FS.GG.Game.Harness
0.9.0
Prefix Reserved
dotnet add package FS.GG.Game.Harness --version 0.9.0
NuGet\Install-Package FS.GG.Game.Harness -Version 0.9.0
<PackageReference Include="FS.GG.Game.Harness" Version="0.9.0" />
<PackageVersion Include="FS.GG.Game.Harness" Version="0.9.0" />
<PackageReference Include="FS.GG.Game.Harness" />
paket add FS.GG.Game.Harness --version 0.9.0
#r "nuget: FS.GG.Game.Harness, 0.9.0"
#:package FS.GG.Game.Harness@0.9.0
#addin nuget:?package=FS.GG.Game.Harness&version=0.9.0
#tool nuget:?package=FS.GG.Game.Harness&version=0.9.0
FS.GG.Game.Harness
Deterministic, headless gameplay test harness on FS.GG.Game.Core.
Drives a game's world through the standard Command input frontier, folds whole fixed steps, and
fingerprints the world trace as a value — so a replay is a comparison, not a tolerance check.
Depends on nothing but FS.GG.Game.Core and the BCL — no render/input stack, no keymap type, no I/O
(WI-6, Game#425). Everything below lives in the
FS.GG.Game.Harness namespace.
The vocabulary
Trace— the provenance-carrying comparison surface. ATrace<'f>is the world's evolution fingerprinted as a value, tagged with itsOrigin, so two runs are compared as data rather than re-simulated and eyeballed.Playable— the driven-game contract (Playable<'world,'key>) plusBot<'view>, the in-process policy that turns a view of the world into commands. This is what a game implements to be driven by the harness.Driver— the drivers that produce aRun<'f>: scripted raw-key → keymap →Commandinput folded over whole fixed steps, and an in-process bot policy driving the sameCommandfrontier.Matrix— the multi-seed, bot-vs-bot match matrix.Seat,MatchSetup<'world,'view>andMatch<'view>set up a seeded field of matches so a policy is exercised across many seeds, not one.Synthetic— the typed synthetic-state escape hatch: a labeled fallback that keeps its own evidence self-identifying, so a synthetic trace can never be mistaken for a real driven one.
Guarantees
Headlessly testable — zero Skia, zero Scene, no wall-clock. It drives only through Game.Core's
device-free Command vocabulary and advances only by whole fixed steps, so identical input replays
byte-identically across runs and the trace fingerprint is a stable value to diff against.
House style: .fsi is the sole public surface; net10.0; -preview channel.
See FS-GG/FS.GG.Game and ADR-0022.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- FS.GG.Game.Core (>= 0.9.0)
- FSharp.Core (>= 10.1.302)
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