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fix: simulate-mouse-input reports whether an interrupted press reached the game instead of "may have registered" #2530
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68 changes: 68 additions & 0 deletions
68
Assets/Tests/Editor/MouseInputSimulationResponseFactoryTests.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,68 @@ | ||
| #if ULOOP_HAS_INPUT_SYSTEM | ||
| #nullable enable | ||
| using NUnit.Framework; | ||
| using UnityEngine; | ||
|
|
||
| using io.github.hatayama.UnityCliLoop.FirstPartyTools; | ||
| using io.github.hatayama.UnityCliLoop.ToolContracts; | ||
|
|
||
| namespace io.github.hatayama.UnityCliLoop.Tests.Editor | ||
| { | ||
| /// <summary> | ||
| /// Pins the pause-point interruption verdicts of simulate-mouse-input button responses. | ||
| /// </summary> | ||
| [TestFixture] | ||
| public sealed class MouseInputSimulationResponseFactoryTests | ||
| { | ||
| /// <summary> | ||
| /// Verifies a press applied before the pause reports a definite delivered verdict and re-check guidance instead of "may have". | ||
| /// </summary> | ||
| [Test] | ||
| public void InterruptedButtonResult_WhenPressWasApplied_ReportsPressDeliveredToGame() | ||
| { | ||
| SimulateMouseInputResponse response = MouseInputSimulationResponseFactory.InterruptedButtonResult( | ||
| UnityCliLoopMouseInputAction.Click, | ||
| "Left", | ||
| new Vector2(10f, 20f), | ||
| pressWasApplied: true); | ||
|
|
||
| Assert.That(response.Success, Is.True); | ||
| Assert.That(response.InterruptedByPausePoint, Is.True); | ||
| Assert.That(response.PressDeliveredToGame, Is.True); | ||
| Assert.That(response.Message, Does.Contain("was delivered to the game before the pause")); | ||
| Assert.That(response.Message, Does.Contain("world state may already have changed")); | ||
| Assert.That(response.Message, Does.Not.Contain("may have registered")); | ||
| } | ||
|
|
||
| /// <summary> | ||
| /// Verifies a press discarded before apply reports a definite not-delivered verdict and says a retry is safe. | ||
| /// </summary> | ||
| [Test] | ||
| public void InterruptedButtonResult_WhenPressWasDiscarded_ReportsPressNotDeliveredToGame() | ||
| { | ||
| SimulateMouseInputResponse response = MouseInputSimulationResponseFactory.InterruptedButtonResult( | ||
| UnityCliLoopMouseInputAction.LongPress, | ||
| "Right", | ||
| new Vector2(1f, 2f), | ||
| pressWasApplied: false); | ||
|
|
||
| Assert.That(response.PressDeliveredToGame, Is.False); | ||
| Assert.That(response.Message, Does.Contain("never observed")); | ||
| Assert.That(response.Message, Does.Contain("safe to retry")); | ||
| } | ||
|
|
||
| /// <summary> | ||
| /// Verifies non-button interruptions leave the press verdict absent because no press edge was involved. | ||
| /// </summary> | ||
| [Test] | ||
| public void InterruptedActionResult_LeavesPressDeliveredToGameNull() | ||
| { | ||
| SimulateMouseInputResponse response = MouseInputSimulationResponseFactory.InterruptedActionResult( | ||
| UnityCliLoopMouseInputAction.MoveDelta); | ||
|
|
||
| Assert.That(response.InterruptedByPausePoint, Is.True); | ||
| Assert.That(response.PressDeliveredToGame, Is.Null); | ||
| } | ||
| } | ||
| } | ||
| #endif |
11 changes: 11 additions & 0 deletions
11
Assets/Tests/Editor/MouseInputSimulationResponseFactoryTests.cs.meta
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P1: The reworded interruption messages break the existing exact-match assertions in Assets/Tests/PlayMode/MouseInputSimulationResponseFactoryTests.cs (InterruptedButtonResult_WithMultiplePausePointHits_MapsPauseEvidenceAndButtonPosition and InterruptedButtonResult_WhenPressWasApplied_ReportsDeliveredBeforePauseMessage), which still assert the old messages via Is.EqualTo. Update those tests to the new wording (and assert PressDeliveredToGame) so the PlayMode suite keeps passing.
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