Documentation
¶
Overview ¶
DST (Deterministic Simulation Testing) provides a game-logic-agnostic fuzzer and structural state checker for Cardinal. It generates random commands by introspecting registered command types (via reflection), injects engine operations (tick, restart, snapshot/restore) with randomized weights, and validates structural ECS invariants after every tick. Game logic correctness is irrelevant — only engine correctness matters.
Usage from a game shard's test directory:
func TestDST(t *testing.T) {
cardinal.RunDST(t, func(w *cardinal.World) {
cardinal.RegisterSystem(w, system.MySystem)
// ... register all systems
}, []cardinal.Command{system.BootstrapCommand{Seed: 42}})
}
E2E test helper with real (in-memory) NATS. Similar to the DST harness in dst.go, but runs the full World.run loop (ticking, snapshotting, restoring) while a separate goroutine sends randomized commands through real NATS subjects.
Index ¶
- Constants
- Variables
- func RegisterPlugin(world *World, plugin Plugin)
- func RegisterSystem[T any](world *World, system func(*T), opts ...SystemOption)
- func RunDST(t *testing.T, setup DSTSetupFunc, preTestCommands []Command)
- func RunE2E(t *testing.T, setup E2ESetupFunc)
- type BaseSystemState
- type Command
- type CommandContext
- type Contains
- type DSTSetupFunc
- type E2ESetupFunc
- type EntityID
- type Event
- type Exact
- type OtherWorld
- type Plugin
- type Ref
- type SearchResult
- type SystemHook
- type SystemOption
- type Tick
- type WithCommand
- type WithEvent
- type WithSystemEventEmitter
- type WithSystemEventReceiver
- type World
- type WorldOptions
Constants ¶
const ( // PreUpdate runs before the main update. PreUpdate = ecs.PreUpdate // Update runs during the main update phase. Update = ecs.Update // PostUpdate runs after the main update. PostUpdate = ecs.PostUpdate // Init runs once during world initialization. Init = ecs.Init )
const MinEpochFrequency = 10
Variables ¶
var ( ErrSingleNoResult = eris.New("expected exactly 1 result, got 0") ErrSingleMultipleResult = eris.New("expected exactly 1 result, got more than 1") )
Functions ¶
func RegisterPlugin ¶ added in v0.11.0
RegisterPlugin registers a plugin with the world. Must be called before StartGame(). Panics if the plugin fails to register, consistent with other registration functions.
func RegisterSystem ¶
func RegisterSystem[T any](world *World, system func(*T), opts ...SystemOption)
func RunDST ¶ added in v0.10.2
func RunDST(t *testing.T, setup DSTSetupFunc, preTestCommands []Command)
RunDST executes a deterministic simulation test. The setup function registers game-specific systems; the harness handles everything else: randomized engine config, command generation, ticking, restart/restore operations, and structural invariant checking.
preTestCommands are enqueued before randomized fuzz operations begin. This supports worlds that require deterministic bootstrap commands before entering an active state.
The number of ticks defaults to 1000 and can be overridden with -dst.ticks:
go test ./pkg/cardinal/... -dst.ticks=5000
func RunE2E ¶ added in v0.10.2
func RunE2E(t *testing.T, setup E2ESetupFunc)
RunE2E executes an end-to-end test. The setup function creates the world the same way production does; the harness transparently injects the in-memory test NATS URL. The harness starts the world's run loop in a background goroutine and sends randomized commands over NATS from the test goroutine.
E2E tests are skipped by default. Use the -e2e.run flag to enable them:
go test ./pkg/cardinal/... -e2e.run
The run duration defaults to 30s and can be overridden with -e2e.duration:
go test ./pkg/cardinal/... -e2e.run -e2e.duration=2m
Types ¶
type BaseSystemState ¶
type BaseSystemState struct {
// contains filtered or unexported fields
}
func (*BaseSystemState) Logger ¶
func (b *BaseSystemState) Logger() *zerolog.Logger
TODO: pass init args (similar to boot info) to get system name in logger. Logger returns the logger for the world.
func (*BaseSystemState) Tick ¶
func (b *BaseSystemState) Tick() uint64
Tick returns the current tick of the world.
func (*BaseSystemState) Timestamp ¶
func (b *BaseSystemState) Timestamp() time.Time
Timestamp returns the current timestamp of the world.
type CommandContext ¶ added in v0.10.0
type Contains ¶
type Contains[T any] struct { // contains filtered or unexported fields }
Contains provides a search that matches archetypes containing all specified component types, potentially along with additional components.
Example:
type MovementSystemState struct {
Movers ecs.Contains[struct {
Position ecs.Ref[Position]
Velocity ecs.Ref[Velocity]
}]
// Other fields...
}
// Your system function receives a pointer to your system state.
func MovementSystem(state *MovementSystemState) error {
for entity, mover := range state.Movers.Iter() {
// Process entity and compnents.
}
return nil
}
func (*Contains) Create ¶ added in v0.11.0
func (s *Contains) Create() (EntityID, T)
Create creates a new entity with the given components. Returns an error if any of the components are not defined in the search field.
Example:
entity, err := state.Mob.Create(Health{Value: 100}, Position{X: 0, Y: 0})
if err != nil {
state.Logger().Error().Err(err).Msg("Failed to create entity")
}
// Use entity...
func (*Contains) Destroy ¶ added in v0.11.0
Destroy deletes an entity and all its components from the world.
Example:
ok := state.Mob.Destroy(entityID)
if !ok {
state.Logger().Warn().Msg("Entity doesn't exist or is already destroyed")
}
func (*Contains[T]) GetByID ¶ added in v0.11.0
GetByID retrieves an entity's components by its ID. Returns ErrEntityNotFound if the entity doesn't exist, or ErrArchetypeMismatch if the entity doesn't contain all the required components.
Example:
mob, err := state.Mob.GetByID(entityID)
if err != nil {
state.Logger().Warn().Err(err).Msg("Entity not found or doesn't match")
return err
}
health := mob.Health.Get()
func (*Contains[T]) Iter ¶ added in v0.11.0
func (c *Contains[T]) Iter() SearchResult[EntityID, T]
Iter returns an iterator over entities and their components that match the Contains search.
Example:
for _, mover := range state.Movers.Iter() {
pos := mover.Position.Get()
vel := mover.Velocity.Get()
mover.Position.Set(Position{X: pos.X + vel.X, Y: pos.Y + vel.Y})
}
type DSTSetupFunc ¶ added in v0.10.2
type DSTSetupFunc func(world *World)
DSTSetupFunc registers systems, components, and commands on a World. It is called once during fixture creation, before the first tick.
type E2ESetupFunc ¶ added in v0.10.2
type E2ESetupFunc func() *World
E2ESetupFunc builds and returns the world used by the E2E harness. The harness injects a test NATS URL via environment variables before invoking setup.
type Exact ¶
type Exact[T any] struct { // contains filtered or unexported fields }
Exact provides a search that matches archetypes containing exactly the specified component types, without any additional components.
Example:
type PlayerSystemState struct {
Players ecs.Exact[struct {
Tag ecs.Ref[PlayerTag]
Health ecs.Ref[Health]
}]
// Other fields...
}
// Your system function receives a pointer to your system state.
func PlayerSystem(state *PlayerSystemState) error {
for entity, player := range state.Players.Iter() {
// Process entity and compnents.
}
return nil
}
func (*Exact) Create ¶ added in v0.11.0
func (s *Exact) Create() (EntityID, T)
Create creates a new entity with the given components. Returns an error if any of the components are not defined in the search field.
Example:
entity, err := state.Mob.Create(Health{Value: 100}, Position{X: 0, Y: 0})
if err != nil {
state.Logger().Error().Err(err).Msg("Failed to create entity")
}
// Use entity...
func (*Exact) Destroy ¶ added in v0.11.0
Destroy deletes an entity and all its components from the world.
Example:
ok := state.Mob.Destroy(entityID)
if !ok {
state.Logger().Warn().Msg("Entity doesn't exist or is already destroyed")
}
func (*Exact[T]) GetByID ¶ added in v0.11.0
GetByID retrieves an entity's components by its ID. Returns ErrEntityNotFound if the entity doesn't exist, or ErrArchetypeMismatch if the entity doesn't have exactly the required components.
Example:
player, err := state.Players.GetByID(entityID)
if err != nil {
state.Logger().Warn().Err(err).Msg("Entity not found or doesn't match")
return err
}
health := player.Health.Get()
func (*Exact[T]) Iter ¶ added in v0.11.0
func (c *Exact[T]) Iter() SearchResult[EntityID, T]
Iter returns an iterator over entities and their components that match the Exact query.
Example:
for _, player := range state.Players.Iter() {
health := player.Health.Get()
player.Health.Set(Health{HP: health.HP + 100})
}
type OtherWorld ¶
OtherWorld is a type that represents the address of an external service.
func (OtherWorld) SendCommand ¶ added in v0.10.0
func (o OtherWorld) SendCommand(state *BaseSystemState, cmd command.Payload)
SendCommand sends a command to an external service.
Example:
import external "another-game-shard/system"
// Define a shard address of one of your game shards. const MatchmakingService ecs.ServiceAddress = "world.argus.rampage.matchmaking"
func GameSystem(state *GameSystem) error {
MatchmakingService.Send(state, &external.EndGameCommand{
Winner: "Team 1",
})
}
type Plugin ¶ added in v0.11.0
type Plugin interface {
Register(world *World)
}
Plugin defines a self-contained extension that can register systems, components, commands, and events with a World. Plugins allow reusable game logic to be packaged and shared across projects.
Components, commands, and events are automatically registered when referenced by system state fields (via Ref[T], WithCommand[T], WithEvent[T]), so a plugin's Register method typically only needs to call RegisterSystem.
Example:
type MyPlugin struct{ config MyConfig }
func (p *MyPlugin) Register(world *cardinal.World) error {
cardinal.RegisterSystem(world, MyInitSystem, cardinal.WithHook(cardinal.Init))
cardinal.RegisterSystem(world, MyTickSystem)
return nil
}
type Ref ¶
Ref provides a type-safe handle to a component on an entity.
func (*Ref[T]) Get ¶ added in v0.11.0
func (r *Ref[T]) Get() T
Get retrieves the component value for this Ref's entity.
This is the recommended system-friendly alternative to ecs.Get() for accessing components within systems.
Example:
for _, player := range state.Players.Iter() {
health := player.Health.Get()
}
func (*Ref[T]) Remove ¶ added in v0.11.0
func (r *Ref[T]) Remove()
Remove removes the component from this Ref's entity.
This is the recommended system-friendly alternative to ecs.Remove() for removing components within systems.
Example:
for _, player := range state.Players.Iter() {
player.Shield.Remove()
}
func (*Ref[T]) Set ¶ added in v0.11.0
func (r *Ref[T]) Set(component T)
Set updates the component value for this Ref's entity.
This is the recommended system-friendly alternative to ecs.Set() for modifying components within systems.
Example:
for _, player := range state.Players.Iter() {
player.Health.Set(Health{HP: 100})
}
type SearchResult ¶ added in v0.11.0
SearchResult is a chainable iterator over key-value pairs.
func (SearchResult[E, C]) Filter ¶ added in v0.11.0
func (s SearchResult[E, C]) Filter(predicate func(E, C) bool) SearchResult[E, C]
Filter returns a new iterator that only yields values that satisfy predicate. A nil predicate returns the original iterator unchanged.
func (SearchResult[E, C]) Limit ¶ added in v0.11.0
func (s SearchResult[E, C]) Limit(limit uint32) SearchResult[E, C]
Limit returns a new iterator that yields at most limit values. A limit <= 0 yields no values.
func (SearchResult[E, C]) Single ¶ added in v0.11.0
func (s SearchResult[E, C]) Single() (E, C, error)
Single returns the single value in the iterator. It returns an error if the iterator yields zero or more than one result.
type SystemHook ¶ added in v0.10.0
type SystemHook = ecs.SystemHook
SystemHook defines when a system should be executed in the update cycle.
type SystemOption ¶ added in v0.10.0
type SystemOption func(*systemConfig)
SystemOption is a function that configures a SystemConfig.
func WithHook ¶
func WithHook(hook SystemHook) SystemOption
WithHook returns an option to set the system hook.
type WithCommand ¶
type WithCommand[T Command] struct { // contains filtered or unexported fields }
func (*WithCommand[T]) Iter ¶ added in v0.10.0
func (c *WithCommand[T]) Iter() iter.Seq[CommandContext[T]]
type WithSystemEventEmitter ¶
type WithSystemEventEmitter[T ecs.SystemEvent] struct { // contains filtered or unexported fields }
WithSystemEventEmitter is a generic system state field that allows systems to emit system events of type T. System events are automatically registered when the system is registered.
Example:
// Define a system event for player deaths.
type PlayerDeath struct{ Nickname string }
func (PlayerDeath) Name() string { return "player-death" }
type CombatSystemState struct {
PlayerDeathSystemEvents ecs.WithSystemEventEmitter[PlayerDeath]
// Other fields...
}
// Your system function receives a pointer to your system state.
func CombatSystem(state *CombatSystemState) error {
// Emit a player death event to be handled in another system.
state.PlayerDeathEvents.Emit(PlayerDeath{Nickname: "Player1"})
return nil
}
func (*WithSystemEventEmitter[T]) Emit ¶ added in v0.11.0
func (s *WithSystemEventEmitter[T]) Emit(systemEvent T)
Emit emits a system event of type T.
Example:
state.PlayerDeathEvents.Emit(PlayerDeath{Nickname: "Player1"})
type WithSystemEventReceiver ¶
type WithSystemEventReceiver[T ecs.SystemEvent] struct { // contains filtered or unexported fields }
WithSystemEventReceiver is a generic system state field that allows systems to receive system events of type T. System events are automatically registered when the system is registered.
Example:
// Define a system event for player deaths.
type PlayerDeath struct{ Nickname string }
func (PlayerDeath) Name() string { return "player-death" }
type GraveyardSystemState struct {
PlayerDeathSystemEvents ecs.WithSystemEventReceiver[PlayerDeath]
// Other fields...
}
// Your system function receives a pointer to your system state.
func GraveyardSystem(state *GraveyardSystemState) error {
// Receive system events emitted from another system.
for systemEvent := range state.PlayerDeathSystemEvents.Iter() {
// Process the system event.
}
return nil
}
func (*WithSystemEventReceiver[T]) Iter ¶ added in v0.11.0
func (s *WithSystemEventReceiver[T]) Iter() iter.Seq[T]
Iter returns an iterator over all system events of type T.
Example usage:
for systemEvent := range state.PlayerDeathEvents.Iter() {
// Process each system event
}
type World ¶
type World struct {
// contains filtered or unexported fields
}
World represents your game world and serves as the main entry point for Cardinal.
func NewWorld ¶
func NewWorld(opts WorldOptions) (*World, error)
NewWorld creates a new game world with the specified configuration.
type WorldOptions ¶
type WorldOptions struct {
Region string // Region the shard is deployed to
Organization string // The organization that owns this world
Project string // Name of the project within the organization
ShardID string // Unique ID for of world's instance
TickRate float64 // Number of ticks per second
SnapshotStorageType snapshot.StorageType // Snapshot storage type
SnapshotRate uint32 // Number of ticks per snapshot
Debug *bool // Enable debug server
NATSConfig *micro.NATSConfig // Optional NATS config override (nil = use env/defaults)
}