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