalog.Games().FirstOrDefault(g => g.Collection.Id == GameId);
var start = StartButton(picker, game?.Name ?? GameId);
Check($"'{GameId}' card has an enabled New game button", start is { Disabled: false });
if (start == null || start.Disabled)
{
Finish();
return false;
}
start.EmitSignal(BaseButton.SignalName.Pressed);
return true;
}
/// <summary>The New game button on the card titled <paramref name="title"/>.</summary>
private static Button StartButton(Node picker, string title)
{
var newGameText = TranslationServer.Translate("menu/play/new_game").ToString();
// A card is the innermost panel holding exactly one New game button (the picker frame holds them all).
foreach (var card in picker.FindChildren("*", "PanelContainer", true, false))
{
var starts = card.FindChildren("*", "Button", true, false).OfType<Button>().Where(b => b.Text == newGameText).ToList();
if (starts.Count == 1 && card.FindChildren("*", "Label", true, false).OfType<Label>().Any(l => l.Text == title))
return starts[0];
}
return null;
}
private void Check(string name, bool ok)
{
if (ok)
{
passed++;
GameLogger.Log("TEST", $"CollectionEditTest: [OK] {name}");
}
else
{
failures.Add(name);
GameLogger.Log("TEST", $"CollectionEditTest: [FAIL] {name}", LogLevel.Error);
}
}
private void Finish()
{
if (done)
return;
done = true;
Cleanup();
foreach (var failure in failures)
GameLogger.Log("TEST", $"CollectionEditTest: failed: {failure}");
GameLogger.Log("TEST", $"[TEST_RESULT] name=collection_edit passed={passed} failed={failures.Count}");
GetTree().Quit(failures.Count == 0 ? 0 : 1);
}
}
}
@@ -0,0 +1,25 @@
using System.Linq;
using Cthangover.Core.Mods;
using Cthangover.Core.Utils;
using Godot;
namespace Mods.CollectionEditTest
{
/// <summary>Queues <see cref="CollectionEditTestDriverNode"/> only for <c>--itest=collection_edit</c>.</summary>
public class CollectionEditTestInitializer : IModInitializer
{
private static bool queued;
public void OnModLoaded(string modId) { }
public void OnModResourcesReady()
{
if (queued || !OS.GetCmdlineUserArgs().Contains(CollectionEditTestDriverNode.Flag))
return;
queued = true;
GameLogger.Log("TEST", "CollectionEditTest: activating");
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new CollectionEditTestDriverNode());
}
}
}