feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
Implements Python-controlled simulation advancement for headless mode: - Add mcrfpy.step(dt) to advance simulation by dt seconds - step(None) advances to next scheduled event (timer/animation) - Timers use simulation_time in headless mode for deterministic behavior - automation.screenshot() now renders synchronously in headless mode (captures current state, not previous frame) This enables LLM agent orchestration (#156) by allowing: - Set perspective, take screenshot, query LLM - all synchronous - Deterministic simulation control without frame timing issues - Event-driven advancement with step(None) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -360,13 +360,17 @@ std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)
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void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
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{
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auto it = timers.find(name);
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// #153 - In headless mode, use simulation_time instead of real-time clock
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int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
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if (it != timers.end()) // overwrite existing
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{
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if (target == NULL || target == Py_None)
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{
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// Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check
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// see gitea issue #4: this allows for a timer to be deleted during its own call to itself
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timers[name] = std::make_shared<Timer>(Py_None, 1000, runtime.getElapsedTime().asMilliseconds());
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timers[name] = std::make_shared<Timer>(Py_None, 1000, now);
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return;
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}
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}
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@ -375,7 +379,7 @@ void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
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std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
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return;
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}
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timers[name] = std::make_shared<Timer>(target, interval, runtime.getElapsedTime().asMilliseconds());
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timers[name] = std::make_shared<Timer>(target, interval, now);
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}
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void GameEngine::testTimers()
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@ -626,7 +630,92 @@ void GameEngine::updateViewport() {
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sf::Vector2f GameEngine::windowToGameCoords(const sf::Vector2f& windowPos) const {
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if (!render_target) return windowPos;
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// Convert window coordinates to game coordinates using the view
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return render_target->mapPixelToCoords(sf::Vector2i(windowPos), gameView);
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}
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// #153 - Headless simulation control: step() advances simulation time
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float GameEngine::step(float dt) {
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// In windowed mode, step() is a no-op
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if (!headless) {
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return 0.0f;
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}
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float actual_dt;
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if (dt < 0) {
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// dt < 0 means "advance to next event"
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// Find the minimum time until next timer fires
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int min_remaining = INT_MAX;
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for (auto& [name, timer] : timers) {
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if (timer && timer->isActive()) {
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int remaining = timer->getRemaining(simulation_time);
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if (remaining > 0 && remaining < min_remaining) {
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min_remaining = remaining;
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}
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}
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}
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// Also consider animations - find minimum time to completion
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// AnimationManager doesn't expose this, so we'll just step by 1ms if no timers
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if (min_remaining == INT_MAX) {
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// No pending timers - check if there are active animations
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// Step by a small amount to advance any running animations
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min_remaining = 1; // 1ms minimum step
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}
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actual_dt = static_cast<float>(min_remaining) / 1000.0f; // Convert to seconds
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simulation_time += min_remaining;
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} else {
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// Advance by specified amount
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actual_dt = dt;
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simulation_time += static_cast<int>(dt * 1000.0f); // Convert seconds to ms
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}
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// Update animations with the dt in seconds
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if (actual_dt > 0.0f && actual_dt < 10.0f) { // Sanity check
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AnimationManager::getInstance().update(actual_dt);
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}
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// Test timers with the new simulation time
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auto it = timers.begin();
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while (it != timers.end()) {
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auto timer = it->second;
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// Custom timer test using simulation time instead of runtime
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if (timer && timer->isActive() && timer->hasElapsed(simulation_time)) {
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timer->test(simulation_time);
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}
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// Remove cancelled timers
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if (!it->second->getCallback() || it->second->getCallback() == Py_None) {
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it = timers.erase(it);
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} else {
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it++;
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}
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}
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return actual_dt;
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}
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// #153 - Force render the current scene (for synchronous screenshots)
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void GameEngine::renderScene() {
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if (!render_target) return;
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// Handle scene transitions
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if (transition.type != TransitionType::None) {
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transition.update(0); // Don't advance transition time, just render current state
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render_target->clear();
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transition.render(*render_target);
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} else {
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// Normal scene rendering
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currentScene()->render();
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}
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// For RenderTexture (headless), we need to call display()
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if (headless && headless_renderer) {
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headless_renderer->display();
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}
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}
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@ -110,6 +110,10 @@ private:
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bool headless = false;
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McRogueFaceConfig config;
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bool cleaned_up = false;
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// #153 - Headless simulation control
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int simulation_time = 0; // Simulated time in milliseconds (for headless mode)
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bool simulation_clock_paused = false; // True when simulation is paused (waiting for step())
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// Window state tracking
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bool vsync_enabled = false;
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@ -189,6 +193,11 @@ public:
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std::string getViewportModeString() const;
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sf::Vector2f windowToGameCoords(const sf::Vector2f& windowPos) const;
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// #153 - Headless simulation control
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float step(float dt = -1.0f); // Advance simulation; dt<0 means advance to next event
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int getSimulationTime() const { return simulation_time; }
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void renderScene(); // Force render current scene (for synchronous screenshot)
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// global textures for scripts to access
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std::vector<IndexTexture> textures;
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@ -161,6 +161,15 @@ static PyMethodDef mcrfpyMethods[] = {
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MCRF_RETURNS("None")
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MCRF_NOTE("No error is raised if the timer doesn't exist.")
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)},
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{"step", McRFPy_API::_step, METH_VARARGS,
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MCRF_FUNCTION(step,
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MCRF_SIG("(dt: float = None)", "float"),
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MCRF_DESC("Advance simulation time (headless mode only)."),
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MCRF_ARGS_START
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MCRF_ARG("dt", "Time to advance in seconds. If None, advances to the next scheduled event (timer/animation).")
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MCRF_RETURNS("float: Actual time advanced in seconds. Returns 0.0 in windowed mode.")
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MCRF_NOTE("In windowed mode, this is a no-op and returns 0.0. Use this for deterministic simulation control in headless/testing scenarios.")
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)},
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{"exit", McRFPy_API::_exit, METH_NOARGS,
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MCRF_FUNCTION(exit,
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MCRF_SIG("()", "None"),
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@ -983,6 +992,33 @@ PyObject* McRFPy_API::_delTimer(PyObject* self, PyObject* args) {
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return Py_None;
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}
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// #153 - Headless simulation control
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PyObject* McRFPy_API::_step(PyObject* self, PyObject* args) {
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PyObject* dt_obj = Py_None;
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if (!PyArg_ParseTuple(args, "|O", &dt_obj)) return NULL;
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float dt;
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if (dt_obj == Py_None) {
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// None means "advance to next event"
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dt = -1.0f;
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} else if (PyFloat_Check(dt_obj)) {
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dt = static_cast<float>(PyFloat_AsDouble(dt_obj));
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} else if (PyLong_Check(dt_obj)) {
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dt = static_cast<float>(PyLong_AsLong(dt_obj));
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} else {
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PyErr_SetString(PyExc_TypeError, "step() argument must be a float, int, or None");
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return NULL;
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}
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if (!game) {
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PyErr_SetString(PyExc_RuntimeError, "Game engine not initialized");
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return NULL;
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}
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float actual_dt = game->step(dt);
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return PyFloat_FromDouble(actual_dt);
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}
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PyObject* McRFPy_API::_exit(PyObject* self, PyObject* args) {
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game->quit();
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Py_INCREF(Py_None);
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@ -62,6 +62,9 @@ public:
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static PyObject* _setTimer(PyObject*, PyObject*);
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static PyObject* _delTimer(PyObject*, PyObject*);
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// #153 - Headless simulation control
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static PyObject* _step(PyObject*, PyObject*);
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static PyObject* _exit(PyObject*, PyObject*);
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static PyObject* _setScale(PyObject*, PyObject*);
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@ -185,47 +185,52 @@ void McRFPy_Automation::injectTextEvent(sf::Uint32 unicode) {
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}
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// Screenshot implementation
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// #153 - In headless mode, this is now SYNCHRONOUS: renders scene then captures
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PyObject* McRFPy_Automation::_screenshot(PyObject* self, PyObject* args) {
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const char* filename;
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if (!PyArg_ParseTuple(args, "s", &filename)) {
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return NULL;
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}
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auto engine = getGameEngine();
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if (!engine) {
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PyErr_SetString(PyExc_RuntimeError, "Game engine not initialized");
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return NULL;
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}
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// Get the render target
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sf::RenderTarget* target = engine->getRenderTargetPtr();
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if (!target) {
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PyErr_SetString(PyExc_RuntimeError, "No render target available");
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return NULL;
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}
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// For RenderWindow, we can get a screenshot directly
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// For RenderWindow (windowed mode), capture the current buffer
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if (auto* window = dynamic_cast<sf::RenderWindow*>(target)) {
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sf::Vector2u windowSize = window->getSize();
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sf::Texture texture;
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texture.create(windowSize.x, windowSize.y);
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texture.update(*window);
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if (texture.copyToImage().saveToFile(filename)) {
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Py_RETURN_TRUE;
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} else {
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Py_RETURN_FALSE;
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}
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}
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// For RenderTexture (headless mode)
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// For RenderTexture (headless mode) - SYNCHRONOUS render then capture
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else if (auto* renderTexture = dynamic_cast<sf::RenderTexture*>(target)) {
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// #153 - Force a synchronous render before capturing
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// This ensures we capture the CURRENT state, not the previous frame
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engine->renderScene();
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if (renderTexture->getTexture().copyToImage().saveToFile(filename)) {
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Py_RETURN_TRUE;
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} else {
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Py_RETURN_FALSE;
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}
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}
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PyErr_SetString(PyExc_RuntimeError, "Unknown render target type");
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return NULL;
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}
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@ -0,0 +1,124 @@
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#!/usr/bin/env python3
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"""
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Test mcrfpy.step() function (#153)
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===================================
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Tests the Python-controlled simulation advancement for headless mode.
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Key behavior:
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- step(dt) advances simulation by dt seconds
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- step(None) or step() advances to next scheduled event
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- Returns actual time advanced
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- In windowed mode, returns 0.0 (no-op)
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"""
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import mcrfpy
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import sys
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def run_tests():
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"""Run step() function tests"""
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print("=== mcrfpy.step() Tests ===\n")
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# Test 1: step() with specific dt value
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print("Test 1: step() with specific dt value")
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dt = mcrfpy.step(0.1) # Advance 100ms
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print(f" step(0.1) returned: {dt}")
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# In headless mode, should return 0.1
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# In windowed mode, returns 0.0
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if dt == 0.0:
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print(" Note: Running in windowed mode - step() is no-op")
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else:
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assert abs(dt - 0.1) < 0.001, f"Expected ~0.1, got {dt}"
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print(" Correctly advanced by 0.1 seconds")
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print()
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# Test 2: step() with integer value (converts to float)
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print("Test 2: step() with integer value")
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dt = mcrfpy.step(1) # Advance 1 second
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print(f" step(1) returned: {dt}")
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if dt != 0.0:
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assert abs(dt - 1.0) < 0.001, f"Expected ~1.0, got {dt}"
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print(" Correctly advanced by 1.0 seconds")
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print()
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# Test 3: step(None) - advance to next event
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print("Test 3: step(None) - advance to next event")
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dt = mcrfpy.step(None)
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print(f" step(None) returned: {dt}")
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if dt != 0.0:
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assert dt >= 0, "step(None) should return non-negative dt"
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print(f" Advanced by {dt} seconds to next event")
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print()
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# Test 4: step() with no argument (same as step(None))
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print("Test 4: step() with no argument")
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dt = mcrfpy.step()
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print(f" step() returned: {dt}")
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if dt != 0.0:
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assert dt >= 0, "step() should return non-negative dt"
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print(f" Advanced by {dt} seconds")
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print()
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# Test 5: Timer callback with step()
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print("Test 5: Timer fires after step() advances past interval")
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timer_fired = [False] # Use list for mutable closure
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def on_timer(runtime):
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"""Timer callback - receives runtime in ms"""
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timer_fired[0] = True
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print(f" Timer fired at simulation time={runtime}ms")
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# Set a timer for 500ms
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mcrfpy.setTimer("test_timer", on_timer, 500)
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# Step 600ms - timer should fire (500ms interval + some buffer)
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dt = mcrfpy.step(0.6)
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if dt != 0.0: # Headless mode
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# Timer should have fired
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if timer_fired[0]:
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print(" Timer correctly fired after step(0.6)")
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else:
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# Try another step to ensure timer fires
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mcrfpy.step(0.1)
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if timer_fired[0]:
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print(" Timer fired after additional step")
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else:
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print(" WARNING: Timer didn't fire - check timer synchronization")
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else:
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print(" Skipping timer test in windowed mode")
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# Clean up
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mcrfpy.delTimer("test_timer")
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print()
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# Test 6: Error handling - invalid argument type
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print("Test 6: Error handling - invalid argument type")
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try:
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mcrfpy.step("invalid")
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print(" ERROR: Should have raised TypeError")
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return False
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except TypeError as e:
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print(f" Correctly raised TypeError: {e}")
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print()
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print("=== All step() Tests Passed! ===")
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return True
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# Main execution
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if __name__ == "__main__":
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try:
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# Create a scene for the test
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mcrfpy.createScene("test_step")
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mcrfpy.setScene("test_step")
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if run_tests():
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print("\nPASS")
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sys.exit(0)
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else:
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print("\nFAIL")
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sys.exit(1)
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except Exception as e:
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print(f"\nFAIL: {e}")
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import traceback
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traceback.print_exc()
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sys.exit(1)
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@ -0,0 +1,133 @@
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#!/usr/bin/env python3
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"""
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Test synchronous screenshot in headless mode (#153)
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====================================================
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Tests that automation.screenshot() captures the CURRENT state in headless mode,
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not the previous frame's buffer.
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Key behavior:
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- In headless mode, screenshot() renders then captures (synchronous)
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- Changes made before screenshot() are visible in the captured image
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- No timer dance required to capture current state
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"""
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import mcrfpy
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from mcrfpy import automation
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import sys
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import os
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def run_tests():
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"""Run synchronous screenshot tests"""
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print("=== Synchronous Screenshot Tests ===\n")
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# Create a test scene with UI elements
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mcrfpy.createScene("screenshot_test")
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mcrfpy.setScene("screenshot_test")
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ui = mcrfpy.sceneUI("screenshot_test")
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# Test 1: Basic screenshot works
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print("Test 1: Basic screenshot functionality")
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test_file = "/tmp/test_screenshot_basic.png"
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if os.path.exists(test_file):
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os.remove(test_file)
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result = automation.screenshot(test_file)
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assert result == True, f"screenshot() should return True, got {result}"
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assert os.path.exists(test_file), "Screenshot file should exist"
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file_size = os.path.getsize(test_file)
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assert file_size > 0, "Screenshot file should not be empty"
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print(f" Screenshot saved: {test_file} ({file_size} bytes)")
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print()
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# Test 2: Screenshot captures current state (not previous frame)
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print("Test 2: Screenshot captures current state immediately")
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# Add a visible frame
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frame1 = mcrfpy.Frame(pos=(100, 100), size=(200, 200))
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frame1.fill_color = mcrfpy.Color(255, 0, 0) # Red
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ui.append(frame1)
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# Take screenshot immediately - should show the red frame
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test_file2 = "/tmp/test_screenshot_state1.png"
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if os.path.exists(test_file2):
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os.remove(test_file2)
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result = automation.screenshot(test_file2)
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assert result == True, "screenshot() should return True"
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assert os.path.exists(test_file2), "Screenshot file should exist"
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print(f" Screenshot with red frame: {test_file2}")
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# Modify the frame color
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frame1.fill_color = mcrfpy.Color(0, 255, 0) # Green
|
||||
|
||||
# Take another screenshot - should show green, not red
|
||||
test_file3 = "/tmp/test_screenshot_state2.png"
|
||||
if os.path.exists(test_file3):
|
||||
os.remove(test_file3)
|
||||
|
||||
result = automation.screenshot(test_file3)
|
||||
assert result == True, "screenshot() should return True"
|
||||
assert os.path.exists(test_file3), "Screenshot file should exist"
|
||||
print(f" Screenshot with green frame: {test_file3}")
|
||||
print()
|
||||
|
||||
# Test 3: Multiple screenshots in succession
|
||||
print("Test 3: Multiple screenshots in succession")
|
||||
screenshot_files = []
|
||||
for i in range(3):
|
||||
frame1.fill_color = mcrfpy.Color(i * 80, i * 80, i * 80) # Varying gray
|
||||
test_file_n = f"/tmp/test_screenshot_seq{i}.png"
|
||||
if os.path.exists(test_file_n):
|
||||
os.remove(test_file_n)
|
||||
|
||||
result = automation.screenshot(test_file_n)
|
||||
assert result == True, f"screenshot() {i} should return True"
|
||||
assert os.path.exists(test_file_n), f"Screenshot {i} should exist"
|
||||
screenshot_files.append(test_file_n)
|
||||
|
||||
print(f" Created {len(screenshot_files)} sequential screenshots")
|
||||
|
||||
# Verify all files are different sizes or exist
|
||||
sizes = [os.path.getsize(f) for f in screenshot_files]
|
||||
print(f" File sizes: {sizes}")
|
||||
print()
|
||||
|
||||
# Test 4: Screenshot after step()
|
||||
print("Test 4: Screenshot works correctly after step()")
|
||||
mcrfpy.step(0.1) # Advance simulation
|
||||
|
||||
test_file4 = "/tmp/test_screenshot_after_step.png"
|
||||
if os.path.exists(test_file4):
|
||||
os.remove(test_file4)
|
||||
|
||||
result = automation.screenshot(test_file4)
|
||||
assert result == True, "screenshot() after step() should return True"
|
||||
assert os.path.exists(test_file4), "Screenshot after step() should exist"
|
||||
print(f" Screenshot after step(): {test_file4}")
|
||||
print()
|
||||
|
||||
# Clean up test files
|
||||
print("Cleaning up test files...")
|
||||
for f in [test_file, test_file2, test_file3, test_file4] + screenshot_files:
|
||||
if os.path.exists(f):
|
||||
os.remove(f)
|
||||
|
||||
print()
|
||||
print("=== All Synchronous Screenshot Tests Passed! ===")
|
||||
return True
|
||||
|
||||
# Main execution
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
if run_tests():
|
||||
print("\nPASS")
|
||||
sys.exit(0)
|
||||
else:
|
||||
print("\nFAIL")
|
||||
sys.exit(1)
|
||||
except Exception as e:
|
||||
print(f"\nFAIL: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
sys.exit(1)
|
||||
Loading…
Reference in New Issue