replay: compile-enforce the command chokepoint

Privatize the Simulation player-action mutators (tryPlaceBuilding, demolish,
applySchematicChoice) and the mutable subsystem accessors (now buildingsMutable/
beltsMutable; only the const buildings()/belts() stay public). Production's only
handle to a subsystem is through Simulation, and every production buildings()/
belts() call is a const query, so this fully locks gameplay out of any
command-bypassing mutation path -- such code now fails to compile instead of
silently desyncing replays.

Tests reach the private mutators through SimulationTestAccess, a friend struct
under src/test (off the lib/ui/app include path), so they keep calling the real
mutators and keep their return values -- no id-by-position recovery needed. The
BuildingSystem subsystem mutators stay public (BuildingTest unit-tests a bare
subsystem; unreachable from production anyway).

Upgrades the Phase 1 "convention only" decision to structural enforcement.
All targets build; 354 cases / 3418 assertions pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
This commit is contained in:
2026-06-30 22:56:51 +02:00
parent bd9f550b67
commit c2196cb34e
11 changed files with 159 additions and 81 deletions

View File

@@ -17,6 +17,7 @@
#include "ShipStatsCalculator.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "Tick.h"
#include "WeaponComponent.h"
@@ -62,7 +63,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return sim.buildings().placeImmediate(
return SimulationTestAccess::buildings(sim).placeImmediate(
BuildingType::Shipyard,
yardDef.surfaceMask,
QPoint(0, 0),
@@ -73,7 +74,7 @@ static void fillMaterials(Simulation& sim, BuildingId yardId,
const ShipDef& def,
const ShipLayoutConfig& layout)
{
sim.buildings().forEachBuilding([&](Building& b) {
SimulationTestAccess::buildings(sim).forEachBuilding([&](Building& b) {
if (b.id != yardId)
{
return;
@@ -216,7 +217,7 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
@@ -225,7 +226,7 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
sim.buildings().setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
const Building* b = sim.buildings().findBuilding(yardId);
REQUIRE(b != nullptr);
@@ -245,7 +246,7 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
// Fill materials and tick to start production.
ShipLayoutConfig emptyLayout;
@@ -264,7 +265,7 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
sim.buildings().setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
const Building* b2 = sim.buildings().findBuilding(yardId);
REQUIRE(b2 != nullptr);
@@ -278,7 +279,7 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
@@ -286,13 +287,13 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
sim.buildings().setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
const Building* b1 = sim.buildings().findBuilding(yardId);
REQUIRE(b1 != nullptr);
REQUIRE(b1->shipLayout.has_value());
sim.buildings().setRecipe(yardId, "destroyer");
SimulationTestAccess::buildings(sim).setRecipe(yardId,"destroyer");
const Building* b2 = sim.buildings().findBuilding(yardId);
REQUIRE(b2 != nullptr);