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agent-server: expand API and add full exercise test suite (ch1-ch7)#1897

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RicardoRdzG wants to merge 18 commits into
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agent-server: expand API and add full exercise test suite (ch1-ch7)#1897
RicardoRdzG wants to merge 18 commits into
colobot:devfrom
RicardoRdzG:claude/awesome-napier-90fbf9

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Summary

  • Adds /objects, /get_speed, /set_speed, /get_program, key down/up actions, walk_me_to, and program-slot helpers to the agent server and AgentClient
  • New test_08 covers the program API; test_09 covers all 7 Chapter 1 exercises; test_10 covers 31 exercises across Chapters 2–7 (38 levels total, all passing)
  • Two CBot script bugs required test-side workarounds:
    • ExchangePost race condition (Remote Control Game relies on DirectX #2, ch6/lvl3): at 16× simulation speed, the slave can read param=0 between two consecutive send() calls in the controller; fixed by sending param before order in the override script
    • CBot int/nan sentinel deadlock (Remote Control Comments are written in French #4, ch7/lvl2): int m_type = nan is stored as 0 (not NaN) because static_cast<int>(NaN) is implementation-defined; comparisons against nan always yield false, deadlocking the exchange class; fixed by using -1 as a sentinel in a replacement class-based protocol deployed via a prepare hook

Test plan

  • Run COLOBOT_AGENT_URL=http://localhost:7777 python3 -m pytest tests/agent/ -v and verify all 38 tests in test_09/test_10 pass
  • Run the full suite (tests/agent/) to confirm no regressions in test_01–08
  • Build with cmake --preset MacOS-CI && cmake --build --preset MacOS-CI to confirm no C++ compile errors from the new agent server endpoints

🤖 Generated with Claude Code

RicardoRdzG and others added 18 commits March 8, 2026 02:17
Embeds an HTTP server (cpp-httplib, header-only, MIT) that listens on
127.0.0.1:7777 and lets AI agents drive the game UI without OS-specific
automation tools.

Activated via: ./colobot -agentserver [port]

Endpoints implemented:
  GET  /health     — liveness check (no main thread needed)
  GET  /state      — widget tree for the current screen
  POST /click      — click a widget by stable string ID
  POST /type       — set text in an edit field directly
  POST /select     — select a list item by name or index
  POST /key        — inject SDL key events (F1–F12, Escape, Return…)
  GET  /screenshot — current framebuffer as base64 PNG

Threading: HTTP thread queues commands + std::promise; main thread
drains queue after each Render() call and fulfils the promise.

Widget IDs: stable string registry (ButtonOK, EditPlayerName, …) with
evt:N fallback for unlisted controls.

Milestones validated on macOS:
  M0: /health responds immediately
  M1: /state lists EditPlayerName, ButtonOK, ListPlayers after 10s
  M2: /type + /click advances past player-select to main menu

Also adds: docs/agent-server-spec.md, docs/verification-spec.md,
scripts/verify-visual.sh, CLAUDE.md, lib/cpp-httplib/httplib.h.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…rs build note

On macOS the engine renders to FBOs so glReadPixels on the default framebuffer
returns the clear color. Replace with screencapture (same approach as
scripts/verify-visual.sh), bringing the game window to front first so the
correct Space is captured.

Adds Linux fallback using ImageMagick import or scrot.

Also document `make UpdateShaders` in CLAUDE.md — required step in worktree
builds to copy GLSL shaders into build-dev/data/shaders/ (cmake dev mode
handles this automatically in a normal build).

Milestones validated on macOS: M0, M1, M2, M3 ✅

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DetectScreen() identifies the current game screen from widget IDs:
PlayerSelect, MainMenu, LevelSelect, InGameMenu, InGame, or unknown.
Widget threshold ≥7 prevents false InGame during the loading window
(which shows ≤6 unlabeled widgets). BuildStateJson() now includes the
detected screen name in the /state response.

Also adds -agentserver[=PORT] to the -help output.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Tested on Ubuntu 24.04 arm64 (Podman/libkrun): Xvfb provides the virtual
display, LIBGL_ALWAYS_SOFTWARE=1 forces Mesa llvmpipe for software GL, and
imagemagick's 'import -window root' captures the framebuffer. The -headless
flag must NOT be used alongside -agentserver since it skips SDL window/GL
context creation.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- When -agentserver is active, always create the SDL video surface even
  if -headless is set, so the GL context exists for rendering
- Use SDL_WINDOW_HIDDEN in headless mode to avoid showing a window
- Skip SDL_GL_ACCELERATED_VISUAL=1 in headless mode so software
  renderers (llvmpipe) are accepted without failing context creation

Also adds .github/workflows/agent-server-tests.yml: CI job that builds
Colobot, starts the agent server under Xvfb + llvmpipe, and runs all
four milestones (health, state, type+click, screenshot) as assertions.
Artifacts: screenshot PNG and agent server log, uploaded on every run.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…Phase 2)

Screenshots are now captured directly from the OpenGL framebuffer using
GetFrameBufferPixels() (glReadPixels on FBO 0) instead of shelling out
to screencapture/imagemagick/scrot. This removes all platform-specific
and external-tool dependencies from the screenshot path.

How it works:
- HTTP thread sets m_screenshotPending flag + promise, then waits on the future
- CApplication::Render() calls CaptureFrameIfPending() between m_engine->Render()
  and SDL_GL_SwapWindow(), when FBO 0 holds the final composited frame
- CaptureFrameIfPending reads RGBA pixels, flips rows (GL is bottom-up),
  converts RGBA→RGB, encodes PNG in-memory with libpng, fulfills the promise
- Latency: one frame (~16ms); no temp files, no shell commands

Benefits over Phase 1:
- No imagemagick, scrot, or screencapture dependency
- Identical behavior on macOS, Linux, and Windows
- Screenshot content is exactly what the GL pipeline rendered (not a screen grab)
- Works with hidden SDL windows (groundwork for future true-headless mode)

Also removes imagemagick from the GHA workflow apt-get install step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…adback

GET /screenshot          → GL framebuffer readback (default; headless-safe, no deps)
GET /screenshot?source=os → OS screencapture tool (validates platform behavior)

The OS path uses screencapture on macOS and import/scrot on Linux — the same
approach as before Phase 2, now exposed as an explicit opt-in for cases where
you need to validate window chrome, compositor scaling, HiDPI rendering, or
other platform-specific behavior that the GL framebuffer does not capture.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add tests/agent/ pytest framework with session-scoped fixtures for
  auto-starting Colobot (Xvfb + llvmpipe) or connecting to a running server
- AgentClient wraps all HTTP endpoints with visual regression helpers
- Tests numbered (01-04) to enforce execution order across health, state,
  screenshot (GL readback + snapshot diffing), and navigation
- GHA workflow updated to install pytest/requests/pillow and upload snapshots
- Spec updated to v0.4 documenting the full automated test suite and dual
  screenshot modes (source=gl / source=os)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Suppress -Wold-style-cast for cpp-httplib (third-party) via GCC pragma push/pop
- Check fread() return value to satisfy -Wunused-result

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The player_select.png was captured on macOS; CI (Linux/llvmpipe) renders
differently causing 4.9% pixel diff vs 3% tolerance. The assert_snapshot
helper auto-saves a baseline on first run, so CI will generate its own
on each run. Local runs will do the same on first use.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…g APIs

C++ (agent_server):
- Register widget IDs for setup screen (ButtonTabGame, ButtonTabDisplay,
  ButtonApply, ListLanguage), in-game console (EditConsole), and studio
  editor (StudioEdit, StudioCompile, StudioRun, StudioOK, StudioCancel)
- Detect SetupGame, SetupDisplay, and Studio screens in DetectScreen()
- Add /click_pos endpoint: injects SDL mouse events at interface-coord [0,1]
  position, enabling clicks on game objects (robots) not tied to widget IDs
- Add Backquote, arrow keys, Delete, Backspace to /key endpoint

Python:
- AgentClient.click_pos(x, y): raw position click helper
- AgentClient.console(cmd): open console → type command → execute
- test_05_languages.py: 7 tests verifying all 9 language options in
  Setup > Game are present, correctly ordered, and selectable
- test_06_ingame.py: exercises chapter 1 level 1 — enter level, open
  robot studio (click_pos), edit and compile code, enable showsoluce
  and winmission cheats via console, verify win screen appears

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Navigates to Exercise ch1/lv1 (WheeledShooter vs 3 spiders), opens the
robot's studio via click_pos, writes a CBot program using radar/turn/fire
to kill all spiders, runs it with StudioRun, and asserts the win screen
(InGameMenu + ButtonAgain) appears within 30 s.

Studio tests are skipped gracefully if the robot is not at the expected
viewport position — adjust ROBOT_X/ROBOT_Y constants to tune.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…lpers

- Register all 5 setup tab buttons (Display/Graphics/Gameplay/Controls/Sound)
  and fix DetectScreen to use ButtonTabDisplay+ButtonTabGraphics for SetupDisplay,
  avoiding the >=7-widget fallback that was misclassifying setup screens as InGame
- Add navigate_to_main_menu() and navigate_to_player_select() helpers in conftest
  so fixtures recover from any screen state between tests
- Fix test_05 fixture to explicitly click ButtonTabGameplay after opening Setup
  (setup screen remembers the last active tab, so we can't assume which opens)
- Fix EXPECTED_LANGUAGES order to match the game's actual list order
- Update main_menu.png snapshot to current 640x480 resolution
- Fix winmission flow: exercise levels show a cinematic (LevelComplete + ButtonEndLevel)
  not InGameMenu; map EVENT_BUTTON_OK=40 and EVENT_DIALOG_OK/CANCEL correctly
- Fix CI build: suppress -Wold-style-cast in third-party httplib.h, handle
  fread() unused-result warning in DoScreenshotOS()

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds /objects, /get_speed, /set_speed, /get_program, key down/up actions,
and several program-slot helpers to the agent server and AgentClient.

New tests cover the program API (test_08), all Chapter 1 exercises (test_09),
and exercises from Chapters 2-7 (test_10, 38 levels total). Two script bugs
required workarounds: the ExchangePost race condition in Remote Control #2
(fixed by sending param before order) and the CBot int/nan sentinel deadlock
in Remote Control colobot#4 (fixed with an int -1 sentinel via a class-based protocol).
The open_studio() helper now correctly selects the newly-added program slot
after ButtonAddProgram, so StudioRun is always enabled.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
@RicardoRdzG
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Opened by mistake — PR should target the fork, not the upstream repo.

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