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本批内容见 CHANGELOG.md 的 0.2.4 段。按 D41 用孤儿快照推 main,保留「公开史只有里程碑」的模型。
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//! D6 看门狗:有界等待(真进程,不是 mock)。
//!
//! 四条用例各自钉一个判据:
//!
//! 1. 没窗口也没退出 → 立刻停止等待并报错,**进程还活着**(不杀);
//! 2. 窗口出现过 → 慢慢加载不会被判死,正常退出照常给结果;
//! 3. 出现关闭标记后仍不退出 → 判「卡在关闭」(实机 D6 的形态);
//! 4. 短命的正常退出 → 不会被超时误判成错误。
//!
//! 子进程一律是**脚本文件**(`.bat` / `.sh`),不把 `&` / 重定向塞进 `cmd /C` 的单个参数:
//! 那样 cmd 的引号剥离规则会让脚本变成另一条命令(第一版就是这么翻车的)。
use std::path::{Path, PathBuf};
use std::time::{Duration, Instant};
use crate::prelude::*;
use unlucky_core::launch::tree_kill;
use unlucky_core::launch::watchdog::WatchdogConfig;
fn launcher(sessions_root: &Path, startup: Duration, grace: Duration) -> Launcher {
let mut config = LauncherConfig::new(sessions_root);
config.platform = PlatformCtx::new(OsFamily::Windows, "x86_64");
config.process = ProcessConfig {
graceful_stop: Duration::from_millis(200),
// 泵的预算压到 200ms:放弃等待之后不该再为「等日志落盘」多等默认的 10 秒。
watchdog: WatchdogConfig {
pump_timeout: Duration::from_millis(200),
},
startup_timeout: startup,
shutdown_grace: grace,
..ProcessConfig::default()
};
Launcher::new(config)
}
/// 写一个伪装成 java 的脚本,返回它的路径。
fn script(dir: &Path, name: &str, lines: &[&str]) -> PathBuf {
#[cfg(windows)]
let (file, shebang) = (dir.join(format!("{name}.bat")), "@echo off");
#[cfg(not(windows))]
let (file, shebang) = (dir.join(format!("{name}.sh")), "#!/bin/sh");
let body = format!("{shebang}\n{}\n", lines.join("\n"));
std::fs::write(&file, body).expect("写测试脚本");
file
}
/// 用脚本文件当 java(命令行组装、事件流、退出判定都是真的,只有 JVM 是假的)。
fn request(script_path: &Path, run_dir: &Path) -> LaunchRequest {
let (mut request, _) = legacy_forge_request();
#[cfg(windows)]
{
request.wrapper = vec![
"cmd".to_string(),
"/C".to_string(),
script_path.display().to_string(),
];
}
#[cfg(not(windows))]
{
request.wrapper = vec!["/bin/sh".to_string(), script_path.display().to_string()];
}
request.java = JavaSelection::new("fake-java", 17, 64);
request.manifest.legacy_arguments = None;
request.dirs.game_dir = run_dir.to_path_buf();
request.dirs.natives_dir = run_dir.join("natives");
request.user.jvm = Vec::new();
request.user.game = Vec::new();
request
}
/// 进程是否还活着(看门狗「不杀进程」的判据)。
fn is_alive(pid: u32) -> bool {
#[cfg(windows)]
{
let output = std::process::Command::new("tasklist")
.args(["/FI", &format!("PID eq {pid}"), "/NH"])
.output()
.expect("tasklist 应可执行");
String::from_utf8_lossy(&output.stdout).contains(&pid.to_string())
}
#[cfg(not(windows))]
{
std::process::Command::new("kill")
.args(["-0", &pid.to_string()])
.status()
.map(|status| status.success())
.unwrap_or(false)
}
}
/// 一条「活着但什么也不干」的脚本(约 3 秒)。
fn linger_lines() -> Vec<&'static str> {
#[cfg(windows)]
{
vec!["ping -n 4 127.0.0.1 >nul"]
}
#[cfg(not(windows))]
{
vec!["sleep 3"]
}
}
/// 先打一行窗口标记,再活 1 秒左右。
fn window_then_exit_lines() -> Vec<&'static str> {
#[cfg(windows)]
{
vec!["echo LWJGL Version: 3.3.1", "ping -n 2 127.0.0.1 >nul"]
}
#[cfg(not(windows))]
{
vec!["echo 'LWJGL Version: 3.3.1'", "sleep 1"]
}
}
/// 每秒打一行、总共约 4 秒的脚本(**有**日志、**没有**窗口标记)。
#[cfg(windows)]
fn chatty_lines() -> Vec<&'static str> {
// `ping` 每秒打一行;不重定向就是为了让它真的输出。
vec!["ping -n 5 127.0.0.1"]
}
/// 同上(POSIX)。
#[cfg(not(windows))]
fn chatty_lines() -> Vec<&'static str> {
vec!["i=0; while [ $i -lt 5 ]; do echo \"tick $i\"; sleep 1; i=$((i+1)); done"]
}
#[test]
fn a_chatty_slow_load_is_not_mistaken_for_a_hang() {
// 一直没有窗口,但每秒都有一行日志:静默预算 1.5s,总时长 4s+ ⇒ 不能被判死。
let sessions = temp_sessions_root("watchdog-chatty");
let run_dir = temp_dir("watchdog-chatty-run");
let path = script(&run_dir, "chatty", &chatty_lines());
let launcher = launcher(
&sessions,
Duration::from_millis(1500),
Duration::from_secs(60),
);
let session = launcher
.spawn(&request(&path, &run_dir))
.expect("spawn 应成功");
let started = Instant::now();
let handle = session.finish().expect("还在打日志就不算卡死");
assert!(
started.elapsed() > Duration::from_millis(1500),
"这条用例要真的越过静默预算,否则什么都没验到:{:?}",
started.elapsed()
);
assert_eq!(handle.exit.code, 0);
assert_eq!(handle.exit.exit_type, ExitType::Normal);
assert!(
!handle
.index
.as_ref()
.is_some_and(|entry| entry.window_detected),
"这条脚本不该命中窗口启发式"
);
}
/// 先打关闭标记,再挂住不走(约 9 秒)。
fn shutdown_then_hang_lines() -> Vec<&'static str> {
#[cfg(windows)]
{
vec![
"echo [Client thread/INFO]: Stopping!",
"ping -n 10 127.0.0.1 >nul",
]
}
#[cfg(not(windows))]
{
vec!["echo '[Client thread/INFO]: Stopping!'", "sleep 9"]
}
}
#[test]
fn startup_timeout_stops_waiting_and_never_kills_the_process() {
let sessions = temp_sessions_root("watchdog-startup");
let run_dir = temp_dir("watchdog-startup-run");
let path = script(&run_dir, "linger", &linger_lines());
let launcher = launcher(
&sessions,
Duration::from_millis(300),
Duration::from_secs(60),
);
let session = launcher
.spawn(&request(&path, &run_dir))
.expect("spawn 应成功");
let pid = session.pid();
let log_path = session.log_path().to_path_buf();
let started = Instant::now();
let error = session
.finish()
.expect_err("没窗口也没退出:必须停止等待并报错,不能无限等");
let spent = started.elapsed();
assert!(
spent < Duration::from_secs(5),
"超时后应立即返回:{spent:?}"
);
match &error {
LaunchError::Watchdog {
pid: reported,
reason,
limit_ms,
..
} => {
assert_eq!(*reported, pid);
assert_eq!(*reason, "startup_timeout");
assert_eq!(*limit_ms, 300, "上限要如实回报(可配 + 可见)");
}
other => panic!("应报看门狗超时,实际 {other:?}"),
}
let text = error.to_string();
assert!(text.contains("没有被结束"), "{text}");
// M220 nit1:这句话直接打到终端,残留的 `**` 标记在终端里只会原样显示成星号。
assert!(
!text.contains("**"),
"人读错误串里不该有 Markdown 标记:{text}"
);
assert!(text.contains("ULL_LAUNCH_STARTUP_TIMEOUT_SECS"), "{text}");
// 会话照样收尾(历史里看得见这一局),原因是 still_running 而不是 exit。
let events = read_events(&log_path);
let last = events.last().expect("至少写了 session_start");
assert_eq!(last["kind"], "session_end");
assert_eq!(last["payload"]["reason"], "still_running");
// 关键断言:进程还活着 —— 看门狗只停止等待,绝不结束进程。
assert!(is_alive(pid), "看门狗不该结束进程(pid {pid} 已经不在了)");
let _ = tree_kill::force_kill(pid);
}
#[test]
fn a_seen_window_keeps_the_wait_alive_for_slow_loads() {
// 启动预算是 300ms,但窗口标记在几十毫秒内就到了:慢加载不是卡死。
let sessions = temp_sessions_root("watchdog-window");
let run_dir = temp_dir("watchdog-window-run");
let path = script(&run_dir, "windowed", &window_then_exit_lines());
let launcher = launcher(
&sessions,
Duration::from_millis(300),
Duration::from_secs(60),
);
let session = launcher
.spawn(&request(&path, &run_dir))
.expect("spawn 应成功");
let started = Instant::now();
let handle = session
.finish()
.expect("窗口出现过之后就该一直等到它自己退出");
assert!(
started.elapsed() > Duration::from_millis(300),
"这条用例要真的越过启动预算,否则什么都没验到"
);
assert_eq!(
handle.exit.exit_type,
ExitType::Normal,
"{}",
handle.summary()
);
assert_eq!(handle.exit.code, 0);
assert!(
handle
.index
.as_ref()
.is_some_and(|entry| entry.window_detected),
"窗口检测要落进索引(GUI/诊断都看这一位)"
);
}
#[test]
fn a_shutdown_marker_followed_by_hang_is_reported_as_stuck_on_close() {
// 实机 D6:关窗后 java.exe 仍存活。游戏自己打了「Stopping!」,之后就再没动静。
let sessions = temp_sessions_root("watchdog-shutdown");
let run_dir = temp_dir("watchdog-shutdown-run");
let path = script(&run_dir, "hanging", &shutdown_then_hang_lines());
let launcher = launcher(
&sessions,
Duration::from_secs(60),
Duration::from_millis(400),
);
let session = launcher
.spawn(&request(&path, &run_dir))
.expect("spawn 应成功");
let pid = session.pid();
let started = Instant::now();
let error = session
.finish()
.expect_err("关闭标记之后挂住:必须停止等待并报错");
assert!(
started.elapsed() < Duration::from_secs(6),
"宽限一到就要返回:{:?}",
started.elapsed()
);
match &error {
LaunchError::Watchdog { reason, .. } => assert_eq!(*reason, "shutdown_timeout"),
other => panic!("应报卡在关闭,实际 {other:?}"),
}
assert!(error.to_string().contains("已开始关闭"), "{error}");
let _ = tree_kill::force_kill(pid);
}
#[test]
fn a_quick_clean_exit_is_never_punished_by_the_watchdog() {
let sessions = temp_sessions_root("watchdog-quick");
let run_dir = temp_dir("watchdog-quick-run");
let path = script(&run_dir, "quick", &["echo hello"]);
let launcher = launcher(&sessions, Duration::from_secs(3), Duration::from_secs(3));
let session = launcher
.spawn(&request(&path, &run_dir))
.expect("spawn 应成功");
let handle = session.finish().expect("正常退出不该报错");
assert_eq!(handle.exit.code, 0);
assert_eq!(handle.exit.exit_type, ExitType::Normal);
assert!(!handle.exit.terminated_externally);
}
/// M220 nit1:`launcher.log` 与会话输出里的这句「看门狗生效值」是给人看的,
/// 残留的 `**` 标记在终端里只会原样显示成星号(旧文案就是「停止等待**不结束进程**」)。
#[test]
fn the_watchdog_summary_is_plain_text() {
let summary = LauncherConfig::new(std::env::temp_dir()).watchdog_summary();
assert!(summary.contains("不结束进程"), "{summary}");
assert!(
!summary.contains("**"),
"人读串里不该有 Markdown 标记:{summary}"
);
}