test: update main game launch and hot reload coverage

Enter through LauncherPlay and reload cthangover_game, which owns the starter party. Report missing mods, incompatible versions and collection problems when a game is unavailable.
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cthangover committed 2026-11-04 08:44:52 +01:00
1 parent ba177280a5
commit f3157210eb
2 files changed
+11 -3

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@@ -1,6 +1,6 @@
{ {
"name": "New Game Flow Test", "name": "New Game Flow Test",
"description": "End-to-end play like a player in one process: front-end menu → Play → the cthangover card → New game → in-process mod-set switch → the prologue in prolog_alley with Marao's dialog → in-game hot reload of cthangover_party (session restored) → menu → novel_template → menu → cthangover again; every released mod context must be collected. Activated only by --itest=new_game (with --frontend).", "description": "End-to-end play like a player in one process: front-end menu → Play → the cthangover card → New game → in-process mod-set switch → the prologue in prolog_alley with Marao's dialog → in-game hot reload of cthangover_game (session restored) → menu → novel_template → menu → cthangover again; every released mod context must be collected. Activated only by --itest=new_game (with --frontend).",
"sources": [ "sources": [
"src/*.cs" "src/*.cs"
] ]
@@ -21,7 +21,7 @@ namespace Mods.NewGameTest
/// once done, Play → the <c>cthangover</c> card → New game: the /// once done, Play → the <c>cthangover</c> card → New game: the
/// process switches to the game, enters <c>prolog_alley</c> and the opening /// process switches to the game, enters <c>prolog_alley</c> and the opening
/// dialog about the hungover Marao is clicked through.</item> /// dialog about the hungover Marao is clicked through.</item>
/// <item>Hot reload inside the game (forced reload of <c>cthangover_party</c>): /// <item>Hot reload inside the game (forced reload of <c>cthangover_game</c>):
/// the session is parked, the mod reloads into a new context and the game /// the session is parked, the mod reloads into a new context and the game
/// comes back in <c>prolog_alley</c>.</item> /// comes back in <c>prolog_alley</c>.</item>
/// <item>Back to the menu → <c>novel_template</c>: mods outside that game are /// <item>Back to the menu → <c>novel_template</c>: mods outside that game are
@@ -41,7 +41,7 @@ namespace Mods.NewGameTest
private const string MainGame = "cthangover"; private const string MainGame = "cthangover";
private const string SecondGame = "novel_template"; private const string SecondGame = "novel_template";
private const string PrologScene = "prolog_alley"; private const string PrologScene = "prolog_alley";
private const string HotReloadedMod = "cthangover_party"; private const string HotReloadedMod = "cthangover_game";
private const float TimeoutSeconds = 420f; private const float TimeoutSeconds = 420f;
private readonly List<string> failures = new(); private readonly List<string> failures = new();
@@ -106,6 +106,12 @@ namespace Mods.NewGameTest
switch (step) switch (step)
{ {
case 0: case 0:
// The launcher precedes MainMenu; let its Play action enter the menu before waiting for warm-up.
if (Boot.IsReady && GetTree().CurrentScene?.FindChild("LauncherPlay", true, false) is Button)
{
PressMenuPlay();
return;
}
// The menu compiles the games' mods in the background; the switch // The menu compiles the games' mods in the background; the switch
// below must then only load them from the cache (see the log). // below must then only load them from the cache (see the log).
if (!Boot.IsReady || GetTree().CurrentScene is not Cthangover.BaseMenu.MainMenu || GameSession.IsWarmingUp) if (!Boot.IsReady || GetTree().CurrentScene is not Cthangover.BaseMenu.MainMenu || GameSession.IsWarmingUp)
@@ -243,6 +249,8 @@ namespace Mods.NewGameTest
if (picker?.Visible != true) if (picker?.Visible != true)
return false; return false;
var game = FindGame(gameId); var game = FindGame(gameId);
if (game != null && !game.IsReady)
GameLogger.Log("TEST", $"NewGameTest: unavailable '{gameId}': missing=[{string.Join(", ", game.MissingIds)}], versions=[{string.Join(", ", game.MismatchIds)}], collection problems={game.ProblemsCount}");
Check($"game '{gameId}' is listed and ready", game?.IsReady == true); Check($"game '{gameId}' is listed and ready", game?.IsReady == true);
var start = StartButton(picker, game?.Name ?? gameId); var start = StartButton(picker, game?.Name ?? gameId);
Check($"'{gameId}' card has an enabled New game button", start is { Disabled: false }); Check($"'{gameId}' card has an enabled New game button", start is { Disabled: false });