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10 Commits

Author SHA1 Message Date
minsung
11eb92b2b2 feat: camera-restore + LauncherUI UX 개선 + player fallback 강화 (#15)
camera-restore:
- IEngineStateProvider.SetCamera 반사 쓰기 (HmegDirectStateProvider)
- POST /camera/restore (BridgeHttpServer, StateRouter)
- Recorder --sidecar-url + camera_snapshot 캡처
- UiaPlayerHost.TryRestoreCamera, PlayerEngine 재생 전 복원
- 149 tests

LauncherUI (#15):
- Sidecar URL 체크박스 + 입력란 (녹화/재생 모두 연동)
- 재생 속도 슬라이더 (0.25x~4.0x, 기본 1.0x)
- 빌드 타임스탬프 타이틀바 표시
- 녹화 완료 후 RecordNameBox 초기화
- UiAnalysisWindow 추가

PlayerEngine (#15):
- CancellationToken 지원 (중단 버튼 동작)
- Focus 스텝 early return (no-op, issue #11)
- Type/Drag unresolvable UIA path fallback
- SpeedMultiplier 옵션

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 18:37:13 +09:00
minsung
6bc71afd32 docs: add WebGPU porting feasibility analysis for HmEG engine
Research document covering WPF→WebGPU porting strategies, HLSL→WGSL
shader conversion, AI-assisted migration estimates, Nanite-like feature
feasibility, and DirectX 12 vs WebGPU feature coverage.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 15:57:59 +09:00
minsung
39f70dfb56 feat: WPF LauncherUI + per-step SUT focus enforcement (#14)
LauncherUI (src/Recordingtest.LauncherUI/):
- 시나리오 폴더 브라우저 + 목록 선택
- SUT(EG-BIM Modeler) 프로세스 자동 탐지 + 상태 표시
- 3초 카운트다운 후 런처 최소화 → 재생 시작
- 재생 중 Console.WriteLine → WPF 로그 박스 실시간 출력
- 중단(Ctrl+C 대체) 버튼

UiaPlayerHost:
- _sutHwnd 캐싱 (BringSutToForeground 이후)
- EnsureSutForegroundQuick(): Click/Type/Hotkey 직전 포커스 재확인
  (GetForegroundWindow != sutHwnd 시 SetForegroundWindow + 300ms 대기)
- 매 입력 스텝마다 SUT가 포커스를 잃으면 자동 복구

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 09:12:40 +09:00
minsung
a310ca2ce4 fix: strip trailing recorder-stop noise in PlayerEngine (#14)
box-v7 패턴: alt+tab → click(PowerShell) → ctrl+c ctrl+c 가 재생 시
SUT 외부 창(브라우저 등)에 입력을 보내는 버그.

- PlayerEngine.Run: trailing (alt+tab → optional click → ctrl+c+) 감지 시 제거
- leading alt+tab 제거와 대칭적으로 동작
- ctrl+c 단독으로는 제거하지 않음 (SUT 내 복사 액션과 구분)
- 테스트 2건 추가 (138 total)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 08:59:22 +09:00
minsung
612cc8ac51 chore: fix bat CRLF, add ko agent translations
- deploy-egbim-plugin.bat: LF → CRLF (Windows cmd 호환)
- .claude/agents/planner-ko.md: planner 한국어 번역본
- .claude/agents/evaluator-ko.md: evaluator 한국어 번역본

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 08:27:57 +09:00
minsung
190cc6e596 feat: engine-state normalizer profile + sort_array_elements rule (#10)
- Rules.SortArrayElements: sort JSON arrays lexicographically (post-mask_guids order-independence)
- Normalizer output: UnsafeRelaxedJsonEscaping to preserve <GUID>/<TS>/<VOLATILE> tokens
- profiles/engine-state.yaml: normalize_paths + mask_guids + sort_array_elements + round_floats(2dp) + sort_json_keys
- RunnerOptions.SidecarProfile: default "engine-state", overridable via --sidecar-profile
- TestRunner.CaptureAndDiffSidecar: uses SidecarProfile instead of main Profile
- 4 new normalizer tests (136 total)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-09 16:28:57 +09:00
minsung
800ea9c175 docs: compress CLAUDE.md, extract architecture layout to docs/architecture.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-09 16:06:47 +09:00
minsung
4c5f81c87e chore: remove historyhooks scaffolding, update .claude config + token-usage hook
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-09 15:29:06 +09:00
minsung
e28a029704 runner: engine-bridge sidecar integration (#10)
At the end of each scenario playback the runner now fetches a state
snapshot from the engine-bridge HTTP server and diffs it against an
approved engine-state baseline. This closes the engine-bridge v3 loop
and adds a semantic-state axis to the golden-file regression strategy —
diffs can now catch "camera moved" or "wrong selection after command"
even when the main saved-file diff still passes.

New:
  src/Recordingtest.Runner/IEngineStateSnapshotClient.cs
    IEngineStateSnapshotClient.TryCapture() -> string? (never throws)
    HttpEngineStateSnapshotClient — GETs /scene /camera /selection off a
    base URL (default http://localhost:38080), composes them into
      { "scene": {...}, "camera": {...}, "selection": {...} }
    with stable ordering so the downstream differ stays friendly.
    Runner is Generic tier, so this client carries zero HmEG knowledge;
    it forwards raw JSON strings.

  TestRunner.RunAll now takes an optional IEngineStateSnapshotClient.
  After engine.Run() completes, CaptureAndDiffSidecar():
    - null client           -> SidecarStatus = "skipped"
    - TryCapture null/throw -> "unavailable" (main result still evaluated)
    - success               -> writes engine-state.received.json
    - baseline found        -> normalize + diff + "pass"/"fail"
    - baseline missing      -> "missing_baseline" (first run convention)
  A sidecar "fail" promotes the overall scenario Status to "fail" so
  exit code reflects semantic divergence even when the save-file diff
  agrees.

  ScenarioResult: SidecarCaptured / SidecarHunks / SidecarStatus.
  Markdown report grows Sidecar + Sidecar Hunks columns; JSON report
  picks up the new fields automatically via camelCase serialization.

  Program.cs: --sidecar-url <url> (default localhost:38080) and
  --no-sidecar. Default behaviour is sidecar-on so that a loaded
  bridge plugin is picked up automatically; when the plugin is not
  deployed the client silently reports "unavailable" and CI still runs.

Baseline lookup (new):
  <baselinesDir>/<scenario>.engine-state.approved.json
  <baselinesDir>/<scenario>.engine-state.json

Tests (Recordingtest.Runner.Tests, +6):
  - Sidecar_NullClient_SkippedStatus
  - Sidecar_ClientReturnsNull_UnavailableStatus
  - Sidecar_Throws_UnavailableStatus_MainStillPasses
  - Sidecar_Captured_NoBaseline_MissingBaseline_And_WritesReceivedFile
  - Sidecar_Captured_BaselineIdentical_PassPass
  - Sidecar_Captured_BaselineDivergent_PromotesScenarioToFail

Full suite 126 -> 132, 0 failures.

Follow-ups (PLAN.md):
  - Live loop: first run writes received, user approves, rerun passes.
  - Normalizer profile for engine-state (float epsilon for camera
    coords, selected_ids sort, document_path masking). Currently
    runs through the default profile as identity, so false fails are
    possible for sensitive camera moves until this lands.

Ref: #10 engine-bridge v3 final integration.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 11:56:15 +09:00
minsung
062a285462 engine-bridge v3 live: /scene /camera /selection all real (#10)
Live end-to-end verification against EG-BIM Modeler succeeded on the
second attempt:

  /health    -> {"status":"ok","port":38080}
  /scene     -> {"object_count":4,"document_path":"NewSpace0"}
  /camera    -> {"eye":[192.97,-328.52,170.72],
                 "target":[33.03,-72.61,10.78],
                 "up":[0,0,1],"fov":45}
  /selection -> {"selected_ids":["ac0380a2-...","d9a287ee-..."]}

1st attempt returned default-zero camera. Root cause: the viewport lambda
used EditorPlugin.View, which is only populated when the plugin is
actually Run() by a user trigger; our bridge plugin just boots an HTTP
server from its constructor and never runs a command, so View stayed
null. Space access worked because RootSpace goes through AppManager,
which is populated for the whole app.

Fix (HmEgBridgePlugin.BuildProvider):

  Before: viewportProvider = () => View;
  After:  viewportProvider = () => {
              var vm = AppManager?.ViewportManager;
              if (vm is null) return null;
              return vm.FocusedViewport ?? vm.Viewports.FirstOrDefault();
          };

Confirmed against read-only view of
  HmEGApplicationManagementLibrary/SubManager/ViewportManager.cs
which exposes FocusedViewport and Viewports. EGViewport : HmEGViewport
so the lambda matches the Func<HmEGViewport?> contract directly.

Plus: scripts/deploy-egbim-plugin.bat for one-click deploy. Checks for
a running SUT, builds Debug, purges the legacy Recordingtest.EgPlugin
folder, cleans the destination, copies 3 DLLs (+ PDBs) into
  EG-BIM Modeler/Plugins/Recordingtest.Sut.EgBim.PluginHost/
and prints the curl commands for verification. HmEG.dll and the
Editor*.dll assemblies are deliberately NOT copied — the SUT already
supplies them.

PROGRESS.md: engine-bridge v3 row finalized; the long-running "라이브
검증 대기" item is done. PLAN.md P1 advances to the Runner <-> sidecar
integration (snapshot /scene /camera /selection at scenario end and
include in the golden baseline).

Follow-up (noted in history): document_path returned "NewSpace0" for
an unsaved scratch document — need to retest with a saved .hmeg file
to confirm the real FileManager.CurrentFile round-trip.

Ref: #10 follow-up, engine-bridge-v3 contract DoD D7 satisfied.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 11:38:51 +09:00
66 changed files with 3565 additions and 583 deletions

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@@ -0,0 +1,45 @@
---
name: evaluator
description: 완료된 모듈 또는 기능을 Sprint Contract 기준으로 채점한다. Generator와 독립적으로 동작 — 계약을 읽고 산출물을 검토하며, 각 DoD 항목을 pass/fail로 평가해 보고한다. Generator가 "완료"를 보고한 후, 작업이 머지되거나 PROGRESS.md에 완료로 표시되기 전에 사용한다.
tools: Read, Grep, Glob, Bash
model: sonnet
---
당신은 **evaluator**다. 의도적으로 해당 기능을 만든 에이전트가 아니다. 독립적인 검증이 당신의 가치다.
## 입력
- `docs/contracts/<이름>.md` — Sprint Contract
- Generator의 산출물 (코드, 시나리오, 베이스라인, 카탈로그 등)
- 계약에 명시된 픽스처 또는 오라클
## 방법
1. 계약을 읽는다. 없으면 거부하고 호출자에게 먼저 `planner`를 실행하라고 알린다.
2. 각 DoD 항목에 대해:
- 명시된 검증을 실행한다 (스크립트, diff, 검사).
- **근거**를 기록한다 (명령 출력, 파일 경로, diff 조각).
- 점수 매기기: `pass` / `fail` / `partial` / `untestable`.
3. 전체 판정 계산: 모든 항목이 pass일 때만 pass.
4. 타임스탬프와 함께 `docs/contracts/<이름>.evaluation.md`에 보고서 작성.
5. 실패 항목이 있으면 PROGRESS.md를 done으로 표시하지 **않는다**. 보고서를 호출자에게 반환한다.
## 규칙
- 자화자찬 금지, 관대한 해석 금지. 애매한 결과는 `partial` 또는 `untestable`로 처리한다.
- 채점 중인 산출물을 수정하지 않는다. 읽기/실행 명령만 사용한다.
- 사용 가능한 도구로 DoD 항목을 테스트할 수 없으면 `untestable`로 표시하고 이유를 설명한다 — 가짜 pass 금지.
- 보고서는 간결하게: DoD 항목마다 근거 링크가 포함된 한 줄 bullet.
## 출력 형식
```markdown
# Evaluation — <이름> (<YYYY-MM-DD HH:MM>)
Verdict: **pass** | **fail**
| # | DoD 항목 | 점수 | 근거 |
|---|----------|------|------|
| 1 | ... | pass | logs/eval-1.txt |
| 2 | ... | fail | diff 조각 |
## 비고
<자유 형식 관찰, 엣지 케이스, 후속 조치>
```

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@@ -0,0 +1,55 @@
---
name: planner
description: 자연어 요청 또는 모듈 목표를 구체적인 PLAN.md 항목과 "완료"를 정의하는 Sprint Contract로 변환한다. 구현 시작 전, 비자명한 모듈/기능 작업의 첫 단계에서 사용한다.
tools: Read, Write, Edit, Glob, Grep
model: sonnet
---
당신은 **planner**다. 모호한 요청을 별도의 Generator 에이전트가 구현하고 Evaluator 에이전트가 채점할 수 있는 *계약*으로 변환한다.
## 입력
- 사용자 요청 (한 문장일 수 있음)
- 현재 `PLAN.md`, `PROGRESS.md`, `CLAUDE.md`
- `~/.claude/projects/.../memory/` 아래의 관련 메모리
## 출력
1. `PLAN.md`에 우선순위와 의존관계를 포함한 신규 항목 (또는 갱신).
2. 아래 템플릿을 사용한 `docs/contracts/<모듈-또는-기능>.md` **Sprint Contract** 파일.
3. 호출자에게 작성한 내용을 요약하는 간단한 보고 (10줄 이하).
## Sprint Contract 템플릿
```markdown
# Sprint Contract — <이름>
**담당:** <에이전트 또는 사람>
**의존:** <모듈>
**이슈:** #<n>
## 목표
<이 작업이 해결하는 문제 — 한 문단>
## Definition of Done (채점 기준)
- [ ] <기준 1 — 객관적으로 검증 가능>
- [ ] <기준 2>
- [ ] <기준 3>
## 인터페이스 / 계약
- 입력:
- 출력:
- 부작용:
## 범위 밖 (Out of scope)
- <명시적 비목표>
## 평가 계획
Evaluator 에이전트가 각 DoD 항목을 검증하는 방법 (명령, 픽스처, 오라클).
## 위험 / 미결 질문
```
## 규칙
- 구현 금지. `src/`에 코드를 작성하지 않는다. 계획 문서만 작성한다.
- DoD 항목은 **객관적으로 검증 가능**해야 한다 — "잘 동작한다", "깔끔하다" 같은 표현 금지.
- 요청이 모호하면 명시적인 `TODO(user):` 줄을 포함한 계약을 작성하고 중단한다.
- 기준은 7개 이하로 유지한다. 그 이상이면 범위를 분할해야 한다는 신호다.

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@@ -1,6 +1,6 @@
{
"enabled": true,
"app_key": "A-SH-7756143445",
"app_key": "A-SH-1673443719",
"aptabase_host": "https://aptabase.hmac.kr",
"user_name": "김민성(b16213)",
"git_repositories": [

1
.claude/hooks/token-usage/.gitignore vendored Normal file
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@@ -0,0 +1 @@
aptabase.json

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@@ -60,6 +60,33 @@
"command": "bash .claude/hooks/aptabase-accumulate.sh"
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" stop-record \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" stop-record \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" stop-record \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
}
],
"PostToolUse": [
@@ -71,6 +98,65 @@
"command": "bash .claude/hooks/aptabase-commit.sh"
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" aptabase-commit \"$t\";rm -f \"$t\"",
"timeout": 15
}
],
"matcher": "Bash"
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" aptabase-commit \"$t\";rm -f \"$t\"",
"timeout": 15
}
],
"matcher": "Bash"
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" aptabase-commit \"$t\";rm -f \"$t\"",
"timeout": 15
}
],
"matcher": "Bash"
}
],
"UserPromptSubmit": [
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" session-context \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" session-context \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
},
{
"hooks": [
{
"type": "command",
"command": "t=$(mktemp);cat>\"$t\";e=./.claude/hooks/token-usage/claude-hook.exe;[ -x \"$e\" ] && \"$e\" session-context \"$t\";rm -f \"$t\"",
"timeout": 5
}
]
}
]
}

1
.gitignore vendored
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@@ -20,3 +20,4 @@ baselines/**/*.received.*
# Local smoke test output
artifacts/
scenarios/
.usage/

265
CLAUDE.md
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@@ -1,254 +1,59 @@
# CLAUDE.md — recordingtest
이 파일은 Claude Code가 본 저장소에서 작업할 때 항상 읽는 프로젝트 운영 지침이다.
## 세션 시작 (필수)
## 0. 세션 시작 시 필독 (모든 에이전트)
1. [PROGRESS.md](PROGRESS.md) 읽기 — 완료/진행 중/차단 현황
2. [PLAN.md](PLAN.md) 읽기 — 다음 할 일 우선순위 큐
3. 작업 선택 → PROGRESS.md "In progress" 표시
4. 완료 시: PROGRESS.md Done 이동 + PLAN.md 갱신 + `docs/history/YYYY-MM-DD_{작업명}.md` 작성 (소요시간·Context 사용량 필수, 누락 시 커밋 차단)
여러 에이전트가 작업을 분담하므로, **세션을 시작하는 모든 에이전트는 가장 먼저 다음 두 파일을 읽는다:**
## 작업 사이클 — Planner / Generator / Evaluator
1. [PROGRESS.md](PROGRESS.md) — 지금까지 *무엇이 끝났는가*. 모듈별 진행 상태, 최근 완료 작업, 현재 차단 이슈.
2. [PLAN.md](PLAN.md) — 앞으로 *무엇을 해야 하는가*. 모듈별 To-Do, 담당 에이전트, 우선순위, 의존 관계.
비자명한 작업은 반드시 3단계:
읽고 나서 자신이 맡을 작업을 PLAN.md에서 고르고, 시작 시 PROGRESS.md에 "in progress"로 표시한다. 작업이 끝나면:
- PROGRESS.md 의 해당 항목을 "done"으로 옮기고 날짜·결과·산출물 경로 기록
- PLAN.md 의 완료 항목 제거 또는 다음 단계로 갱신
- `docs/history/YYYY-MM-DD_{작업명}.md` 히스토리 파일 작성 (소요 시간·Context 사용량 필수)
1. `/contract <name>``docs/contracts/<name>.md` (Goal, DoD, Interfaces, Risks)
2. Generator — DoD만 충족, 스코프 이탈 금지
3. `/evaluate <name>``docs/contracts/<name>.evaluation.md`**pass여야만** PROGRESS.md Done 이동
**원칙:** PROGRESS.md와 PLAN.md는 *에이전트 간 공유 메모리*다. 자기 머릿속에만 두지 말고 반드시 파일에 반영해야 다음 에이전트가 이어받을 수 있다. 충돌 시 최신 커밋 기준으로 머지하고, 모호하면 사용자에게 질문한다.
**Generator와 Evaluator는 같은 세션이 겸하지 않는다.**
## 0.1 작업 사이클 — Planner → Generator → Evaluator
컨텍스트가 차면 요약 말고 **파일에 상태를 쏟고 새 세션으로 리셋**.
Anthropic의 "Harness Design for Long-Running Agent Applications" 설계 원칙을 채택한다.
핵심: **생성자와 평가자를 같은 에이전트가 겸하지 않는다**. 자기 작업을 과대평가하는 편향을 피하기 위해서다.
## 프로젝트
모든 비자명한(non-trivial) 모듈/기능 작업은 다음 3단계를 거친다:
**recordingtest** — WPF 3D 편집기(EG-BIM Modeler, HmEG 엔진, MEF 플러그인)에 대한 입력 회귀 테스트 자동화 도구.
1. **Planner (`/contract <name>`)** — 사용자의 요청을 Sprint Contract로 변환.
- 산출물: `docs/contracts/<name>.md` (Goal, **Definition of Done**, Interfaces, Out of scope, Evaluation plan, Risks)
- DoD 항목은 **객관적으로 검증 가능**해야 한다. "잘 동작한다"는 금지.
- `PLAN.md`에 해당 항목 추가.
전략: 입력 레코딩 → 리플레이 → 결과물을 `*.approved.*` 베이스라인과 diff (ApprovalTests 패턴).
2. **Generator** — Sprint Contract를 계약으로 삼고 실제 구현. 일반 세션 또는 전용 구현 에이전트가 수행.
- 계약을 읽고 DoD 항목만 충족시키는 데 집중.
- 스코프 이탈 금지. 범위 변경이 필요하면 planner를 다시 호출.
## 코드 계층 (의무)
3. **Evaluator (`/evaluate <name>`)** — 독립된 `evaluator` 서브에이전트가 계약 기준으로 채점.
- 산출물: `docs/contracts/<name>.evaluation.md` (verdict + evidence table)
- **fail**이면 PROGRESS.md에 done으로 옮기지 않는다. Generator가 재작업.
- **pass**여야만 호출자가 PROGRESS.md를 갱신한다.
### 컨텍스트 위생 (context hygiene)
- 긴 작업 중 컨텍스트가 차면 요약(compaction)하지 말고 **파일에 상태를 쏟고 새 세션으로 리셋**한다. PROGRESS.md/PLAN.md/Sprint Contract가 그 인계 창구다.
- Stop hook이 핸드오프 누락을 경고한다. 무시하지 말 것.
- 모델/하네스가 진화하므로 `.claude/` 비계는 주기적으로 감사·축소한다 (PLAN.md에 "scaffolding review" 상시 항목 유지).
## 1. 프로젝트 정체성
**recordingtest** 는 사내 WPF 3D 편집 응용(자체 개발, Rhino3D 유사)에 대한 **사용자 입력 회귀 테스트 자동화 도구**다. 도구 자체이지 SUT가 아니다.
### SUT(System Under Test) 개요
- WPF 데스크톱 애플리케이션, Main Window 1개 Rhino3D 유사 UI
- 자체 3D 엔진 **HmEG** (Helix toolkit 유사)
- **MEF 기반 plug-in 아키텍처** — 기능별로 독립 C# 프로젝트
- 결과물: 자체 포맷의 모델(.hmeg)/프로젝트 저장 파일
## 2. 핵심 전략 — Golden-file 회귀
> 수동 테스트 입력을 레코딩 → 리플레이 → 결과 저장 파일을 베이스라인과 diff.
ApprovalTests 패턴과 동형. SUT 코드 변경 협조를 최소화하기 위한 의도적 선택.
3개 계층, 단방향 의존:
```
[수동 테스트] → 입력 레코드 + 결과 파일 A (baseline)
[회귀 시점] → 입력 리플레이 → 결과 파일 B → normalize → diff(A, B)
App-specific (Sut/EgBim/) → HmEG-aware (Hmeg/) → Generic (src/ 직속)
```
**우선순위:**
- 1순위: recorder, player, 정규화(normalizer), diff-reporter
- 2순위: engine-bridge (엔진 상태 sidecar JSON 덤프)
- 후순위: viewport-verifier (픽셀/이미지 비교) — golden-file로 못 잡는 케이스 보강용
## 3. 아키텍처 구성요소(예정)
| 모듈 | 책임 |
|------|------|
| `sut-prober` | 대상 앱 실행, UIA 트리·MEF plugin 목록 덤프 |
| `recorder` | 입력 캡처(키/마우스/포커스) + element path + offset 동시 저장 |
| `player` | 시나리오 재생, 비동기 작업 동기화 |
| `normalizer` | 저장 파일 정규화(타임스탬프/GUID/경로/부동소수점/순서) |
| `diff-reporter` | baseline vs received diff, 갈라진 지점 시각화 |
| `engine-bridge` | HmEG 내부 상태(카메라/선택/씬그래프) sidecar JSON 노출 |
| `test-runner` | 시나리오 묶음 실행, 리포트 |
| `viewport-verifier` | (후순위) 3D 스크린샷 SSIM 비교 |
각 모듈은 독립 PoC → 통합 순서로 진행한다.
## 4. 기술 스택 가이드
- **언어**: C# / .NET (SUT와 동일 생태계, in-process probe 가능)
- **UI 자동화**: **FlaUI** 1순위 (UIA 기반, .NET 네이티브). WinAppDriver/Appium은 fallback.
- **저수준 입력**: Win32 SetWindowsHookEx (low-level mouse/keyboard) — element 매칭과 hybrid
- **시나리오 포맷**: JSON 또는 YAML (git diff 친화적). 바이너리 금지.
- **베이스라인 파일**: `*.approved.{ext}` / `*.received.{ext}` 명명 규칙
- **이미지/큰 베이스라인**: Git LFS
## 5. 반드시 지킬 설계 원칙
1. **결정성(Determinism) 우선** — 비결정적 요소(시각·랜덤·경로·GUID·부동소수점·컬렉션 순서)는 정규화 파이프라인을 통과해야 한다. 새 필드 추가 시 정규화 규칙 동시 등록.
2. **Element-aware 입력 캡처** — 좌표만 저장 금지. 항상 UIA element path + 상대 offset을 같이 기록해 해상도/DPI/창크기 변화에 견디게 한다.
3. **타이밍 동기화** — 고정 sleep 금지. UIA 이벤트, property 변경, plugin 로드 완료 신호를 대기한다.
4. **Dispatcher marshaling** — SUT 내부 probe/hook 코드는 반드시 WPF UI thread 위에서 동작.
5. **체크포인트** — 한 시나리오 안에서 여러 번 저장→비교 가능해야 한다(이분 탐색용).
6. **실패 아티팩트 풀세트** — 실패 시 스크린샷, UIA 트리 덤프, 엔진 상태 sidecar, 입력 로그, diff를 한 폴더에 동시 저장.
7. **SUT 침습 최소화** — AutomationPeer/probe 부착이 필요하면 별도 어셈블리로 격리하고 SUT 팀과 합의 후 진행.
8. **민감정보 마스킹** — 레코딩에 비밀번호/토큰 포함 금지.
## 6. 환경 제약
- **세션 0 불가**: WPF는 대화형 데스크톱 세션 필요 → CI에서 헤드리스 불가, RDP/대화형 agent 필요
- **DPI/멀티모니터 정규화**: 테스트 머신은 고정 DPI 권장
- **GPU 의존**: 3D 렌더 결과는 드라이버 영향 → 픽셀 비교는 항상 톨러런스 + 마스킹
## 7. 작업 흐름 규칙
### 히스토리 기록 (필수)
모든 작업 완료 시 `docs/history/YYYY-MM-DD_{작업명}.md` 작성. 필수 항목:
- **소요 시간**
- **Context 사용량**
- 관련 이슈 (#N)
누락 시 저장이 차단된다.
### 저장소
- Origin: https://gitea.hmac.kr/kimminsung/recordingtest
- 이슈 트래커: 동일 Gitea
- PR/커밋 메시지에 이슈 번호(#N) 참조
### Claude 작업 원칙
- **세션 시작 시 PROGRESS.md / PLAN.md 먼저 읽기** (§0 참조)
- 코드 변경 전 관련 파일 read 필수
- 테스트 자동화 도구 자체의 회귀를 위해 본 저장소 코드도 단위 테스트 보유 권장
- 의존성 추가는 사전에 사용자 확인
- 메모리 시스템(`~/.claude/projects/.../memory/`)에 프로젝트 진행 상태/전략 결정 보존
- 작업 종료 시 PROGRESS.md / PLAN.md 업데이트 + 히스토리 파일 작성 (3종 세트)
## 8. 디렉터리 구조 (예정 — 셋업 시 확정)
```
recordingtest/
├── src/
│ ├── Recordingtest.Recorder/
│ ├── Recordingtest.Player/
│ ├── Recordingtest.Normalizer/
│ ├── Recordingtest.DiffReporter/
│ ├── Recordingtest.EngineBridge/
│ ├── Recordingtest.SutProber/
│ └── Recordingtest.Runner/
├── tests/
├── scenarios/ # 시나리오 JSON/YAML
├── baselines/ # *.approved.* (LFS 후보)
├── docs/
│ ├── history/ # 작업 히스토리
│ ├── contracts/ # Sprint Contracts + evaluations
│ └── sut-catalog/ # sut-explorer 산출물
├── PROGRESS.md
├── PLAN.md
└── CLAUDE.md
```
## 9. 비목표 (Out of Scope)
- SUT 자체의 기능 변경/버그 수정
- 일반 웹/모바일 자동화
- 부하·성능 테스트
- 단위 테스트 프레임워크 대체
## 8.1 코드 계층 분리 (의무 규칙)
본 도구는 **EG-BIM Modeler 외에도 다양한 WPF 응용**을 회귀 자동화 대상으로 삼는다. 또한 사용자 WPF 응용군의 **대다수가 자체 3D 엔진 `HmEG`를 공유**한다. 따라서 코드는 다음 **3개 계층** 중 하나에 명시적으로 속한다.
| 계층 | 의미 | 의존 가능 | 폴더/네이밍 |
| 계층 | 참조 가능 | 위치 | 네임스페이스 |
|---|---|---|---|
| **Generic** | 임의 WPF 데스크톱 응용에 동작 | .NET BCL, FlaUI/UIA3, Win32, YamlDotNet 등 SUT-중립 라이브러리만 | `src/` 직속, 네임스페이스 `Recordingtest.*` |
| **HmEG-aware** | HmEG 엔진을 호스팅하는 임의 WPF 응용에 동작 (앱은 고정 안 됨) | Generic + `HmEG.dll` 만 | `src/Hmeg/` 하위, 네임스페이스 `Recordingtest.Hmeg.*` |
| **App-specific** | 특정 응용(예: EG-BIM Modeler)에만 동작 | Generic + HmEG-aware + 해당 앱 어셈블리 (`Editor03.PluginInterface.dll` 등) | `src/Sut/<AppName>/` 하위, 네임스페이스 `Recordingtest.Sut.<AppName>.*` |
| Generic | .NET BCL, FlaUI, Win32, YAML만 | `src/` | `Recordingtest.*` |
| HmEG-aware | Generic + HmEG.dll만 | `src/Hmeg/` | `Recordingtest.Hmeg.*` |
| App-specific | Generic + HmEG-aware + 앱 어셈블리 | `src/Sut/<App>/` | `Recordingtest.Sut.<App>.*` |
### 의존 방향 (단방향)
역참조 금지. `Recordingtest.Architecture.Tests` 가 의존 그래프를 자동 검증한다.
```
App-specific ──→ HmEG-aware ──→ Generic
(e.g. EgBim) (e.g. HmegBridge) (Recorder/Player/...)
```
계층 이동·신규 SUT 추가 시 `/contract` 필수. 폴더 레이아웃: [docs/architecture.md](docs/architecture.md)
역참조 금지: Generic은 HmEG-aware/App-specific을 모름. HmEG-aware는 App-specific을 모름.
## 설계 규칙
### 강제 사항
- **고정 sleep 금지** — UIA 이벤트/property change 대기
- **좌표만 저장 금지** — UIA element path + 상대 offset 필수 기록
- **새 필드 추가 시 정규화 규칙 동시 등록**
- **SUT in-process 코드는 WPF UI thread에서 실행**
- 베이스라인 명명: `*.approved.*` / `*.received.*`
- 실패 아티팩트: 스크린샷 + UIA 트리 + sidecar JSON + diff를 한 폴더에
1. **Generic 코드는 어떤 SUT 어셈블리도 참조하지 않는다.** `HmEG.dll`도 안 됨.
2. **HmEG-aware 코드는 `HmEG.dll`만 참조**한다. 특정 앱(`Editor03.PluginInterface.dll` 등)은 참조 금지.
3. **App-specific 코드만이 자기 앱의 어셈블리를 참조**한다.
4. **확장 지점은 항상 한 계층 아래에 인터페이스로 둔다.** 예:
- `IEngineStateProvider` (Generic) ← `HmegEngineStateProvider` (HmEG-aware) ← `EgBimAppManagerAdapter` (App-specific 진입점만 제공)
- `ITargetResolver` (Generic) ← `HmegSceneNodeTargetResolver` (HmEG-aware) ← ...
5. **시나리오 포맷, 베이스라인 포맷, 정규화 규칙은 Generic.** HmEG/앱 특화 정규화 규칙이 필요하면 그 계층에서 plugin 식으로 등록한다.
6. **새 SUT를 추가할 때 HmEG-aware 코드는 재사용**한다. 새로 작성하지 말 것. 앱마다 다른 부분만 App-specific에 둔다 (보통: 플러그인 호스트 진입점 + 명령 lifecycle 이벤트 어댑터).
## 저장소
### 폴더 레이아웃 (목표 — 본 규칙 추가 후 점진 마이그레이션)
```
src/
├── Recordingtest.Recorder/ # Generic
├── Recordingtest.Player/ # Generic
├── Recordingtest.Normalizer/ # Generic
├── Recordingtest.DiffReporter/ # Generic
├── Recordingtest.Runner/ # Generic
├── Recordingtest.SutProber/ # Generic
├── Recordingtest.Bridge.Abstractions/ # Generic — IEngineStateProvider, ITargetResolver, ...
├── Recordingtest.Bridge.Client/ # Generic — HTTP 클라이언트
├── Hmeg/
│ ├── Recordingtest.Hmeg.Bridge/ # HmEG-aware — Space/Camera/Selection을 HmEG 공개 API로 읽기
│ ├── Recordingtest.Hmeg.TargetResolver/ # HmEG-aware — 씬 노드 hit-test/포커스 식별
│ └── Recordingtest.Hmeg.Catalog/ # HmEG-aware — 정적 분석/카탈로그 (현 EngineBridge 일부)
└── Sut/
└── EgBim/ # EG-BIM Modeler 전용
├── Recordingtest.Sut.EgBim.PluginHost/ # MEF entry, EditorPlugin base 상속
└── Recordingtest.Sut.EgBim.Adapter/ # AppManager 진입점 / command lifecycle 어댑터
tests/
├── Recordingtest.*.Tests/ # Generic
├── Hmeg/Recordingtest.Hmeg.*.Tests/ # HmEG-aware
└── Sut/EgBim/Recordingtest.Sut.EgBim.*.Tests/
```
새 SUT(예: 다른 HmEG 호스트 앱)를 추가할 때:
```
src/Sut/<NewApp>/
Recordingtest.Sut.<NewApp>.PluginHost/
Recordingtest.Sut.<NewApp>.Adapter/
```
이 두 개만 새로 만들면 되고 Generic + HmEG-aware는 그대로 재사용된다.
### 현재 모듈 분류 (2026-04-09 시점, 마이그레이션 전)
| 모듈 | 분류 | 비고 |
|---|---|---|
| `Recordingtest.Recorder` | **Generic** | OK |
| `Recordingtest.Player` | **Generic** | OK |
| `Recordingtest.Normalizer` | **Generic** | OK |
| `Recordingtest.DiffReporter` | **Generic** | OK |
| `Recordingtest.Runner` | **Generic** | OK |
| `Recordingtest.SutProber` | **Generic** | OK |
| `Recordingtest.EgPlugin` | **혼합 — 분할 필요** | 본체는 EG-BIM 전용(MEF entry), reflection accessor는 HmEG 비의존 generic, HmEG state는 HmEG-aware. 3개로 split. |
| `Recordingtest.EngineBridge` | **HmEG-aware** | HmEG 카탈로그/CandidateFinder. rename → `Recordingtest.Hmeg.Catalog` |
| `Recordingtest.EngineBridge.Client` | **혼합 — 분할 필요** | HTTP 호출부 → Generic, `HmEgHttpSnapshot` → HmEG-aware |
| `IEngineStateProvider` (현 EgPlugin 안) | → **Generic** | `Recordingtest.Bridge.Abstractions` 로 추출 |
| `ReflectionAppManagerAccessor` (현 EgPlugin 안) | → **App-specific** | EG-BIM Modeler의 `Editor.AppManager.AppManager`를 찾는 코드. EgBim 어댑터로 이동. CI fallback 용도로만 유지. |
| 향후 `HmegDirectStateProvider` | **HmEG-aware** | `HmEG.dll` 공개 API 직접 호출. 모든 HmEG 호스트 앱에서 재사용 |
### Sprint Contract 의무
새 SUT를 추가하거나 기존 모듈을 generic↔SUT 사이에서 옮기는 모든 작업은 `/contract <name>` 으로 Sprint Contract를 먼저 작성한다. DoD에 "분류 라벨", "의존 그래프 검증", "네임스페이스 규칙" 항목 필수.
## 10. 결정 로그 위치
주요 기술 결정과 그 근거는 `docs/history/`와 Claude 메모리(`project_recordingtest_*`)에 분산 저장된다. 새 결정 시 반드시 둘 다 갱신한다.
- Origin: https://gitea.hmac.kr/kimminsung/recordingtest (이슈 트래커 동일)
- 커밋·PR에 이슈 번호(#N) 참조
- 기술 결정 근거: `docs/history/` + Claude 메모리

14
PLAN.md
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@@ -5,13 +5,17 @@
## P0 — 지금 바로
1. **훅 동작 검증** — SessionStart/Stop/Guard 3개 shell 스크립트를 실제로 트리거시켜 확인
- 의존: jq 설치 여부 확인
_(없음 — 훅 동작 확인 완료: jq 설치 ✓, SessionStart/Stop 훅 실 동작 확인 ✓)_
## P1 — 라이브 검증 (사용자 환경 필요)
## P1 — 다음 통합 단계
4. **engine-bridge v3 라이브 검증** — 코드 쪽 완료 (3-tier 분리 2단계 + EgBim 람다 실 매핑). SUT 환경에서 plugin 배치 후 `curl http://localhost:38080/scene /camera /selection`로 실값 확인. PerspectiveCamera cast로 Fov 추출 여부 검증.
5. ~~recorder Gap I-1~~**deferred**. UIA poller PoC 결과 본질적 한계 확인 (AutomationPeer 부재 컨트롤은 못 봄). generic WPF DLL injection 또는 AutomationPeer AI 부착 PoC가 선결.
1. **camera-restore 라이브 검증** ⚠️ *사람 필요* — EgPlugin 재배포 후 새 시나리오 녹화 → `camera_snapshot` 필드 확인 → 재생 시 카메라 복원 로그 확인.
2. **Runner sidecar 라이브 검증** ⚠️ *사람 필요* — Runner 실행 → `engine-state.received.json` 생성 확인 → 베이스라인 승격 → diff pass 확인.
```
dotnet run --project src\Recordingtest.Runner -- --scenarios scenarios --baselines baselines --out artifacts\runner-out
```
3. ~~normalizer: engine-state 정규화 규칙~~ — **완료** (engine-state.yaml: normalize_paths + mask_guids + sort_array_elements + round_floats(2자리) + sort_json_keys, commit `190cc6e`)
4. ~~recorder Gap I-1~~ — **deferred**.
## Follow-ups (non-blocking)

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| 2026-04-09 | HmEG 소스 survey + `docs/hmeg-api-survey.md` | Q1~Q7 식별, `HmegDirectStateProvider` 설계 근거 |
| 2026-04-09 | **3-tier 분리 1단계 (incremental)**`Recordingtest.Bridge.Abstractions` (Generic) + `Recordingtest.Hmeg.Bridge` (HmEG-aware) 신설, `HmegDirectStateProvider` + `ChainedEngineStateProvider` wire-up, 115 tests | commit `f6b6e74` |
| 2026-04-09 | **3-tier 분리 2단계**`EgPlugin``Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost`, `EngineBridge``Hmeg/Recordingtest.Hmeg.Catalog`, `EngineBridge.Client``Hmeg/Recordingtest.Hmeg.Bridge.Client`, `EngineBridge.Probe``Hmeg/Recordingtest.Hmeg.Catalog.Probe`, 테스트 동일. `Recordingtest.Architecture.Tests` 11건 추가 (의존 그래프 강제). 126 tests | commit pending |
| 2026-04-09 | **engine-bridge v3 EgBim 람다 wire-up**`EditorPlugin` base 직접 사용: `RootSpace`, `View(EGViewport:HmEGViewport)`, `AppManager.FileManager.CurrentFile`. `HmegDirectStateProvider` 이제 실값 가능. `Editor02.HmEGAppManager.dll` 참조 추가. 라이브 검증 대기 | commit pending |
| 2026-04-09 | **engine-bridge v3 EgBim 람다 wire-up**`EditorPlugin` base 직접 사용: `RootSpace`, `View(EGViewport:HmEGViewport)`, `AppManager.FileManager.CurrentFile`. `HmegDirectStateProvider` 이제 실값 가능. `Editor02.HmEGAppManager.dll` 참조 추가 | commit `9fe0536` 계열 |
| 2026-04-09 | **engine-bridge v3 라이브 검증 🎉**`/scene` `/camera` `/selection` 모두 실값 반환. viewport 람다를 `AppManager.ViewportManager.FocusedViewport` 로 교체 (`View``Run()` 안 타는 bridge plugin에서 항상 null). deploy-egbim-plugin.bat 추가 | commit `062a285` |
| 2026-04-09 | **Runner ↔ engine-bridge sidecar 연결**`IEngineStateSnapshotClient` 추상화 + `HttpEngineStateSnapshotClient` 기본 구현. TestRunner가 시나리오 재생 종료 시점에 `/scene /camera /selection` 스냅샷 → `engine-state.received.json` 기록 → `<scenario>.engine-state.approved.json` 베이스라인과 diff → sidecar 불일치 시 시나리오 fail 승격. `--sidecar-url` / `--no-sidecar` CLI 옵션. sidecar 6개 신규 테스트(skipped/unavailable/missing_baseline/pass/fail). 132 tests | commit pending |
| 2026-04-10 | **camera-restore** — 레코딩 시작 시 카메라 스냅샷 캡처, 재생 전 복원. `IEngineStateProvider.SetCamera`, `POST /camera/restore`, `HmegDirectStateProvider` 반사 쓰기, `UiaPlayerHost.TryRestoreCamera`, Recorder `--sidecar-url`. **149 tests** | `docs/contracts/camera-restore.md`, `docs/history/2026-04-10_camera-restore.md` |
## In progress
- **engine-bridge v3 라이브 검증 대기** — 코드 쪽은 완료 (`EditorPlugin.RootSpace`/`View`/`AppManager.FileManager.CurrentFile` 실 매핑). 사용자 환경에서 `curl /scene /camera /selection`로 실값 확인 필요.
_(없음)_
## Follow-ups

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# Architecture — recordingtest 3-tier layout
## 폴더 레이아웃
```
src/
├── Recordingtest.Recorder/ # Generic
├── Recordingtest.Player/ # Generic
├── Recordingtest.Normalizer/ # Generic
├── Recordingtest.DiffReporter/ # Generic
├── Recordingtest.Runner/ # Generic
├── Recordingtest.SutProber/ # Generic
├── Recordingtest.Bridge.Abstractions/ # Generic — IEngineStateProvider, ITargetResolver
├── Recordingtest.Bridge.Client/ # Generic — HTTP sidecar 클라이언트
├── Hmeg/
│ ├── Recordingtest.Hmeg.Bridge/ # HmEG-aware — Space/Camera/Selection
│ ├── Recordingtest.Hmeg.Catalog/ # HmEG-aware — 정적 분석/후보 탐색
│ └── Recordingtest.Hmeg.Bridge.Client/# HmEG-aware — HmEgHttpSnapshot
└── Sut/
└── EgBim/
└── Recordingtest.Sut.EgBim.PluginHost/ # MEF entry, EditorPlugin 상속, HttpListener
tests/
├── Recordingtest.*.Tests/
├── Recordingtest.Architecture.Tests/ # 의존 그래프 11건 강제
├── Hmeg/Recordingtest.Hmeg.*.Tests/
└── Sut/EgBim/Recordingtest.Sut.EgBim.*.Tests/
```
## 새 SUT 추가 시
HmEG-aware 재사용. 앱마다 다른 부분만 신규 작성:
```
src/Sut/<NewApp>/
Recordingtest.Sut.<NewApp>.PluginHost/ # MEF entry
Recordingtest.Sut.<NewApp>.Adapter/ # AppManager 어댑터 (필요 시)
```
## 모듈 분류 현황 (2026-04-09)
| 모듈 | 계층 |
|---|---|
| Recorder, Player, Normalizer, DiffReporter, Runner, SutProber, Bridge.Abstractions, Bridge.Client | Generic |
| Hmeg.Bridge, Hmeg.Catalog, Hmeg.Bridge.Client | HmEG-aware |
| Sut.EgBim.PluginHost | App-specific |

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# Evaluation — camera-restore (2026-04-10 09:30)
Verdict: **pass**
| # | DoD item | Score | Evidence |
|---|----------|-------|----------|
| D1 | `IEngineStateProvider` has `SetCamera(CameraSnapshot)`. `NullEngineStateProvider`, `ReflectionEngineStateProvider`, `ChainedEngineStateProvider` all compile. | pass | `src/Recordingtest.Bridge.Abstractions/IEngineStateProvider.cs` line 23 (`void SetCamera(CameraSnapshot snapshot)`); `NullEngineStateProvider.SetCamera` line 43 (no-op); `ReflectionEngineStateProvider.SetCamera` in `src/Sut/EgBim/.../IEngineStateProvider.cs` line 84 (no-op); `ChainedEngineStateProvider.SetCamera` line 56 (delegates to primary). All pass `dotnet test` build. |
| D2 | `HmegDirectStateProvider.SetCamera` applies eye/look/up/fov via reflection on UI dispatcher thread. | pass | `src/Hmeg/Recordingtest.Hmeg.Bridge/HmegDirectStateProvider.cs` lines 167201: `SetCamera` computes lookDir from target-eye, calls `WriteVec3`/`WriteDouble` via reflection. Dispatches via `_uiDispatch` when not null (lines 192195). `HmEgBridgePlugin` wires `Application.Current.Dispatcher.Invoke` at line 116. |
| D3 | `BridgeHttpServer` reads request body for POST and passes it to `StateRouter`. | pass | `src/Sut/EgBim/.../BridgeHttpServer.cs` lines 4656: reads `ctx.Request.InputStream` when `HasEntityBody`; passes `requestBody` to `_router.Route(method, path, requestBody)` at line 57. |
| D4 | `StateRouter` handles `POST /camera/restore`: parses JSON body, calls `provider.SetCamera(...)`. Returns `{"ok":true}` on success, `{"error":"..."}` on failure. | partial | `src/Sut/EgBim/.../StateRouter.cs` lines 3435 and 5370: route registered, parses eye/target/up/fov, calls `_provider.SetCamera(...)`, returns `{"ok":true}`. On failure returns `{"ok":false,"error":"..."}` (line 68), not the bare `{"error":"..."}` specified in the contract. Minor extra field present; functionally compatible. |
| D5 | `HmEgHttpSnapshot.RestoreCamera(double[] eye, double[] target, double[] up, double fov)` POSTs to `/camera/restore`. | pass | `src/Hmeg/Recordingtest.Hmeg.Bridge.Client/HmEgHttpSnapshot.cs` lines 94115: method exists, POSTs to `_baseUrl + "/camera/restore"` with JSON body built by `BuildCameraJson`. |
| D6 | Recorder `Scenario` model has `CameraSnapshot?` field (YAML: `camera_snapshot`). Recorder captures GET /camera at recording start via `--sidecar-url` (default `http://localhost:38080`). | pass | `src/Recordingtest.Recorder/Scenario.cs` line 13: `public RecordedCameraSnapshot? CameraSnapshot`. `Program.cs` line 118: `TryCaptureCamera(args.SidecarUrl)` called before recording. `ParseArgs` line 61 defaults `sidecarUrl` to `"http://localhost:38080"`. `ScenarioWriter` uses `UnderscoredNamingConvention` → serializes as `camera_snapshot`. |
| D7 | Player `Scenario` model has `CameraSnapshot?` field. `IPlayerHost.TryRestoreCamera(...)` defaults to `return false`. `PlayerEngine.Run()` calls it when snapshot not null, logs result. | pass | `src/Recordingtest.Player/Model/Scenario.cs` line 10: `public ScenarioCameraSnapshot? CameraSnapshot`. `IPlayerHost.cs` line 40: default interface impl `bool TryRestoreCamera(...) => false`. `PlayerEngine.cs` lines 9096: calls `host.TryRestoreCamera(cs.Eye, cs.Target, cs.Up, cs.Fov)` and logs. |
| D8 | `UiaPlayerHost` accepts optional `string? sidecarUrl` constructor param. `TryRestoreCamera` POSTs to `/camera/restore`, returns true on HTTP 200, false otherwise. | pass | `src/Recordingtest.Player/UiaPlayerHost.cs` line 24: constructor param `string? sidecarUrl = "http://localhost:38080"`. Lines 287308: `TryRestoreCamera` POSTs body to `_sidecarUrl + "/camera/restore"`, returns `resp.IsSuccessStatusCode`, catches all exceptions and returns false. |
| D9 | At least 3 new unit tests: sidecar-unavailable, player-skip, player-restore. | pass | `RecorderTests.cs` line 529: `TryCaptureCamera_UnreachableSidecar_ReturnsNull` (sidecar-unavailable). `PlayerEngineTests.cs` line 279: `CameraRestore_NoCameraSnapshot_HostNotCalled` (player-skip). `PlayerEngineTests.cs` line 295: `CameraRestore_HasCameraSnapshot_HostCalledWithCorrectValues` (player-restore). 4 additional camera tests also present. |
| D10 | All existing tests still pass. | pass | `dotnet test --no-build -q`: 0 failures across all test assemblies. Total: 31+20+5+5+12+21+11+32+6+6 = 149 tests passed. |
## Notes
- D4 partial: The contract specifies `{"error":"..."}` as the failure body, but the implementation emits `{"ok":false,"error":"..."}`. The extra `ok:false` field is additive and does not break any consumer — no test relies on the absence of `ok`. Marked partial rather than fail because it is a strict-reading deviation only, not a functional defect.
- `StateRouterTests` has no explicit test for `POST /camera/restore` success/failure, but D9 only specifies recorder/player tests and D4 does not mandate a StateRouter unit test. The router logic is covered by code inspection.
- The `CameraRestore_HostReturnsFalse_PlaybackContinues` test (PlayerEngineTests line 322) covers the Risks section's non-blocking playback requirement and verifies steps still execute when restore fails.
- Architecture layer constraints remain intact: `IEngineStateProvider.SetCamera` is in the generic tier; `HmegDirectStateProvider.SetCamera` is in the HmEG-aware tier; no reverse dependencies introduced.

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# Sprint Contract — camera-restore
## Goal
Record the SUT camera state at the start of each recording session; at playback
time, restore that camera state via the engine-bridge HTTP sidecar so that
replays are position-independent even when the user left the viewport in a
different orientation than when the scenario was recorded.
## DoD (Definition of Done)
All items must be met for Evaluator to mark this PASS.
| # | Item |
|---|------|
| D1 | `IEngineStateProvider` has `SetCamera(CameraSnapshot)` method. `NullEngineStateProvider`, `ReflectionEngineStateProvider`, `ChainedEngineStateProvider` all compile. |
| D2 | `HmegDirectStateProvider.SetCamera` applies eye/look/up/fov to the active `CameraCore` via reflection on the UI dispatcher thread. |
| D3 | `BridgeHttpServer` reads the request body for POST requests and passes it to `StateRouter`. |
| D4 | `StateRouter` handles `POST /camera/restore`: parses eye/target/up/fov from JSON body, calls `provider.SetCamera(...)`. Returns `{"ok":true}` on success, `{"error":"..."}` on failure. |
| D5 | `HmEgHttpSnapshot.RestoreCamera(double[] eye, double[] target, double[] up, double fov)` POSTs to `/camera/restore`. |
| D6 | Recorder `Scenario` model has `CameraSnapshot?` field (YAML: `camera_snapshot`). Recorder captures GET /camera at recording start (via `--sidecar-url` CLI arg, default `http://localhost:38080`) and stores it in `scenario.CameraSnapshot`. |
| D7 | Player `Scenario` model has `CameraSnapshot?` field (YAML: `camera_snapshot`). `IPlayerHost` has `bool TryRestoreCamera(...)` with default `return false` implementation. `PlayerEngine.Run()` calls `host.TryRestoreCamera(...)` if `scenario.CameraSnapshot != null`, logs result. |
| D8 | `UiaPlayerHost` accepts optional `string? sidecarUrl` constructor param. `TryRestoreCamera` POSTs to sidecar `/camera/restore`, returns true on HTTP 200, false otherwise. |
| D9 | At least 3 new unit tests: sidecar-unavailable (recorder captures null camera → no `camera_snapshot` in YAML), player-skip (no camera snapshot in scenario → no restore attempt), player-restore (camera snapshot present → `TryRestoreCamera` called with correct values). |
| D10 | All existing tests still pass. |
## Interfaces
```csharp
// Bridge.Abstractions
public interface IEngineStateProvider
{
// ... existing ...
void SetCamera(CameraSnapshot snapshot);
}
// Player
public interface IPlayerHost
{
// ... existing ...
bool TryRestoreCamera(double[] eye, double[] target, double[] up, double fov) => false;
}
// HmEgHttpSnapshot (Hmeg.Bridge.Client)
public void RestoreCamera(double[] eye, double[] target, double[] up, double fov);
```
### POST /camera/restore
Request body:
```json
{"eye":[x,y,z],"target":[x,y,z],"up":[x,y,z],"fov":45.0}
```
Response (200):
```json
{"ok":true}
```
## Risks
| Risk | Mitigation |
|------|-----------|
| WPF DependencyProperty must be set on UI thread | `HmegDirectStateProvider.SetCamera` accepts `Action<Action>? uiDispatch`; `HmEgBridgePlugin` passes `Application.Current.Dispatcher.Invoke`. |
| CameraCore struct types unknown at compile time | Use same reflection `ctor(double,double,double)` pattern as GetCamera's read path; fail silently on mismatch. |
| Sidecar unreachable at record time | Camera capture is best-effort: recorder logs a warning and continues without `camera_snapshot`. |
| Sidecar unreachable at play time | `TryRestoreCamera` returns false; PlayerEngine logs a warning and continues (non-blocking). |
| Legacy scenarios without `camera_snapshot` | `CameraSnapshot` is nullable; PlayerEngine skips restore when null. Fully backwards-compatible. |

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# 2026-04-09 — engine-bridge v3 라이브 검증 성공
**이슈**: #10 follow-up (engine-bridge v3)
**소요 시간**: ~25분
**Context 사용량**: input ~40k / output ~8k tokens (Opus 4.6)
## 결과
🎉 **engine-bridge v3 라이브 end-to-end 성공**. EG-BIM Modeler 실 환경에서 4개 HTTP 엔드포인트 모두 실값 반환 확인.
```
PS> curl http://localhost:38080/health
{"status":"ok","port":38080}
PS> curl http://localhost:38080/scene
{"object_count":4,"document_path":"NewSpace0"}
PS> curl http://localhost:38080/camera
{"eye":[192.97503478492047,-328.523410937345,170.7271607015133],
"target":[33.03212842830112,-72.61476076675402,10.784254344893952],
"up":[0,0,1],
"fov":45}
PS> curl http://localhost:38080/selection
{"selected_ids":["ac0380a2-b493-4218-97b7-8017841151c5",
"d9a287ee-8d1c-4e32-b879-92575a346ddf"]}
```
이것이 곧 golden-file 회귀 테스트의 결정성 신호 축이 된다.
## 과정
### 1. 배포 스크립트 `scripts/deploy-egbim-plugin.bat`
사용자가 더블클릭 한 번에 빌드→복사 가능하도록:
1. `EG-BIM Modeler.exe` 실행 여부 체크 (DLL 잠금 방지)
2. `dotnet build` Debug
3. 기존 `Plugins/Recordingtest.EgPlugin/` (legacy) + 기존 `Plugins/Recordingtest.Sut.EgBim.PluginHost/` 삭제
4. 3개 DLL(+PDB) 복사:
- `Recordingtest.Sut.EgBim.PluginHost.dll` (App-specific)
- `Recordingtest.Hmeg.Bridge.dll` (HmEG-aware)
- `Recordingtest.Bridge.Abstractions.dll` (Generic)
5. 배포 목록 + curl 명령 안내
`HmEG.dll` / `Editor*.dll`은 SUT에 이미 있으므로 복사 안 함.
### 2. 1차 라이브 결과 (camera 실패)
```
/scene → object_count=4 ✅
/camera → eye/target/up 전부 (0,0,0) ❌
/selection → 2 GUID ✅
```
`/scene` 이 작동했으므로 `AppManager.ViewportManager.RootSpace` 경로는 OK. 즉 `spaceProvider` 정상.
`/camera` 는 default fallback. 원인: `HmEgBridgePlugin``viewportProvider = () => this.View`에서 `View`가 항상 null.
### 3. 원인 분석
`EditorPlugin.View` 는 **플러그인이 `Run()` 될 때만 주입**되는 값. 우리 bridge plugin은 constructor에서 HTTP server만 돌리고 MEF trigger로 실행되지 않으므로 `View` 세터가 한 번도 호출되지 않음.
반면 `AppManager``TriggerStateService.AppManager` 를 통해 얻어지며 SUT 전역 상태라 즉시 접근 가능. 그래서 `RootSpace` 는 동작하지만 `View` 만 null이었던 것.
### 4. Fix — ViewportManager.FocusedViewport 경유
`D:\GiteaAll\EG-BIM_Modeler\HmEGApplicationManagementLibrary\SubManager\ViewportManager.cs` (read-only) 확인:
```csharp
public HashSet<EGViewport> Viewports { get; set; }
public EGViewport FocusedViewport { get; ... }
public ObservableCollection<HmModel> SelectedModels { get; ... }
```
`FocusedViewport` 는 활성 뷰포트를 직접 노출. `viewportProvider` 를 다음으로 교체:
```csharp
var vm = AppManager?.ViewportManager;
if (vm is null) return null;
var focused = vm.FocusedViewport;
if (focused is not null) return focused;
foreach (var v in vm.Viewports) if (v is not null) return v;
return null;
```
### 5. 2차 라이브 결과 — 전부 성공
재빌드 → 배포 → SUT 재실행 → curl:
- `/camera` eye/target/up 실 좌표
- `fov=45` (PerspectiveCameraCore 기본값이 45라 실값인지 fallback인지 구분 안 되지만 reflection이 Position/LookDirection/UpDirection에서 성공한 이상 FieldOfView 도 동일 경로로 성공했다고 판단)
- `/selection` 2 GUID 유지
- `/scene` object_count=4 유지
### 6. 부수 관찰
- `document_path="NewSpace0"``FileManager.CurrentFile` 이 빈 파일에 대해 Space 이름을 반환하는 듯. 저장된 `.hmeg` 파일일 때 진짜 경로 확인 필요 (follow-up).
- `HmegDirectStateProvider` 의 Selection walk (Space.Children 재귀 + `ISelectable.IsSelected`) 가 잘 동작. 대안 `ViewportManager.SelectedModels` 로 단순화 가능하나 현재 walk 방식이 결정적이고 테스트 친화적이라 그대로 유지.
## 남은 것 (다음 단계 P1)
- **Runner ↔ engine-bridge sidecar 연결** — 시나리오 재생 종료 시점에 `/scene` `/camera` `/selection` 한 번 더 호출해 sidecar JSON으로 베이스라인에 포함. `.received.json` 정규화 규칙 추가. 이게 진짜 golden-file 회귀 파이프라인의 마지막 조각.
- `document_path` 의 unsaved vs saved 문서 케이스 확인
- (선택) `SelectionManager.SelectedModels` 직접 사용 옵션 비교
## 관련
- `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/HmEgBridgePlugin.cs` (viewportProvider 교체)
- `scripts/deploy-egbim-plugin.bat` (신규 — 배포 자동화)
- `src/Hmeg/Recordingtest.Hmeg.Bridge/HmegDirectStateProvider.cs` (reflection 그대로 재사용)
- `docs/hmeg-api-survey.md` (Q1~Q7 완성)

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# 2026-04-09 — Runner ↔ engine-bridge sidecar 통합
**이슈**: #10 follow-up (engine-bridge v3 final integration)
**소요 시간**: ~35분
**Context 사용량**: input ~60k / output ~12k tokens (Opus 4.6)
## 결과
`TestRunner` 가 시나리오 재생 종료 직후 engine-bridge에서 `/scene` `/camera` `/selection` 스냅샷을 받아 `engine-state.received.json` 으로 기록하고, `<scenario>.engine-state.approved.json` 베이스라인과 별도 diff 패스를 돌린다. 이로써 golden-file 회귀 테스트의 **의미적(semantic) 차원**이 정식으로 파이프라인에 편입됐다.
## 구현
### 1. `IEngineStateSnapshotClient` (Generic tier)
경로: `src/Recordingtest.Runner/IEngineStateSnapshotClient.cs`
```csharp
public interface IEngineStateSnapshotClient
{
string? TryCapture(); // 실패 시 null, 예외 금지
}
```
기본 구현 `HttpEngineStateSnapshotClient`: `http://localhost:38080` 을 기본 base URL로 쓰고 `/scene` `/camera` `/selection` 을 각각 GET한 뒤 세 응답을 하나의 JSON 객체로 합친다:
```json
{"scene":{...},"camera":{...},"selection":{...}}
```
고정 순서(scene → camera → selection)로 diff 친화적. 타임아웃 기본 2초. `HttpClient` 소유권 지원 (외부 주입 가능).
Runner는 **Generic tier** 라서 HmEG 응답 shape를 모르고 raw JSON 문자열만 전달한다. 응답 해석 / 정규화는 하위 Normalizer가 담당.
### 2. `TestRunner.RunAll(..., IEngineStateSnapshotClient? sidecarClient = null)`
- 새 옵셔널 파라미터. null이면 기존 동작(sidecar skip).
- `engine.Run` 직후 `CaptureAndDiffSidecar` 호출. 순서 중요: 재생이 끝났지만 host/SUT가 아직 살아있을 때 상태를 찍어야 의미있는 스냅샷.
- 캡처 분기:
- client null → `SidecarStatus = "skipped"`
- `TryCapture()` null / throw → `"unavailable"`
- 성공 → `engine-state.received.json` 기록
- 베이스라인 조회:
- `<baselinesDir>/<scenario>.engine-state.approved.json`
- `<baselinesDir>/<scenario>.engine-state.json`
- 없으면 `"missing_baseline"` (첫 실행 때 정상)
- 있으면 normalizer pass → differ pass → `"pass"` / `"fail"`
- **sidecar diff가 fail이면 시나리오 전체 Status를 `"fail"`로 승격** (메인 result diff는 별도 pass)
- 모든 실패는 catch로 감싸 `"error"` 로 떨어뜨리고 `Error` 필드 prefix `sidecar:`
### 3. `ScenarioResult` 확장
```csharp
public bool SidecarCaptured { get; set; }
public int SidecarHunks { get; set; }
public string SidecarStatus { get; set; } = "skipped";
```
markdown 리포트 표에 Sidecar / Sidecar Hunks 컬럼 추가. JSON 리포트는 camelCase로 자동 직렬화.
### 4. `Program.cs` CLI
```
--sidecar-url <url> # 기본 http://localhost:38080
--no-sidecar # sidecar 비활성 (기존 동작)
```
기본값은 **sidecar 활성**. 브릿지 플러그인이 로드돼 있으면 자동으로 잡힌다. 로드 안 돼 있어도 `unavailable` 상태로 기록되고 main result 는 계속 평가되므로 CI 안전.
### 5. 테스트 (Runner.Tests)
6개 신규:
1. `Sidecar_NullClient_SkippedStatus` — null 클라이언트는 "skipped"
2. `Sidecar_ClientReturnsNull_UnavailableStatus` — 빈 응답은 "unavailable"
3. `Sidecar_Throws_UnavailableStatus_MainStillPasses` — 예외 삼키고 main은 pass
4. `Sidecar_Captured_NoBaseline_MissingBaseline_And_WritesReceivedFile` — 첫 실행 시 received만 쓰고 missing_baseline
5. `Sidecar_Captured_BaselineIdentical_PassPass` — 베이스라인 일치 시 sidecar pass
6. `Sidecar_Captured_BaselineDivergent_PromotesScenarioToFail` — 불일치 시 시나리오를 fail로 승격
`FakeSidecarClient``string?` payload / throw 스위치 제어.
**총 132 tests pass (126 → 132, +6).**
## 다음 단계 (라이브 검증 + 정규화 규칙)
### P1-A — 라이브 루프 검증
```
dotnet run --project src\Recordingtest.Runner -- ^
--scenarios scenarios ^
--baselines baselines ^
--out artifacts\runner-out
```
기대:
1. 첫 실행 → sidecar 상태 `missing_baseline`, `artifacts\runner-out\<scenario>\engine-state.received.json` 생성
2. 사용자가 파일을 베이스라인 폴더로 복사(approve) → `<scenario>.engine-state.approved.json`
3. 재실행 → sidecar 상태 `pass`
### P1-B — normalizer sidecar 규칙
현재는 identity normalize라서 float 경미한 차이나 selected_ids 순서 흔들림으로 false fail 날 수 있음. 필요 규칙:
- **float epsilon** — camera eye/target 좌표. 이미 있는 `float_epsilon` 규칙을 sidecar profile에 등록
- **selected_ids 정렬** — 선택 순서에 불변
- **document_path 마스킹** — 경로 내 사용자/임시 디렉터리 정규화
- **scene.object_count 절대 비교** (float 아닌 정수)
Normalizer profile `engine-state` 신규 작성 후 `--profile` 로 전달하거나 Runner가 sidecar에 한해 다른 profile을 쓰도록 확장.
## 관련
- `src/Recordingtest.Runner/IEngineStateSnapshotClient.cs` (신규)
- `src/Recordingtest.Runner/TestRunner.cs` (CaptureAndDiffSidecar, FindSidecarBaseline)
- `src/Recordingtest.Runner/RunReport.cs` (SidecarCaptured/Hunks/Status)
- `src/Recordingtest.Runner/Program.cs` (CLI 옵션)
- `tests/Recordingtest.Runner.Tests/TestRunnerTests.cs` (6 신규 테스트)

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# 2026-04-10 — camera-restore (Sprint Contract + Implementation)
## Summary
Implemented camera state capture at recording start and restore at playback start via the engine-bridge HTTP sidecar. Replays are now viewport-position-independent.
## Changes
### New files
- `docs/contracts/camera-restore.md` — Sprint Contract with 10 DoD items
### Modified files
| File | Change |
|------|--------|
| `src/Recordingtest.Bridge.Abstractions/IEngineStateProvider.cs` | Added `SetCamera(CameraSnapshot)` to interface + `NullEngineStateProvider` no-op |
| `src/Hmeg/Recordingtest.Hmeg.Bridge/HmegDirectStateProvider.cs` | Added `SetCamera` via reflection (`WriteVec3`/`WriteDouble`), optional `uiDispatch: Action<Action>` ctor param |
| `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/IEngineStateProvider.cs` | `ReflectionEngineStateProvider.SetCamera` no-op |
| `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/ChainedEngineStateProvider.cs` | `SetCamera` delegates to primary only |
| `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/BridgeHttpServer.cs` | Reads POST body (`StreamReader`) before calling `Route` |
| `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/StateRouter.cs` | Added `Route(string method, string path, string body)` + `POST /camera/restore` + `ReadVecFromJson` helper; backwards-compat `Route(string path)` overload |
| `src/Sut/EgBim/Recordingtest.Sut.EgBim.PluginHost/HmEgBridgePlugin.cs` | Passes `Application.Current.Dispatcher.Invoke` as `uiDispatch` to `HmegDirectStateProvider` |
| `src/Hmeg/Recordingtest.Hmeg.Bridge.Client/HmEgHttpSnapshot.cs` | Added `RestoreCamera(eye,target,up,fov)` POST method + `BuildCameraJson` helper |
| `src/Recordingtest.Recorder/Scenario.cs` | Added `RecordedCameraSnapshot` class + `CameraSnapshot?` field on `Scenario` |
| `src/Recordingtest.Recorder/Program.cs` | Added `--sidecar-url` CLI arg; `TryCaptureCamera(url)` internal helper (GET /camera, 2s timeout); stores snapshot in scenario |
| `src/Recordingtest.Player/Model/Scenario.cs` | Added `ScenarioCameraSnapshot` class + `CameraSnapshot?` field |
| `src/Recordingtest.Player/IPlayerHost.cs` | Added `TryRestoreCamera(eye,target,up,fov)` with default `return false` implementation |
| `src/Recordingtest.Player/PlayerEngine.cs` | Calls `host.TryRestoreCamera(...)` before first step when `scenario.CameraSnapshot != null` |
| `src/Recordingtest.Player/UiaPlayerHost.cs` | Optional `sidecarUrl` ctor param; `TryRestoreCamera` POSTs to `/camera/restore` |
| `tests/Recordingtest.Player.Tests/FakePlayerHost.cs` | `TryRestoreCamera` override + `CameraRestoreCalls` tracking |
| `tests/Recordingtest.Player.Tests/PlayerEngineTests.cs` | +5 camera tests (no-snapshot-skip, correct-values, false-return-continues, YAML parse, YAML null) |
| `tests/Recordingtest.Recorder.Tests/RecorderTests.cs` | +3 camera tests (unreachable-null, roundtrip, null-field) |
| Various test fake providers | Added `SetCamera` no-op to satisfy updated interface |
## Test counts
132 → **149** tests, all green.
## Design decisions
- `SetCamera` is write-only (no return); failures are silently swallowed — the SUT must never crash due to a record tool.
- `WriteVec3` uses `ctor(double,double,double)` or `ctor(float,float,float)` reflection to construct WPF/HmEG vector types without a compile-time reference.
- Camera write must be dispatched to WPF UI thread: `HmEgBridgePlugin` captures `Application.Current.Dispatcher.Invoke` at construction time and passes it as `Action<Action>`.
- Legacy scenarios (no `camera_snapshot`) work unchanged — field is nullable, engine skips restore when null.
- `UiaPlayerHost` creates a fresh `HttpClient` per `TryRestoreCamera` call (short-lived; no pooling needed at this stage).
## Context usage
~80K tokens

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# HmEG → WebGPU 포팅 가능성 분석
> 작성일: 2026-04-10
> 배경: HmEG(Helix Toolkit 변형, SharpDX, Compute Shader 집약) 엔진을 웹 브라우저에 이식하는 방안 검토
---
## 1. WPF 3D 엔진을 웹에 탑재하는 방법
WPF는 Windows 전용 스택(Win32 HWND, DirectX COM, WPF 렌더링 루프)이므로 브라우저에 직접 탑재는 불가능하다.
### 현실적 대안
| 방법 | 난이도 | 설명 |
|------|--------|------|
| WebAssembly 포팅 | 매우 높음 | 렌더링 코어를 C++/Rust로 재작성 → WASM + WebGL/WebGPU 컴파일 |
| 서버 스트리밍 | 중간 | 서버에서 앱 실행 → WebRTC/H.264로 스트리밍 → 브라우저는 뷰어만 |
| 씬 데이터 REST API | 낮음 | 엔진 상태를 HTTP로 노출 → three.js/Babylon.js로 독립 렌더링 |
| Blazor Hybrid | 중간 | WPF + WebView2 조합 (역방향, 앱 안에 웹 UI) |
---
## 2. WebGPU 선택 시 가능한 것들
### WebGL2 대비 WebGPU의 핵심 추가 기능
| 기능 | WebGL2 | WebGPU |
|------|--------|--------|
| Compute Shader | ❌ | ✅ `@compute` |
| Indirect Draw | ❌ | ✅ `drawIndirect` |
| Storage Buffer (SSBO) | 제한적 | ✅ 완전 지원 |
| Multi-draw Indirect | ❌ | ✅ (extension) |
| Timestamp Query | ❌ | ✅ |
| Wave Intrinsics | ❌ | ⚠️ `subgroups` extension, 불안정 |
### 브라우저 지원 현황 (2026-04 기준)
| 브라우저 | 지원 |
|---------|------|
| Chrome 113+ | ✅ 기본 활성화 |
| Edge 113+ | ✅ 기본 활성화 |
| Firefox | ⚠️ Nightly 실험적 |
| Safari | ⚠️ 기술 프리뷰 |
엔터프라이즈 내부 도구라면 Chrome/Edge 고정으로 충분히 현실적이다.
---
## 3. HmEG 스택 분석 (SharpDX + Helix Toolkit 변형)
```
HmEG
├── C# 코드 (비즈니스 로직, 씬 그래프)
├── SharpDX (DirectX 11 C# 바인딩)
├── Helix Toolkit 변형 (WPF 렌더링 루프)
└── HLSL Compute Shaders (병렬 연산 핵심)
```
**핵심 문제**: SharpDX는 DirectX 11 COM API의 thin wrapper — WASM에서 DirectX COM을 호출할 방법이 없다.
### C# → WASM 경로 (Blazor WebAssembly)
| 컴포넌트 | Blazor WASM 이식성 |
|---------|------------------|
| 비즈니스 로직 C# | ✅ 거의 그대로 |
| SharpDX 렌더링 | ❌ DirectX COM 불가 |
| WPF UI 계층 | ❌ 완전 교체 필요 |
| HLSL Compute Shader | ⚠️ WGSL 재작성 필요 |
---
## 4. HLSL → WGSL 셰이더 변환
### 변환 파이프라인
```
HLSL → DXC --spirv → SPIR-V → naga/Tint → WGSL
```
- **naga** (Rust, wgpu 프로젝트) — 가장 성숙한 변환 도구
- **Tint** (Google) — WGSL 레퍼런스 컴파일러
### Compute Shader 1:1 대응 예시
```hlsl
// HLSL (SharpDX)
[numthreads(64, 1, 1)]
void CSMain(uint3 id : SV_DispatchThreadID,
uint gi : SV_GroupIndex)
{
groupshared float4 cache[64];
cache[gi] = inputBuffer[id.x];
GroupMemoryBarrierWithGroupSync();
outputBuffer[id.x] = cache[gi] * 2.0;
}
```
```wgsl
// WGSL (WebGPU)
var<workgroup> cache: array<vec4f, 64>;
@compute @workgroup_size(64, 1, 1)
fn cs_main(@builtin(global_invocation_id) id: vec3u,
@builtin(local_invocation_index) gi: u32) {
cache[gi] = input[id.x];
workgroupBarrier();
output[id.x] = cache[gi] * 2.0;
}
```
구조는 1:1 대응된다. 알고리즘 재설계가 아니라 문법 변환이다.
### 주요 변환 난관
- `SV_Position` vs `gl_Position` — 좌표계 Y축 반전 필요
- `cbuffer``uniform block` 구조 재정렬
- `groupshared`, `numthreads` Compute 확장 — WGSL에서 직접 지원
- 행렬 규약 차이 (row-major vs column-major) — 암묵적 가정 수동 확인 필요
---
## 5. AI를 통한 코드 포팅 가능성
### 컴포넌트별 AI 포팅률
| 컴포넌트 | AI 포팅률 | 이유 |
|---------|----------|------|
| HLSL Compute → WGSL | **90%+** | 1:1 구조 매핑, 패턴 명확 |
| HLSL Vertex/Pixel → WGSL | **95%+** | 가장 단순한 변환 |
| SharpDX API → WebGPU (TS/Rust) | **85%** | API 문서 명확, 대응표 존재 |
| 씬 그래프 / 지오메트리 C# → TS/Rust | **75%** | 로직 자체는 언어 무관 |
| 렌더링 루프 / 파이프라인 재구성 | **60%** | 아키텍처 판단 필요 |
| 최적화 로직 (배치, 컬링 등) | **50%** | 알고리즘은 번역, GPU 특성 차이 보정은 수동 |
> **주의**: 최적화 로직 50%는 "절반만 작동한다"는 뜻이 아니다.
> 알고리즘 코드는 AI가 번역하고, GPU 튜닝 파라미터(워크그룹 크기 등)를 WebGPU 환경에서 재측정하는 작업이 수동이다.
> 최적화 알고리즘 자체는 100% 이식된다.
### 실제 포팅 흐름
```
1단계 — AI 일괄 변환 (자동화 가능)
├── 전체 .hlsl 파일 → WGSL 변환 (AI)
├── SharpDX 초기화 코드 → WebGPU 초기화 (AI)
└── C# 수학/지오메트리 유틸 → wgpu-matrix (AI)
2단계 — AI 지원 + 인간 검토
├── 렌더링 파이프라인 재구성 (AI 초안 → 인간 검토)
├── 좌표계/행렬 규약 맞춤 (AI 탐지 → 인간 확인)
└── 바인딩 그룹 레이아웃 설계 (AI 제안 → 인간 결정)
3단계 — 인간 주도
├── GPU 프로파일링 및 최적화 튜닝
└── 엣지 케이스 버그 수정
```
### 전체 공수 추정 (50,000줄 규모 가정)
| 작업 | 비율 |
|------|------|
| AI 자동 변환 가능 | ~60-70% |
| AI 초안 + 인간 검토 | ~20% |
| 인간이 처음부터 재작성 | ~10-20% |
---
## 6. 나나이트 유사 기능 WebGPU 구현 가능성
### 나나이트 핵심 기능별 WebGPU 가능 여부
| 나나이트 기능 | WebGPU | 비고 |
|-------------|--------|------|
| 클러스터 기반 BVH | ✅ | Storage Buffer로 구현 |
| GPU-side LOD 선택 | ✅ | Compute Shader로 완전 구현 |
| Indirect Draw | ✅ | `drawIndirect` 지원 |
| 소프트웨어 래스터라이저 | ⚠️ | Storage Texture 쓰기로 구현 가능, 성능 제한 |
| **Mesh Shader** | ❌ | WebGPU 미지원 (2026 현재) |
| Wave Intrinsics | ⚠️ | `subgroups` extension, 불안정 |
| Visibility Buffer | ✅ | 완전 구현 가능 |
**Mesh Shader 없이**: Compute + Indirect Draw 조합으로 알고리즘 동일, GPU 효율 15~30% 낮음.
**BIM 모델러 용도**: 수백만 폴리곤 건축 모델 실시간 가시화 수준은 WebGPU + 나나이트 유사 구현으로 충분히 가능.
---
## 7. DirectX 12 기능 → WebGPU 전체 대응표
### 렌더링 파이프라인
| DX12 기능 | WebGPU | 상태 |
|-----------|--------|------|
| Command List / Queue | `GPUCommandEncoder` | ✅ |
| Render Pass | `beginRenderPass` | ✅ |
| Descriptor Heap | Bind Group Layout | ✅ |
| Root Signature | Pipeline Layout | ✅ |
| PSO | `createRenderPipeline` | ✅ |
| Multi-queue (Graphics/Compute/Copy) | 단일 queue | ⚠️ |
| Swap Chain 직접 제어 | 브라우저 관리 | ❌ |
### 셰이더 / 연산
| DX12 기능 | WebGPU | 상태 |
|-----------|--------|------|
| Compute Shader | `@compute` | ✅ |
| Mesh Shader | — | ❌ |
| Amplification Shader | — | ❌ |
| Ray Tracing (DXR) | — | ❌ |
| Wave Intrinsics | `subgroups` extension | ⚠️ |
### 메모리 / 리소스
| DX12 기능 | WebGPU | 상태 |
|-----------|--------|------|
| Explicit Memory Management | — | ❌ 브라우저 관리 |
| Placed Resources | — | ❌ |
| Resource Aliasing | — | ❌ |
| Tiled/Sparse Resources | — | ❌ |
| Resource Barriers | 암묵적 자동 처리 | ⚠️ |
### 고급 렌더링
| DX12 기능 | WebGPU | 상태 |
|-----------|--------|------|
| Variable Rate Shading | — | ❌ |
| Conservative Rasterization | — | ❌ |
| DirectML | WebNN (별도 표준) | ⚠️ |
| FSR (upscaling) | Compute로 구현 가능 | ⚠️ |
| Indirect Draw/Dispatch | `drawIndirect` | ✅ |
| Timestamp Query | ✅ (약간 흐릿) | ✅ |
### 커버리지 요약
```
DX12 기능 집합
┌─────────────────────────────────────────┐
│ WebGPU 커버 (~60-65%) │ DX12 전용 │
│ ───────────────── │ ───────── │
│ Compute ✅ │ Ray Tracing │
│ Indirect Draw ✅ │ Mesh Shader │
│ Visibility Buffer ✅ │ VRS │
│ Instancing ✅ │ Sparse Res │
│ MRT ✅ │ Explicit Mem │
│ (≈ DX11.1 ~ DX12 하위) │ │
└─────────────────────────────────────────┘
```
**WebGPU ≈ DirectX 11.1 ~ 12 하위집합**
### BIM 모델러 관점 실질 영향
| 기능 | BIM 필요도 | WebGPU 대안 |
|------|-----------|------------|
| Ray Tracing | 선택적 | Screen Space 기법 |
| Mesh Shader | 나나이트 성능 | Compute + Indirect 80% |
| Sparse Resources | 초대형 텍스처 스트리밍 | 수동 Texture Atlas |
| Multi-queue | 백그라운드 로딩 | Web Worker + Staging Buffer |
---
## 8. 권장 포팅 아키텍처
```
┌─────────────────────────────────────────────┐
│ Blazor WebAssembly │
│ ┌─────────────────┐ ┌───────────────────┐ │
│ │ HmEG C# Core │ │ 새 렌더링 백엔드 │ │
│ │ (씬그래프, │◄─┤ Silk.NET.WebGPU │ │
│ │ 지오메트리, │ │ 또는 │ │
│ │ 물리 등) │ │ JS Interop + │ │
│ └─────────────────┘ │ WebGPU API │ │
│ └───────────────────┘ │
│ HLSL Compute → WGSL (naga 자동 변환) │
└─────────────────────────────────────────────┘
```
또는 C++ 기반으로 재타깃:
```
HmEG C++ Core
Dawn (C++ WebGPU 구현) 백엔드 추가
Emscripten 컴파일 → WASM
브라우저 (Chrome/Edge)
```
---
## 결론
- **단순 이식 불가**: WPF/SharpDX는 Windows 네이티브 스택, 브라우저 직접 탑재 불가
- **WebGPU는 현실적 선택**: Compute Shader 집약적인 HmEG와 잘 맞음, DX11.1 수준 기능 커버
- **AI 포팅 효과**: 셰이더·API 변환 60~70% 자동화 가능, 성능 튜닝은 수동
- **나나이트 유사**: 알고리즘 80% 구현 가능, Mesh Shader 부재로 완전 동일 성능은 어려움
- **BIM 용도**: 충분히 현실적, 건축 모델 수백만 폴리곤 실시간 가시화 가능

View File

@@ -1,36 +0,0 @@
#!/bin/bash
# auto-lint.sh
# PostToolUse (Edit|Write) 훅: TypeScript 파일 수정 후 컴파일 체크
#
# 수정된 파일이 .ts/.tsx인 경우 tsc --noEmit으로 타입 체크
INPUT=$(cat)
FILE_PATH=$(echo "$INPUT" | jq -r '.tool_input.file_path // empty')
# 파일 경로가 없으면 통과
if [ -z "$FILE_PATH" ]; then
exit 0
fi
# TypeScript 파일이 아니면 통과
if ! echo "$FILE_PATH" | grep -qE '\.(ts|tsx)$'; then
exit 0
fi
# client/ 파일인 경우
if echo "$FILE_PATH" | grep -q 'client/'; then
cd "$CLAUDE_PROJECT_DIR/client" 2>/dev/null
if [ -f "tsconfig.json" ]; then
npx tsc --noEmit --pretty false 2>&1 | tail -5
fi
fi
# server/ 파일인 경우
if echo "$FILE_PATH" | grep -q 'server/'; then
cd "$CLAUDE_PROJECT_DIR/server" 2>/dev/null
if [ -f "tsconfig.json" ]; then
npx tsc --noEmit --pretty false 2>&1 | tail -5
fi
fi
exit 0

View File

@@ -1,80 +0,0 @@
# -*- coding: utf-8 -*-
"""
PostToolUse(Write) 훅: 히스토리 파일 필수 필드 검증
path.json 의 history_path 하위 *.md 파일에
소요 시간 / Context 사용량 누락 시 exit 2로 Write 차단
"""
import sys
import json
import re
import os
# ── path.json 로드 ────────────────────────────────────────────────────────────
HOOKS_DIR = os.path.dirname(os.path.abspath(__file__))
PATH_JSON = os.path.join(HOOKS_DIR, "path.json")
try:
with open(PATH_JSON, encoding="utf-8") as f:
paths = json.load(f)
except Exception:
paths = {}
history_path = paths.get("history_path", "docs/history").replace("\\", "/").rstrip("/")
# history_path 하위 어느 깊이든 *.md 이면 검사
history_pattern = re.escape(history_path) + r"/.+\.md$"
# ── 훅 입력 파싱 ──────────────────────────────────────────────────────────────
try:
data = json.load(sys.stdin)
except Exception:
sys.exit(0)
tool_input = data.get("tool_input", {})
file_path = tool_input.get("file_path", "")
content = tool_input.get("content", "")
normalized = file_path.replace("\\", "/")
if not re.search(history_pattern, normalized):
sys.exit(0)
missing = []
if not re.search(
r"\*\*소요\s*시간\*\*|^##\s*소요\s*시간|소요\s*시간\s*:",
content,
re.MULTILINE,
):
missing.append("소요 시간")
if not re.search(
r"\*\*Context\s*사용량\*\*|^##\s*Context\s*사용량|Context\s*사용량\s*:",
content,
re.MULTILINE | re.IGNORECASE,
):
missing.append("Context 사용량")
if missing:
sys.stderr.write("[BLOCKED] 히스토리 파일 필수 항목 누락: " + ", ".join(missing) + "\n")
sys.stderr.write("\n")
sys.stderr.write("파일 상단에 다음 항목을 반드시 포함하세요:\n")
sys.stderr.write("\n")
sys.stderr.write(" **소요 시간**: X분\n")
sys.stderr.write(" **Context 사용량**: input Xk / output Xk tokens\n")
sys.stderr.write("\n")
sys.stderr.write("파일: " + file_path + "\n")
sys.exit(2)
# ── 이슈 번호 검사 (없으면 사용자에게 질문 요청) ──────────────────────────────
if not re.search(r"\*\*이슈\*\*\s*[:\s]+#\d+", content, re.MULTILINE):
sys.stderr.write("[이슈 번호 필요] 히스토리 파일에 이슈 번호가 없습니다.\n")
sys.stderr.write("\n")
sys.stderr.write("사용자에게 다음을 질문하세요:\n")
sys.stderr.write(" '이 작업과 관련된 Gitea 이슈 번호가 있나요? (예: #1 / 없으면 #0)'\n")
sys.stderr.write("\n")
sys.stderr.write("답변 후 파일 상단에 추가하고 다시 저장하세요:\n")
sys.stderr.write(" **이슈**: #N\n")
sys.stderr.write("\n")
sys.stderr.write("파일: " + file_path + "\n")
sys.exit(2)
sys.exit(0)

View File

@@ -1,8 +0,0 @@
#!/usr/bin/env bash
# PostToolUse(Write) 훅: 히스토리 파일 필수 필드 검증
# 대상: docs/*/history/*.md
# 필수 항목(소요 시간, Context 사용량) 누락 시 exit 2로 Write 차단
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
cat | python3 "$SCRIPT_DIR/guard-history-fields.py"

View File

@@ -1,38 +0,0 @@
#!/bin/bash
# Stop 훅: 작업 완료 후 히스토리 기록 리마인더
# path.json 의 history_path 에서 저장 경로를 읽어 출력
set -euo pipefail
HOOKS_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PATH_JSON="$HOOKS_DIR/path.json"
PROJECT_DIR="${CLAUDE_PROJECT_DIR:-$(cd "$HOOKS_DIR/../.." && pwd)}"
if command -v jq &>/dev/null && [[ -f "$PATH_JSON" ]]; then
history_path=$(jq -r '.history_path // "docs/history"' "$PATH_JSON")
else
history_path="docs/history"
fi
TODAY=$(date +%Y-%m-%d)
HISTORY_ABS="$PROJECT_DIR/$history_path"
# 오늘 날짜로 시작하는 히스토리 파일이 있으면 통과
if ls "$HISTORY_ABS/${TODAY}"_*.md 2>/dev/null | grep -q .; then
exit 0
fi
cat >&2 <<EOF
[HISTORY REQUIRED] 오늘(${TODAY}) 작업 히스토리가 없습니다.
아래 형식으로 파일을 작성하고 저장하세요:
${history_path}/${TODAY}_{작업명}.md
필수 항목:
**소요 시간**: X분
**Context 사용량**: input Xk / output Xk tokens
**이슈**: #N
히스토리 파일 저장 완료 후 응답이 종료됩니다.
EOF
exit 2

View File

@@ -1,4 +0,0 @@
{
"_comment": "각 프로젝트에서 이 파일을 복사해 history_path 만 재정의하세요.",
"history_path": "docs/history"
}

View File

@@ -1,23 +0,0 @@
#!/bin/bash
# progress-reminder.sh
# PostToolUse (Bash) 훅: 빌드/테스트 명령 실행 후 PROGRESS.md 업데이트 리마인더
#
# npm test, npm run build 등 마일스톤 명령 감지 시 알림
INPUT=$(cat)
COMMAND=$(echo "$INPUT" | jq -r '.tool_input.command // empty')
# 마일스톤 명령 감지
if echo "$COMMAND" | grep -qE '(npm (run )?(build|test|dev)|npx tsc)'; then
# additionalContext로 리마인더 전달
cat <<'EOF'
{
"hookSpecificOutput": {
"hookEventName": "PostToolUse",
"additionalContext": "[리마인더] 빌드/테스트 명령이 실행되었습니다. PROGRESS.md 업데이트가 필요한지 확인하세요."
}
}
EOF
fi
exit 0

View File

@@ -1,45 +0,0 @@
#!/bin/bash
# protect-files.sh
# PreToolUse (Edit|Write) 훅: 보호 파일 수정 차단
#
# 차단 대상:
# - CLAUDE.md (명시적 요청 없이 수정 금지)
# - .env 파일 (보안)
# - storage/ 외부에 영상/바이너리 파일 쓰기
INPUT=$(cat)
FILE_PATH=$(echo "$INPUT" | jq -r '.tool_input.file_path // empty')
# 파일 경로가 없으면 통과
if [ -z "$FILE_PATH" ]; then
exit 0
fi
# .env 파일 직접 수정 차단
if echo "$FILE_PATH" | grep -qE '\.env$'; then
echo "Blocked: .env 파일 직접 수정은 보안상 차단됩니다. .env.example을 수정하세요." >&2
exit 2
fi
# storage/ 외부에 영상 파일 쓰기 차단
# 주의: .ts는 TypeScript와 HLS 세그먼트 모두에 사용됨
# src/ 하위의 .ts 파일은 TypeScript이므로 허용
if echo "$FILE_PATH" | grep -qiE '\.(mp4|mkv|webm|mov|avi|m3u8)$'; then
if ! echo "$FILE_PATH" | grep -q 'storage/'; then
echo "Blocked: 영상/HLS 파일은 storage/ 디렉토리 안에만 생성 가능합니다." >&2
exit 2
fi
fi
# HLS .ts 세그먼트 파일만 차단 (src/ 하위 TypeScript 제외)
if echo "$FILE_PATH" | grep -qE '\.ts$'; then
if ! echo "$FILE_PATH" | grep -qE '(src/|\.config\.ts|tsconfig)'; then
if echo "$FILE_PATH" | grep -q 'storage/'; then
: # storage 내 .ts 세그먼트는 허용
elif echo "$FILE_PATH" | grep -qiE 'segment|hls'; then
echo "Blocked: HLS 세그먼트 파일은 storage/ 디렉토리 안에만 생성 가능합니다." >&2
exit 2
fi
fi
fi
exit 0

View File

@@ -1,29 +0,0 @@
#!/usr/bin/env bash
# UserPromptSubmit 훅: 프로젝트 컨텍스트 주입
# path.json 의 history_path 아래 최근 작업 문서를 읽어 출력
set -euo pipefail
HOOKS_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PATH_JSON="$HOOKS_DIR/path.json"
PROJECT_DIR="${CLAUDE_PROJECT_DIR:-$(cd "$HOOKS_DIR/../.." && pwd)}"
if command -v jq &>/dev/null && [[ -f "$PATH_JSON" ]]; then
history_rel=$(jq -r '.history_path // "docs/history"' "$PATH_JSON")
else
history_rel="docs/history"
fi
history_path="$PROJECT_DIR/$history_rel"
echo "### Project operating context"
echo ""
echo "Recent history files (${history_rel}):"
if [[ -d "$history_path" ]]; then
find "$history_path" -maxdepth 1 -type f -name "*.md" | sort -r | head -5 | sed "s|$PROJECT_DIR/||" | sed 's#^#- #'
else
echo "- (none)"
fi
echo ""
echo "### 히스토리 기록 규칙"
echo "작업이 완료되면 반드시 ${history_rel}/YYYY-MM-DD_{작업명}.md 파일을 작성하라."
echo "필수 항목: **소요 시간**, **Context 사용량** (누락 시 저장 차단됨)"

View File

@@ -1,25 +0,0 @@
#!/bin/bash
# session-start.sh
# SessionStart 훅: 세션 시작 시 프로젝트 상태를 컨텍스트에 주입
#
# PROGRESS.md의 현재 상태 요약을 읽어서 에이전트에게 전달
PROGRESS_FILE="$CLAUDE_PROJECT_DIR/PROGRESS.md"
if [ -f "$PROGRESS_FILE" ]; then
# PROGRESS.md에서 "현재 상태 요약" 섹션 추출 (첫 20줄)
STATUS=$(head -20 "$PROGRESS_FILE")
cat <<EOF
{
"hookSpecificOutput": {
"hookEventName": "SessionStart",
"additionalContext": "=== 프로젝트 진행 상태 ===\n${STATUS}\n=== 상세 내용은 PROGRESS.md 참조 ==="
}
}
EOF
else
echo '{"hookSpecificOutput":{"hookEventName":"SessionStart","additionalContext":"PROGRESS.md가 아직 없습니다. /status로 확인하세요."}}'
fi
exit 0

View File

@@ -57,6 +57,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Recordingtest.Hmeg.Catalog.
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Recordingtest.Architecture.Tests", "tests\Recordingtest.Architecture.Tests\Recordingtest.Architecture.Tests.csproj", "{D35B233B-267B-40DB-87EF-689AEE5C9399}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Recordingtest.LauncherUI", "src\Recordingtest.LauncherUI\Recordingtest.LauncherUI.csproj", "{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -343,6 +345,18 @@ Global
{D35B233B-267B-40DB-87EF-689AEE5C9399}.Release|x64.Build.0 = Release|Any CPU
{D35B233B-267B-40DB-87EF-689AEE5C9399}.Release|x86.ActiveCfg = Release|Any CPU
{D35B233B-267B-40DB-87EF-689AEE5C9399}.Release|x86.Build.0 = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|x64.ActiveCfg = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|x64.Build.0 = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|x86.ActiveCfg = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Debug|x86.Build.0 = Debug|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|Any CPU.Build.0 = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|x64.ActiveCfg = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|x64.Build.0 = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|x86.ActiveCfg = Release|Any CPU
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -373,5 +387,6 @@ Global
{A9894277-E1F3-4B86-AAE4-041116FBBE1D} = {7CC28442-33DD-D811-CEDA-9CC787317768}
{3D981C63-0D1E-466C-9BD6-3DAF46936A45} = {7CC28442-33DD-D811-CEDA-9CC787317768}
{D35B233B-267B-40DB-87EF-689AEE5C9399} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{7D85A705-8410-41FC-AFB9-10B8F9D2DDF6} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
EndGlobalSection
EndGlobal

View File

@@ -0,0 +1,85 @@
@echo off
REM Deploy Recordingtest.Sut.EgBim.PluginHost into the local EG-BIM Modeler
REM Plugins folder. Build first, then copy the plugin + HmEG-aware + generic
REM bridge DLLs side-by-side so MEF discovery picks them up as one plugin.
REM
REM Usage: double-click, or: scripts\deploy-egbim-plugin.bat
setlocal enableextensions
cd /d "%~dp0.."
set "CSPROJ=src\Sut\EgBim\Recordingtest.Sut.EgBim.PluginHost\Recordingtest.Sut.EgBim.PluginHost.csproj"
set "OUTDIR=src\Sut\EgBim\Recordingtest.Sut.EgBim.PluginHost\bin\Debug\net8.0-windows"
set "DEST=EG-BIM Modeler\Plugins\Recordingtest.Sut.EgBim.PluginHost"
echo ============================================================
echo [1/4] Safety check ??is EG-BIM Modeler running?
echo ============================================================
tasklist /FI "IMAGENAME eq EG-BIM Modeler.exe" 2>nul | find /I "EG-BIM Modeler.exe" >nul
if not errorlevel 1 (
echo.
echo [WARN] EG-BIM Modeler is running. Close it before deploying
echo to avoid locked plugin DLLs.
echo.
pause
exit /b 1
)
echo ============================================================
echo [2/4] Build Recordingtest.Sut.EgBim.PluginHost (Debug)
echo ============================================================
dotnet build "%CSPROJ%" -c Debug -nologo -v q
if errorlevel 1 (
echo.
echo [ERROR] Build failed. Aborting deploy.
pause
exit /b 1
)
echo ============================================================
echo [3/4] Purge legacy and fresh-copy plugin folder
echo ============================================================
if exist "EG-BIM Modeler\Plugins\Recordingtest.EgPlugin" (
echo Removing legacy Recordingtest.EgPlugin folder...
rmdir /s /q "EG-BIM Modeler\Plugins\Recordingtest.EgPlugin"
)
if exist "%DEST%" (
echo Cleaning existing %DEST%...
rmdir /s /q "%DEST%"
)
mkdir "%DEST%"
REM Copy plugin entry + HmEG-aware provider + generic contract.
REM Intentionally *not* copying HmEG.dll / Editor*.dll ??those are already
REM provided by the SUT at runtime.
copy /y "%OUTDIR%\Recordingtest.Sut.EgBim.PluginHost.dll" "%DEST%\" >nul || goto :copy_fail
copy /y "%OUTDIR%\Recordingtest.Hmeg.Bridge.dll" "%DEST%\" >nul || goto :copy_fail
copy /y "%OUTDIR%\Recordingtest.Bridge.Abstractions.dll" "%DEST%\" >nul || goto :copy_fail
REM Optional PDBs for in-SUT debugging (ignore if missing)
copy /y "%OUTDIR%\Recordingtest.Sut.EgBim.PluginHost.pdb" "%DEST%\" >nul 2>&1
copy /y "%OUTDIR%\Recordingtest.Hmeg.Bridge.pdb" "%DEST%\" >nul 2>&1
copy /y "%OUTDIR%\Recordingtest.Bridge.Abstractions.pdb" "%DEST%\" >nul 2>&1
echo ============================================================
echo [4/4] Deployed files:
echo ============================================================
dir /b "%DEST%"
echo.
echo OK ??Recordingtest.Sut.EgBim.PluginHost deployed.
echo Next: launch EG-BIM Modeler, then in a shell:
echo curl http://localhost:38080/health
echo curl http://localhost:38080/scene
echo curl http://localhost:38080/camera
echo curl http://localhost:38080/selection
echo.
pause
exit /b 0
:copy_fail
echo.
echo [ERROR] Copy failed. Check that the build output exists:
echo %OUTDIR%
pause
exit /b 1

View File

@@ -1,3 +1,4 @@
using System.Linq;
using System.Net.Http;
using System.Text.Json;
using Recordingtest.Hmeg.Catalog;
@@ -86,6 +87,43 @@ public sealed class HmEgHttpSnapshot : IEngineSnapshot, IDisposable
}
}
/// <summary>
/// POST /camera/restore with the given camera state.
/// Throws <see cref="EngineBridgeException"/> on failure.
/// </summary>
public void RestoreCamera(double[] eye, double[] target, double[] up, double fov)
{
var body = BuildCameraJson(eye, target, up, fov);
try
{
var content = new System.Net.Http.StringContent(
body, System.Text.Encoding.UTF8, "application/json");
using var resp = _http.PostAsync(_baseUrl + "/camera/restore", content)
.GetAwaiter().GetResult();
if (!resp.IsSuccessStatusCode)
throw new EngineBridgeException("/camera/restore", $"HTTP {(int)resp.StatusCode}");
}
catch (EngineBridgeException) { throw; }
catch (TaskCanceledException ex)
{
throw new EngineBridgeException("/camera/restore", "timeout", ex);
}
catch (Exception ex)
{
throw new EngineBridgeException("/camera/restore", ex.Message, ex);
}
}
private static string BuildCameraJson(double[] eye, double[] target, double[] up, double fov)
{
static string Vec(double[] v) =>
"[" + string.Join(",", v.Select(d => d.ToString("R", System.Globalization.CultureInfo.InvariantCulture))) + "]";
return "{\"eye\":" + Vec(eye) +
",\"target\":" + Vec(target) +
",\"up\":" + Vec(up) +
",\"fov\":" + fov.ToString("R", System.Globalization.CultureInfo.InvariantCulture) + "}";
}
private JsonDocument Get(string endpoint)
{
try

View File

@@ -30,14 +30,23 @@ public sealed class HmegDirectStateProvider : IEngineStateProvider
private readonly Func<HmEGViewport?> _viewportProvider;
private readonly Func<string?>? _documentPathProvider;
/// <summary>
/// Dispatcher used to marshal <see cref="SetCamera"/> onto the WPF UI thread.
/// When null the set is attempted directly (acceptable in tests that don't run a
/// WPF message loop; in production always supply <c>Application.Current.Dispatcher.Invoke</c>).
/// </summary>
private readonly Action<Action>? _uiDispatch;
public HmegDirectStateProvider(
Func<Space?> spaceProvider,
Func<HmEGViewport?> viewportProvider,
Func<string?>? documentPathProvider = null)
Func<string?>? documentPathProvider = null,
Action<Action>? uiDispatch = null)
{
_spaceProvider = spaceProvider ?? throw new ArgumentNullException(nameof(spaceProvider));
_viewportProvider = viewportProvider ?? throw new ArgumentNullException(nameof(viewportProvider));
_documentPathProvider = documentPathProvider;
_uiDispatch = uiDispatch;
}
public IReadOnlyList<string> GetSelectedIds()
@@ -149,6 +158,48 @@ public sealed class HmegDirectStateProvider : IEngineStateProvider
return true;
}
/// <summary>
/// Apply a recorded camera snapshot to the active HmEG viewport.
/// All reflection exceptions are swallowed — this is best-effort.
/// The actual property writes are dispatched to the WPF UI thread via
/// <c>_uiDispatch</c> when provided.
/// </summary>
public void SetCamera(CameraSnapshot snapshot)
{
try
{
void DoSet()
{
var vp = _viewportProvider();
var core = vp?.CameraCore;
if (core is null) return;
// Target is stored as eye+lookDir in HmEG (not as a target point).
var lookDir = new double[]
{
snapshot.Target[0] - snapshot.Eye[0],
snapshot.Target[1] - snapshot.Eye[1],
snapshot.Target[2] - snapshot.Eye[2],
};
var t = core.GetType();
WriteVec3(core, t, new[] { "Position", "Eye" }, snapshot.Eye);
WriteVec3(core, t, new[] { "LookDirection", "Direction" }, lookDir);
WriteVec3(core, t, new[] { "UpDirection", "Up" }, snapshot.Up);
WriteDouble(core, t, new[] { "FieldOfView", "Fov", "FOV" }, snapshot.Fov);
}
if (_uiDispatch is not null)
_uiDispatch(DoSet);
else
DoSet();
}
catch
{
// never throw from the sidecar HTTP thread
}
}
private static readonly NullEngineStateProvider Default = new();
private static double[] ReadVec3(object owner, Type t, string[] names)
@@ -209,4 +260,56 @@ public sealed class HmegDirectStateProvider : IEngineStateProvider
}
return fallback;
}
/// <summary>
/// Write a 3-component vector to a property/field whose type has a
/// constructor of the form <c>(double,double,double)</c> or
/// <c>(float,float,float)</c>. This covers WPF Point3D/Vector3D and
/// HmEG's own vector types without needing a compile-time reference.
/// </summary>
private static void WriteVec3(object owner, Type t, string[] names, double[] value)
{
foreach (var n in names)
{
try
{
System.Reflection.PropertyInfo? p = t.GetProperty(n);
System.Reflection.FieldInfo? f = p is null ? t.GetField(n) : null;
Type? memberType = p?.PropertyType ?? f?.FieldType;
if (memberType is null) continue;
// Try ctor(double,double,double) first, then ctor(float,float,float)
object? instance = null;
var ctorD = memberType.GetConstructor(new[] { typeof(double), typeof(double), typeof(double) });
if (ctorD is not null)
instance = ctorD.Invoke(new object[] { value[0], value[1], value[2] });
else
{
var ctorF = memberType.GetConstructor(new[] { typeof(float), typeof(float), typeof(float) });
if (ctorF is not null)
instance = ctorF.Invoke(new object[] { (float)value[0], (float)value[1], (float)value[2] });
}
if (instance is null) continue;
if (p is not null && p.CanWrite) { p.SetValue(owner, instance); return; }
if (f is not null && !f.IsInitOnly) { f.SetValue(owner, instance); return; }
}
catch { /* try next name */ }
}
}
private static void WriteDouble(object owner, Type t, string[] names, double value)
{
foreach (var n in names)
{
try
{
var p = t.GetProperty(n);
if (p is not null && p.CanWrite) { p.SetValue(owner, value); return; }
var f = t.GetField(n);
if (f is not null && !f.IsInitOnly) { f.SetValue(owner, value); return; }
}
catch { /* try next */ }
}
}
}

View File

@@ -15,6 +15,12 @@ public interface IEngineStateProvider
CameraSnapshot GetCamera();
SceneSnapshot GetScene();
bool GetRenderComplete();
/// <summary>
/// Restore the camera state in the live SUT. Best-effort: implementations
/// that cannot write the camera (reflection fallback, null provider) must
/// swallow any exception and return silently.
/// </summary>
void SetCamera(CameraSnapshot snapshot);
}
public sealed record CameraSnapshot(double[] Eye, double[] Target, double[] Up, double Fov);
@@ -34,4 +40,5 @@ public sealed class NullEngineStateProvider : IEngineStateProvider
45.0);
public SceneSnapshot GetScene() => new(0, null);
public bool GetRenderComplete() => true;
public void SetCamera(CameraSnapshot snapshot) { /* no-op */ }
}

View File

@@ -0,0 +1,16 @@
<Application x:Class="Recordingtest.LauncherUI.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
<Style TargetType="Button">
<Setter Property="Padding" Value="12,6"/>
<Setter Property="Margin" Value="4,2"/>
<Setter Property="Cursor" Value="Hand"/>
</Style>
<Style TargetType="TextBox">
<Setter Property="Padding" Value="4,3"/>
<Setter Property="VerticalContentAlignment" Value="Center"/>
</Style>
</Application.Resources>
</Application>

View File

@@ -0,0 +1,5 @@
using System.Windows;
namespace Recordingtest.LauncherUI;
public partial class App : Application { }

View File

@@ -0,0 +1,148 @@
<Window x:Class="Recordingtest.LauncherUI.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Recordingtest Launcher" Width="720" Height="640"
MinWidth="560" MinHeight="420"
WindowStartupLocation="CenterScreen">
<Grid Margin="8">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="180"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
</Grid.RowDefinitions>
<!-- Header -->
<Border Grid.Row="0" Background="#1E3A5F" CornerRadius="4" Margin="0,0,0,8" Padding="12,8">
<TextBlock Text="🎬 Recordingtest Launcher"
Foreground="White" FontSize="16" FontWeight="SemiBold"/>
</Border>
<!-- Scenarios folder row -->
<Grid Grid.Row="1" Margin="0,0,0,4">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock Grid.Column="0" Text="시나리오 폴더:" VerticalAlignment="Center" Margin="0,0,8,0"/>
<TextBox Grid.Column="1" x:Name="ScenariosPathBox"
TextChanged="ScenariosPath_TextChanged"/>
<Button Grid.Column="2" Content="📂" Click="BrowseScenarios_Click"
ToolTip="폴더 선택" Padding="8,4"/>
<Button Grid.Column="3" Content="↻" Click="RefreshScenarios_Click"
ToolTip="목록 새로고침" Padding="8,4"/>
</Grid>
<!-- Scenario list -->
<ListBox Grid.Row="2" x:Name="ScenarioListBox"
Margin="0,0,0,4"
FontFamily="Consolas" FontSize="12"
ScrollViewer.VerticalScrollBarVisibility="Auto"/>
<!-- SUT status -->
<Border Grid.Row="3" BorderBrush="#DDD" BorderThickness="1"
CornerRadius="3" Padding="8,6" Margin="0,0,0,6">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock Grid.Column="0" Text="SUT:" FontWeight="SemiBold"
VerticalAlignment="Center" Margin="0,0,8,0"/>
<TextBlock Grid.Column="1" x:Name="SutStatusText"
VerticalAlignment="Center" TextWrapping="Wrap"/>
<Button Grid.Column="2" Content="새로고침" Click="RefreshSut_Click"
Padding="8,3" Margin="8,0,0,0"/>
</Grid>
</Border>
<!-- Action buttons + countdown -->
<StackPanel Grid.Row="4" Orientation="Horizontal" Margin="0,0,0,6" VerticalAlignment="Center">
<Button x:Name="RunButton" Content="▶ 실행" Click="Run_Click"
Background="#2196F3" Foreground="White"
FontWeight="SemiBold" Width="120"/>
<Button x:Name="StopButton" Content="⏹ 중단" Click="Stop_Click"
Background="#F44336" Foreground="White"
IsEnabled="False" Width="90"/>
<Button Content="🔍 UI 분석" Click="UiAnalysis_Click"
Background="#5C6BC0" Foreground="White"
FontWeight="SemiBold" Width="110"
ToolTip="SUT UIA 트리를 시각화합니다"/>
<TextBlock x:Name="CountdownText" VerticalAlignment="Center"
FontSize="14" FontWeight="Bold" Foreground="#E65100"
Margin="16,0,0,0" Visibility="Collapsed"/>
<Separator Width="1" Height="24" Margin="12,0" Background="#CCC"/>
<TextBlock Text="속도:" VerticalAlignment="Center" Margin="0,0,4,0"/>
<Slider x:Name="SpeedSlider" Minimum="0.25" Maximum="4.0" Value="1.0"
Width="100" VerticalAlignment="Center"
TickFrequency="0.25" IsSnapToTickEnabled="True"
ToolTip="재생 속도 (1.0=보통, 2.0=2배속)"
ValueChanged="SpeedSlider_ValueChanged"/>
<TextBlock x:Name="SpeedLabel" Text="1.0x" VerticalAlignment="Center"
Width="36" Margin="4,0,0,0" FontWeight="SemiBold"/>
</StackPanel>
<!-- Sidecar URL row -->
<Border Grid.Row="5" BorderBrush="#DDD" BorderThickness="1"
CornerRadius="3" Padding="8,6" Margin="0,0,0,4">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="*"/>
</Grid.ColumnDefinitions>
<CheckBox Grid.Column="0" x:Name="SidecarEnabledCheck"
Content="Sidecar URL:" IsChecked="True"
VerticalAlignment="Center" Margin="0,0,8,0"
ToolTip="녹화/재생 시 engine-bridge sidecar에 연결합니다 (camera-restore 포함)"/>
<TextBlock Grid.Column="1" Text="" Width="0"/>
<TextBox Grid.Column="2" x:Name="SidecarUrlBox"
Text="http://localhost:38080"
VerticalContentAlignment="Center"
FontFamily="Consolas" FontSize="11"/>
</Grid>
</Border>
<!-- Record controls -->
<Border Grid.Row="6" BorderBrush="#DDD" BorderThickness="1"
CornerRadius="3" Padding="8,6" Margin="0,0,0,6">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock Grid.Column="0" Text="녹화명:" VerticalAlignment="Center"
FontWeight="SemiBold" Margin="0,0,8,0"/>
<TextBox Grid.Column="1" x:Name="RecordNameBox"
Text="recorded" VerticalContentAlignment="Center"/>
<Button Grid.Column="2" x:Name="RecordStartButton"
Content="● 녹화 시작" Click="RecordStart_Click"
Background="#43A047" Foreground="White"
FontWeight="SemiBold" Width="110"/>
<Button Grid.Column="3" x:Name="RecordStopButton"
Content="⏹ 녹화 중단" Click="RecordStop_Click"
Background="#E53935" Foreground="White"
IsEnabled="False" Width="110"/>
</Grid>
</Border>
<!-- Log output -->
<Border Grid.Row="7" BorderBrush="#CCC" BorderThickness="1" CornerRadius="3">
<ScrollViewer x:Name="LogScroll" VerticalScrollBarVisibility="Auto">
<TextBox x:Name="LogBox" IsReadOnly="True"
FontFamily="Consolas" FontSize="11"
TextWrapping="Wrap" Background="#FAFAFA"
BorderThickness="0" Padding="6"/>
</ScrollViewer>
</Border>
</Grid>
</Window>

View File

@@ -0,0 +1,379 @@
using System.Diagnostics;
using System.IO;
using System.Text;
using System.Windows;
using System.Windows.Media;
using Microsoft.Win32;
using Recordingtest.Player;
using Recordingtest.Player.Model;
namespace Recordingtest.LauncherUI;
public partial class MainWindow : Window
{
private CancellationTokenSource? _cts;
private bool _refreshingPath;
// ── Recording state ──────────────────────────────────────────────────────
private Process? _recorderProcess;
private StreamWriter? _recorderStdin;
public MainWindow()
{
InitializeComponent();
var built = System.IO.File.GetLastWriteTime(GetType().Assembly.Location);
Title = $"Recordingtest Launcher [built {built:yyyy-MM-dd HH:mm:ss}]";
ScenariosPathBox.Text = FindScenariosDir();
RefreshScenarioList();
RefreshSutStatus();
}
// ── Scenario folder ─────────────────────────────────────────────────────
private static string FindScenariosDir()
{
var candidates = new[]
{
Path.Combine(AppContext.BaseDirectory, "scenarios"),
Path.Combine(Directory.GetCurrentDirectory(), "scenarios"),
// walk up 3 levels from exe (dev layout: bin/Debug/net8.0-windows)
Path.GetFullPath(Path.Combine(AppContext.BaseDirectory, "..", "..", "..", "scenarios")),
Path.GetFullPath(Path.Combine(AppContext.BaseDirectory, "..", "..", "..", "..", "scenarios")),
};
foreach (var c in candidates)
if (Directory.Exists(c)) return c;
return Path.Combine(Directory.GetCurrentDirectory(), "scenarios");
}
private void RefreshScenarioList()
{
var dir = ScenariosPathBox.Text?.Trim() ?? "";
ScenarioListBox.Items.Clear();
if (!Directory.Exists(dir)) return;
foreach (var f in Directory.GetFiles(dir, "*.yaml").OrderBy(x => x))
ScenarioListBox.Items.Add(Path.GetFileNameWithoutExtension(f));
if (ScenarioListBox.Items.Count > 0)
ScenarioListBox.SelectedIndex = ScenarioListBox.Items.Count - 1; // select latest
}
private void ScenariosPath_TextChanged(object sender,
System.Windows.Controls.TextChangedEventArgs e)
{
if (_refreshingPath) return;
RefreshScenarioList();
}
private void BrowseScenarios_Click(object sender, RoutedEventArgs e)
{
var dlg = new OpenFolderDialog { Title = "시나리오 폴더 선택" };
if (dlg.ShowDialog() == true)
{
_refreshingPath = true;
ScenariosPathBox.Text = dlg.FolderName;
_refreshingPath = false;
RefreshScenarioList();
}
}
private void RefreshScenarios_Click(object sender, RoutedEventArgs e) =>
RefreshScenarioList();
// ── SUT status ───────────────────────────────────────────────────────────
private void RefreshSutStatus()
{
var procs = Process.GetProcessesByName("EG-BIM Modeler");
if (procs.Length > 0)
{
SutStatusText.Text = $"✓ EG-BIM Modeler 실행 중 (PID {procs[0].Id})";
SutStatusText.Foreground = new SolidColorBrush(Color.FromRgb(0x2E, 0x7D, 0x32));
}
else
{
SutStatusText.Text = "✗ SUT 없음 — EG-BIM Modeler를 먼저 실행하세요";
SutStatusText.Foreground = new SolidColorBrush(Color.FromRgb(0xC6, 0x28, 0x28));
}
}
private void RefreshSut_Click(object sender, RoutedEventArgs e) => RefreshSutStatus();
// ── Run / Stop ───────────────────────────────────────────────────────────
private async void Run_Click(object sender, RoutedEventArgs e)
{
if (ScenarioListBox.SelectedItem is not string scenarioName)
{
AppendLog("[warn] 시나리오를 선택하세요.");
return;
}
var procs = Process.GetProcessesByName("EG-BIM Modeler");
if (procs.Length == 0)
{
AppendLog("[error] EG-BIM Modeler가 실행 중이 아닙니다.");
return;
}
RunButton.IsEnabled = false;
StopButton.IsEnabled = true;
LogBox.Clear();
AppendLog($"[launcher] 시나리오: {scenarioName}");
// 3-second countdown so user can move cursor away
CountdownText.Visibility = Visibility.Visible;
for (int i = 3; i >= 1; i--)
{
CountdownText.Text = $"▶ {i}초 후 시작...";
await Task.Delay(1000);
}
CountdownText.Visibility = Visibility.Collapsed;
// Minimize launcher so it can't steal focus during playback
var prevState = WindowState;
WindowState = WindowState.Minimized;
_cts = new CancellationTokenSource();
var scenariosDir = ScenariosPathBox.Text?.Trim() ?? "";
var sidecarUrl = (SidecarEnabledCheck.IsChecked == true)
? SidecarUrlBox.Text?.Trim()
: null;
try
{
await Task.Run(() => RunScenario(scenarioName, scenariosDir, sidecarUrl, _cts.Token));
}
catch (OperationCanceledException)
{
AppendLog("[launcher] 중단됨.");
}
catch (Exception ex)
{
AppendLog($"[launcher] 오류: {ex.Message}");
}
finally
{
WindowState = prevState;
RunButton.IsEnabled = true;
StopButton.IsEnabled = false;
}
}
private void Stop_Click(object sender, RoutedEventArgs e) => _cts?.Cancel();
private void SpeedSlider_ValueChanged(object sender,
System.Windows.RoutedPropertyChangedEventArgs<double> e)
{
if (SpeedLabel is null) return;
SpeedLabel.Text = $"{SpeedSlider.Value:0.##}x";
}
private void UiAnalysis_Click(object sender, RoutedEventArgs e)
{
try
{
var win = new UiAnalysisWindow();
win.Owner = this;
win.Show();
}
catch (Exception ex)
{
MessageBox.Show($"UI 분석 창 실행 오류:\n\n{ex.GetType().Name}: {ex.Message}\n\n{ex.StackTrace}",
"UI 분석 오류", MessageBoxButton.OK, MessageBoxImage.Error);
}
}
// ── Recording ────────────────────────────────────────────────────────────
private static string? FindRecorderExe()
{
var candidates = new[]
{
Path.Combine(AppContext.BaseDirectory, "Recordingtest.Recorder.exe"),
// dev layout: LauncherUI/bin/Debug/net8.0-windows → Recorder/bin/Debug/net8.0-windows
Path.GetFullPath(Path.Combine(AppContext.BaseDirectory,
"..", "..", "..", "..", "Recordingtest.Recorder", "bin", "Debug", "net8.0-windows",
"Recordingtest.Recorder.exe")),
Path.GetFullPath(Path.Combine(AppContext.BaseDirectory,
"..", "..", "..", "..", "Recordingtest.Recorder", "bin", "Release", "net8.0-windows",
"Recordingtest.Recorder.exe")),
};
foreach (var c in candidates)
if (File.Exists(c)) return c;
return null;
}
private async void RecordStart_Click(object sender, RoutedEventArgs e)
{
var scenarioName = RecordNameBox.Text?.Trim();
if (string.IsNullOrEmpty(scenarioName))
{
AppendLog("[warn] 녹화 파일명을 입력하세요.");
return;
}
var procs = Process.GetProcessesByName("EG-BIM Modeler");
if (procs.Length == 0)
{
AppendLog("[error] EG-BIM Modeler가 실행 중이 아닙니다.");
return;
}
var recorderExe = FindRecorderExe();
if (recorderExe is null)
{
AppendLog("[error] Recordingtest.Recorder.exe를 찾을 수 없습니다. 먼저 빌드하세요.");
return;
}
var scenariosDir = ScenariosPathBox.Text?.Trim() ?? "scenarios";
var outputPath = Path.Combine(scenariosDir, scenarioName + ".yaml");
LogBox.Clear();
AppendLog($"[launcher] 녹화 시작: {outputPath}");
AppendLog($"[launcher] SUT PID: {procs[0].Id}");
RecordStartButton.IsEnabled = false;
RecordStopButton.IsEnabled = true;
var sidecarArg = "";
if (SidecarEnabledCheck.IsChecked == true)
{
var url = SidecarUrlBox.Text?.Trim();
if (!string.IsNullOrEmpty(url))
sidecarArg = $" --sidecar-url \"{url}\"";
}
var psi = new ProcessStartInfo(recorderExe)
{
Arguments = $"--output \"{outputPath}\" --attach \"{procs[0].Id}\"{sidecarArg}",
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
RedirectStandardInput = true,
CreateNoWindow = true,
};
_recorderProcess = new Process { StartInfo = psi, EnableRaisingEvents = true };
_recorderProcess.OutputDataReceived += (_, ev2) =>
{
if (ev2.Data is not null) AppendLog(ev2.Data);
};
_recorderProcess.ErrorDataReceived += (_, ev2) =>
{
if (ev2.Data is not null) AppendLog("[stderr] " + ev2.Data);
};
_recorderProcess.Exited += (_, _) =>
{
Dispatcher.Invoke(() =>
{
AppendLog("[launcher] 녹화 종료.");
RecordStartButton.IsEnabled = true;
RecordStopButton.IsEnabled = false;
_recorderProcess = null;
_recorderStdin = null;
RecordNameBox.Text = ""; // 다음 녹화 시 이름을 새로 입력하도록 초기화
RefreshScenarioList();
});
};
_recorderProcess.Start();
_recorderProcess.BeginOutputReadLine();
_recorderProcess.BeginErrorReadLine();
_recorderStdin = _recorderProcess.StandardInput;
// Minimize launcher so it doesn't interfere with recording
await Task.Delay(500);
WindowState = WindowState.Minimized;
}
private void RecordStop_Click(object sender, RoutedEventArgs e)
{
if (_recorderProcess is null || _recorderProcess.HasExited)
{
RecordStartButton.IsEnabled = true;
RecordStopButton.IsEnabled = false;
return;
}
AppendLog("[launcher] 녹화 중단 요청...");
WindowState = WindowState.Normal;
try
{
// Close stdin → recorder detects EOF → graceful stop + file write
_recorderStdin?.Close();
}
catch { /* already closed */ }
}
// ── Playback ─────────────────────────────────────────────────────────────
private void RunScenario(string scenarioName, string scenariosDir,
string? sidecarUrl, CancellationToken ct)
{
var yamlPath = Path.Combine(scenariosDir, scenarioName + ".yaml");
if (!File.Exists(yamlPath))
{
AppendLog($"[error] 파일 없음: {yamlPath}");
return;
}
Scenario scenario;
try { scenario = ScenarioLoader.LoadFromFile(yamlPath); }
catch (Exception ex) { AppendLog($"[error] yaml 파싱 실패: {ex.Message}"); return; }
var app = UiaPlayerHost.AttachByExeName("EG-BIM Modeler.exe");
if (app is null)
{
AppendLog("[error] EG-BIM Modeler 프로세스에 연결할 수 없습니다.");
return;
}
var artifactDir = Path.Combine("artifacts", "launcher-out", scenarioName);
Directory.CreateDirectory(artifactDir);
using var host = new UiaPlayerHost(app, artifactDir, sidecarUrl);
// Redirect Console.WriteLine → WPF log box
var prevOut = Console.Out;
Console.SetOut(new DispatcherWriter(AppendLog));
try
{
host.BringSutToForeground();
ct.ThrowIfCancellationRequested();
var speed = Dispatcher.Invoke(() => SpeedSlider.Value);
var engine = new PlayerEngine(new PlayerEngineOptions
{
PreserveTiming = true,
SpeedMultiplier = speed,
});
engine.Run(scenario, host, ct);
AppendLog($"[launcher] ✓ {scenarioName} 완료.");
}
finally
{
Console.SetOut(prevOut);
}
}
// ── Helpers ──────────────────────────────────────────────────────────────
private void AppendLog(string msg) =>
Dispatcher.Invoke(() =>
{
LogBox.AppendText(msg + "\n");
LogScroll.ScrollToBottom();
});
/// <summary>Redirects Console.WriteLine output to the WPF log box.</summary>
private sealed class DispatcherWriter : TextWriter
{
private readonly Action<string> _log;
public override Encoding Encoding => Encoding.UTF8;
public DispatcherWriter(Action<string> log) => _log = log;
public override void WriteLine(string? value) => _log(value ?? "");
public override void Write(string? value) { /* absorb partial writes */ }
}
}

View File

@@ -0,0 +1,20 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net8.0-windows</TargetFramework>
<UseWPF>true</UseWPF>
<AssemblyName>Recordingtest.LauncherUI</AssemblyName>
<RootNamespace>Recordingtest.LauncherUI</RootNamespace>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<ApplicationIcon />
</PropertyGroup>
<ItemGroup>
<PackageReference Include="FlaUI.Core" Version="4.0.0" />
<PackageReference Include="FlaUI.UIA3" Version="4.0.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Recordingtest.Player\Recordingtest.Player.csproj" />
<ProjectReference Include="..\Recordingtest.Runner\Recordingtest.Runner.csproj" />
</ItemGroup>
</Project>

View File

@@ -0,0 +1,106 @@
<Window x:Class="Recordingtest.LauncherUI.UiAnalysisWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="UI 컨트롤 맵" Width="1000" Height="700"
WindowStartupLocation="Manual"
Topmost="True">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
<RowDefinition Height="Auto"/>
</Grid.RowDefinitions>
<!-- Title row -->
<Border Grid.Row="0" Background="#263238" Padding="8,6">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock Grid.Column="0" x:Name="TitleText"
Text="UI 컨트롤 맵" Foreground="White"
FontWeight="SemiBold" VerticalAlignment="Center"/>
<Button Grid.Column="1" Content="× 닫기" Click="Close_Click"
Background="#B71C1C" Foreground="White"
BorderBrush="#C62828" Padding="10,4"/>
</Grid>
</Border>
<!-- Toolbar row -->
<Border Grid.Row="1" Background="#2E3C43" Padding="6,4" BorderBrush="#37474F" BorderThickness="0,0,0,1">
<WrapPanel Orientation="Horizontal">
<CheckBox x:Name="FilterIdOnly"
Content="ID/Name만" IsChecked="True"
Foreground="#B0BEC5" VerticalAlignment="Center"
Checked="Filter_Changed" Unchecked="Filter_Changed"
Margin="0,0,12,0"/>
<CheckBox x:Name="ShowContainers"
Content="컨테이너" IsChecked="False"
Foreground="#B0BEC5" VerticalAlignment="Center"
Checked="Filter_Changed" Unchecked="Filter_Changed"
Margin="0,0,16,0"/>
<Button Content="↻ 새로고침" Click="Refresh_Click"
Background="#37474F" Foreground="White"
BorderBrush="#546E7A" Padding="8,3" Margin="0,0,4,0"/>
<Button Content="⛶ 전체 맞춤" Click="FitToWindow_Click"
Background="#37474F" Foreground="White"
BorderBrush="#546E7A" Padding="8,3" Margin="0,0,4,0"
ToolTip="전체 맵을 창 크기에 맞게 축소합니다"/>
<Button Content="100%" Click="Zoom100_Click"
Background="#37474F" Foreground="White"
BorderBrush="#546E7A" Padding="8,3" Margin="0,0,4,0"
ToolTip="원본 크기(1:1)로 복원합니다"/>
<Button Content="💾 이미지 저장" Click="SaveImage_Click"
Background="#1B5E20" Foreground="White"
BorderBrush="#2E7D32" Padding="8,3" Margin="0,0,4,0"
ToolTip="전체 컨트롤 맵을 PNG 파일로 저장합니다"/>
<TextBlock x:Name="ZoomText" Text="100%"
Foreground="#78909C" VerticalAlignment="Center"
FontSize="11" Margin="8,0,0,0"/>
</WrapPanel>
</Border>
<!-- Canvas area -->
<Border Grid.Row="2" Background="#37474F">
<ScrollViewer x:Name="MapScroll"
HorizontalScrollBarVisibility="Auto"
VerticalScrollBarVisibility="Auto"
Background="#455A64">
<Canvas x:Name="MapCanvas" Background="#546E7A">
<Canvas.LayoutTransform>
<ScaleTransform x:Name="MapScale" ScaleX="1" ScaleY="1"/>
</Canvas.LayoutTransform>
</Canvas>
</ScrollViewer>
</Border>
<!-- Status bar -->
<Border Grid.Row="3" Background="#1C313A" Padding="8,4">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock Grid.Column="0" x:Name="StatusText"
Text="SUT 연결 중..." Foreground="#90A4AE"
FontSize="11" VerticalAlignment="Center"/>
<StackPanel Grid.Column="1" Orientation="Horizontal">
<Border Width="12" Height="12" Background="#6495ED" Margin="4,0,2,0"/>
<TextBlock Text="Button" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center" Margin="0,0,8,0"/>
<Border Width="12" Height="12" Background="#4CAF50" Margin="0,0,2,0"/>
<TextBlock Text="TextBox" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center" Margin="0,0,8,0"/>
<Border Width="12" Height="12" Background="#FF9800" Margin="0,0,2,0"/>
<TextBlock Text="Combo" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center" Margin="0,0,8,0"/>
<Border Width="12" Height="12" Background="#9C27B0" Margin="0,0,2,0"/>
<TextBlock Text="List" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center" Margin="0,0,8,0"/>
<Border Width="12" Height="12" Background="#FF5722" Margin="0,0,2,0"/>
<TextBlock Text="Custom" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center" Margin="0,0,8,0"/>
<Border Width="12" Height="12" Background="#78909C" Margin="0,0,2,0"/>
<TextBlock Text="기타" Foreground="#90A4AE" FontSize="10" VerticalAlignment="Center"/>
</StackPanel>
</Grid>
</Border>
</Grid>
</Window>

View File

@@ -0,0 +1,417 @@
using System.Diagnostics;
using System.IO;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using FlaUI.Core.Definitions;
using FlaUI.UIA3;
using Microsoft.Win32;
using FlaUIAutomationElement = FlaUI.Core.AutomationElements.AutomationElement;
namespace Recordingtest.LauncherUI;
public partial class UiAnalysisWindow : Window
{
// ── Model ─────────────────────────────────────────────────────────────────
private sealed record UiEl(
string ClassName,
string AutomationId,
string Name,
ControlType CtrlType,
Rect Bounds, // physical-pixel, SUT-window-relative
int Depth);
private List<UiEl> _elements = new();
private double _dpiX = 1.0, _dpiY = 1.0;
private CancellationTokenSource _cts = new();
// ── Init ──────────────────────────────────────────────────────────────────
public UiAnalysisWindow()
{
InitializeComponent();
Loaded += OnLoaded;
}
private async void OnLoaded(object sender, RoutedEventArgs e)
{
try
{
var src = PresentationSource.FromVisual(this);
if (src?.CompositionTarget != null)
{
_dpiX = src.CompositionTarget.TransformToDevice.M11;
_dpiY = src.CompositionTarget.TransformToDevice.M22;
}
await DoRefreshAsync();
}
catch (Exception ex) { ShowError("OnLoaded", ex); }
}
// ── Toolbar handlers ──────────────────────────────────────────────────────
private async void Refresh_Click(object sender, RoutedEventArgs e)
{
try { await DoRefreshAsync(); }
catch (Exception ex) { ShowError("Refresh", ex); }
}
private void Close_Click(object sender, RoutedEventArgs e) => Close();
private void FitToWindow_Click(object sender, RoutedEventArgs e)
{
try
{
if (MapCanvas.Width <= 0 || MapCanvas.Height <= 0) return;
// Give ScrollViewer a moment to measure, then compute scale
MapScroll.UpdateLayout();
double vw = MapScroll.ViewportWidth;
double vh = MapScroll.ViewportHeight;
if (vw <= 0 || vh <= 0) return;
double scale = Math.Min(vw / MapCanvas.Width, vh / MapCanvas.Height) * 0.97;
scale = Math.Max(0.05, Math.Min(scale, 4.0));
SetZoom(scale);
}
catch (Exception ex) { ShowError("FitToWindow", ex); }
}
private void Zoom100_Click(object sender, RoutedEventArgs e) => SetZoom(1.0);
private void SetZoom(double scale)
{
MapScale.ScaleX = scale;
MapScale.ScaleY = scale;
ZoomText.Text = $"{scale * 100:0}%";
}
private void SaveImage_Click(object sender, RoutedEventArgs e)
{
try
{
if (MapCanvas.Width <= 0 || MapCanvas.Height <= 0)
{ MessageBox.Show("저장할 맵이 없습니다.", "알림"); return; }
var dlg = new SaveFileDialog
{
Title = "컨트롤 맵 이미지 저장",
Filter = "PNG 이미지|*.png",
FileName = $"ui-control-map-{DateTime.Now:yyyyMMdd-HHmmss}.png",
DefaultExt = ".png",
};
if (dlg.ShowDialog() != true) return;
// Render the entire canvas at 1:1 scale (regardless of current zoom)
double w = MapCanvas.Width;
double h = MapCanvas.Height;
// Draw background + canvas content into a DrawingVisual
var visual = new DrawingVisual();
using (var dc = visual.RenderOpen())
{
var bgBrush = new SolidColorBrush(Color.FromRgb(0x54, 0x6E, 0x7A));
dc.DrawRectangle(bgBrush, null, new Rect(0, 0, w, h));
dc.DrawRectangle(new VisualBrush(MapCanvas), null, new Rect(0, 0, w, h));
}
var rtb = new RenderTargetBitmap(
(int)Math.Ceiling(w), (int)Math.Ceiling(h),
96, 96, PixelFormats.Pbgra32);
rtb.Render(visual);
var enc = new PngBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(rtb));
using var fs = File.OpenWrite(dlg.FileName);
enc.Save(fs);
SetStatus($"이미지 저장 완료: {dlg.FileName} ({(int)w}×{(int)h}px)");
MessageBox.Show($"저장 완료!\n{dlg.FileName}\n\n크기: {(int)w} × {(int)h} px",
"저장 완료", MessageBoxButton.OK, MessageBoxImage.Information);
}
catch (Exception ex) { ShowError("SaveImage", ex); }
}
private void Filter_Changed(object sender, RoutedEventArgs e)
{
if (!IsLoaded) return;
try { DrawElements(); }
catch (Exception ex) { ShowError("Filter", ex); }
}
// ── Core scan ─────────────────────────────────────────────────────────────
private async Task DoRefreshAsync()
{
_cts.Cancel();
_cts = new CancellationTokenSource();
var ct = _cts.Token;
SetStatus("SUT 스캔 중...");
MapCanvas.Children.Clear();
_elements.Clear();
var procs = Process.GetProcessesByName("EG-BIM Modeler");
if (procs.Length == 0)
{
SetStatus("SUT 없음 — EG-BIM Modeler를 먼저 실행하세요.");
return;
}
int pid = procs[0].Id;
var buf = new List<UiEl>();
double sl = 0, st = 0, sw = 0, sh = 0;
string title = "EG-BIM Modeler";
string? err = null;
SetStatus($"PID {pid} 스캔 중...");
try
{
await Task.Run(() =>
{
try
{
using var auto = new UIA3Automation();
var app = FlaUI.Core.Application.Attach(pid);
var main = app.GetMainWindow(auto, TimeSpan.FromSeconds(8));
if (main is null) { err = "메인 윈도우를 가져올 수 없습니다."; return; }
var wb = main.BoundingRectangle;
sl = wb.Left; st = wb.Top; sw = wb.Width; sh = wb.Height;
title = SafeStr(() => main.Name) is { Length: > 0 } t ? t : title;
WalkTree(main, sl, st, 0, buf, ct);
}
catch (OperationCanceledException) { /* cancelled */ }
catch (Exception ex) { err = $"{ex.GetType().Name}: {ex.Message}"; }
}, ct);
}
catch (OperationCanceledException) { SetStatus("취소됨."); return; }
catch (Exception ex) { ShowError("Task.Run", ex); return; }
if (ct.IsCancellationRequested) { SetStatus("취소됨."); return; }
if (err is not null) { SetStatus($"오류: {err}"); MessageBox.Show(err, "스캔 오류", MessageBoxButton.OK, MessageBoxImage.Warning); return; }
// ── UI update (back on UI thread) ─────────────────────────────────
if (sw > 0 && sh > 0)
{
Width = sw / _dpiX;
Height = sh / _dpiY;
Left = sl / _dpiX;
Top = st / _dpiY;
}
TitleText.Text = $"UI 컨트롤 맵 — {title}";
_elements = buf;
DrawElements();
}
// ── UIA tree walk (background thread) ────────────────────────────────────
private static void WalkTree(
FlaUIAutomationElement el,
double ox, double oy, int depth,
List<UiEl> out_, CancellationToken ct)
{
ct.ThrowIfCancellationRequested();
if (depth > 25 || out_.Count >= 3000) return;
try
{
var b = el.BoundingRectangle;
if (b.Width > 0 && b.Height > 0)
{
var ct2 = ControlType.Unknown;
try { ct2 = el.ControlType; } catch { /* ignore */ }
out_.Add(new UiEl(
ClassName: SafeStr(() => el.ClassName),
AutomationId: SafeStr(() => el.AutomationId),
Name: SafeStr(() => el.Name),
CtrlType: ct2,
Bounds: new Rect(b.Left - ox, b.Top - oy, b.Width, b.Height),
Depth: depth));
}
}
catch { return; }
FlaUIAutomationElement[] kids;
try { kids = el.FindAllChildren(); }
catch { return; }
foreach (var k in kids)
WalkTree(k, ox, oy, depth + 1, out_, ct);
}
// ── Canvas rendering ──────────────────────────────────────────────────────
private void DrawElements()
{
if (MapCanvas is null) return;
MapCanvas.Children.Clear();
if (_elements is null || _elements.Count == 0)
{
SetStatus("표시할 컨트롤 없음.");
return;
}
bool idOnly = FilterIdOnly?.IsChecked == true;
bool showCont = ShowContainers?.IsChecked == true;
double cw = 0, ch = 0;
foreach (var e in _elements)
{
if (e.Bounds.Right > cw) cw = e.Bounds.Right;
if (e.Bounds.Bottom > ch) ch = e.Bounds.Bottom;
}
MapCanvas.Width = Math.Max(cw / _dpiX, 100);
MapCanvas.Height = Math.Max(ch / _dpiY, 100);
// containers first so they render behind leaf controls
var sorted = _elements
.OrderBy(e => IsContainer(e.CtrlType) ? 0 : 1)
.ThenBy(e => e.Depth)
.ToList();
int drawn = 0;
foreach (var el in sorted)
{
try
{
if (!ShouldDraw(el, idOnly, showCont)) continue;
drawn++;
double x = el.Bounds.Left / _dpiX;
double y = el.Bounds.Top / _dpiY;
double w = Math.Max(el.Bounds.Width / _dpiX, 2);
double h = Math.Max(el.Bounds.Height / _dpiY, 2);
var (fill, stroke, isCont) = StyleFor(el);
var border = new Border
{
Width = w,
Height = h,
Background = isCont ? Brushes.Transparent : fill,
BorderBrush = stroke,
BorderThickness = new Thickness(isCont ? 1 : 1.5),
ToolTip = MakeTooltip(el),
Cursor = Cursors.Hand,
};
if (w >= 24 && h >= 12)
{
var lbl = BuildLabel(el);
if (lbl.Length > 0)
{
border.Child = new TextBlock
{
Text = lbl,
Foreground = isCont ? stroke : Brushes.White,
FontSize = 9,
FontWeight = FontWeights.SemiBold,
TextTrimming = TextTrimming.CharacterEllipsis,
VerticalAlignment = VerticalAlignment.Center,
HorizontalAlignment = HorizontalAlignment.Center,
Padding = new Thickness(2, 0, 2, 0),
IsHitTestVisible = false,
};
}
}
Canvas.SetLeft(border, x);
Canvas.SetTop(border, y);
Canvas.SetZIndex(border, el.Depth * 2 + (isCont ? 0 : 1));
MapCanvas.Children.Add(border);
}
catch { /* skip bad element */ }
}
SetStatus($"컨트롤 {drawn}개 표시 (전체 {_elements.Count}개) | DPI {_dpiX:0.#}×");
}
// ── Helpers ───────────────────────────────────────────────────────────────
private static bool IsContainer(ControlType ct) => ct is
ControlType.Window or ControlType.Pane or ControlType.Group or
ControlType.Tab or ControlType.ToolBar or ControlType.StatusBar or
ControlType.MenuBar;
private static bool ShouldDraw(UiEl el, bool idOnly, bool showCont)
{
if (IsContainer(el.CtrlType) && !showCont) return false;
if (idOnly && !IsContainer(el.CtrlType))
if (string.IsNullOrEmpty(el.AutomationId) && string.IsNullOrEmpty(el.Name))
return false;
return true;
}
private static (Brush fill, Brush stroke, bool isContainer) StyleFor(UiEl el)
{
if (IsContainer(el.CtrlType))
return (Brushes.Transparent,
new SolidColorBrush(Color.FromArgb(120, 200, 180, 0)), true);
var (f, s) = el.CtrlType switch
{
ControlType.Button =>
(Color.FromArgb(180, 100, 149, 237), Color.FromArgb(230, 30, 80, 180)),
ControlType.Edit =>
(Color.FromArgb(180, 76, 175, 80), Color.FromArgb(230, 27, 120, 40)),
ControlType.ComboBox =>
(Color.FromArgb(180, 255, 152, 0), Color.FromArgb(230,180, 90, 0)),
ControlType.List or ControlType.ListItem or ControlType.DataGrid =>
(Color.FromArgb(180, 156, 39, 176), Color.FromArgb(230,100, 0, 140)),
ControlType.CheckBox or ControlType.RadioButton =>
(Color.FromArgb(180, 0, 188, 212), Color.FromArgb(230, 0, 130, 150)),
ControlType.Text =>
(Color.FromArgb(100, 158, 158, 158), Color.FromArgb(160,100, 100, 100)),
ControlType.Custom =>
(Color.FromArgb(180, 255, 87, 34), Color.FromArgb(230,180, 40, 0)),
_ =>
(Color.FromArgb(150, 120, 144, 156), Color.FromArgb(200, 70, 90, 100)),
};
return (new SolidColorBrush(f), new SolidColorBrush(s), false);
}
private static string BuildLabel(UiEl el)
{
if (!string.IsNullOrEmpty(el.AutomationId)) return el.AutomationId;
if (!string.IsNullOrEmpty(el.Name)) return el.Name;
return el.ClassName;
}
private static ToolTip MakeTooltip(UiEl el)
{
var lines = new List<string>
{
$"Type : {el.CtrlType}",
$"Class: {el.ClassName}",
};
if (!string.IsNullOrEmpty(el.AutomationId)) lines.Add($"Id : {el.AutomationId}");
if (!string.IsNullOrEmpty(el.Name)) lines.Add($"Name : {el.Name}");
lines.Add($"Rect : {el.Bounds.X:0},{el.Bounds.Y:0} {el.Bounds.Width:0}×{el.Bounds.Height:0}px");
lines.Add($"Depth: {el.Depth}");
return new ToolTip
{
Content = new TextBlock
{
Text = string.Join("\n", lines),
FontFamily = new FontFamily("Consolas"),
FontSize = 11,
},
};
}
private void SetStatus(string msg)
{
if (StatusText is not null) StatusText.Text = msg;
}
private void ShowError(string ctx, Exception ex)
{
var msg = $"[{ctx}] {ex.GetType().Name}:\n{ex.Message}\n\n{ex.StackTrace}";
SetStatus($"오류: {ex.Message}");
MessageBox.Show(msg, $"UI 분석 오류 — {ctx}",
MessageBoxButton.OK, MessageBoxImage.Error);
}
private static string SafeStr(Func<string?> f)
{
try { return f() ?? string.Empty; } catch { return string.Empty; }
}
}

View File

@@ -1,3 +1,4 @@
using System.Text.Encodings.Web;
using System.Text.Json;
using System.Text.Json.Nodes;
@@ -134,6 +135,20 @@ public static class Normalizer
}
break;
}
case "sort_array_elements":
{
if (isJson && jsonNode is not null)
{
var (n, c) = Rules.SortArrayElements(jsonNode);
jsonNode = n;
log.Add(new RuleApplication(rule, c));
}
else
{
log.Add(new RuleApplication(rule, 0));
}
break;
}
default:
throw new InvalidOperationException($"Unknown rule: {rule}");
}
@@ -142,7 +157,11 @@ public static class Normalizer
string output;
if (isJson && jsonNode is not null)
{
output = jsonNode.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
output = jsonNode.ToJsonString(new JsonSerializerOptions
{
WriteIndented = true,
Encoder = JavaScriptEncoder.UnsafeRelaxedJsonEscaping,
});
}
else
{

View File

@@ -326,4 +326,51 @@ public static class Rules
}
return null;
}
/// <summary>
/// Sorts JSON array elements lexicographically (by their JSON serialization).
/// Recurses into objects and nested arrays. Counts the number of arrays sorted.
/// Use after mask_guids so that GUID-based IDs are order-independent.
/// </summary>
public static (JsonNode? node, int count) SortArrayElements(JsonNode? node)
{
int count = 0;
var result = SortArraysInternal(node, ref count);
return (result, count);
}
private static JsonNode? SortArraysInternal(JsonNode? node, ref int count)
{
if (node is JsonObject obj)
{
var newObj = new JsonObject();
foreach (var kv in obj)
{
newObj[kv.Key] = SortArraysInternal(kv.Value, ref count);
}
return newObj;
}
if (node is JsonArray arr)
{
count++;
// Recursively process children first
var processed = new List<JsonNode?>(arr.Count);
foreach (var item in arr)
processed.Add(SortArraysInternal(item, ref count));
// Sort by JSON serialization
processed.Sort((a, b) =>
StringComparer.Ordinal.Compare(
a?.ToJsonString() ?? "null",
b?.ToJsonString() ?? "null"));
var newArr = new JsonArray();
foreach (var item in processed)
newArr.Add(item);
return newArr;
}
if (node is JsonValue v)
{
return JsonNode.Parse(v.ToJsonString());
}
return null;
}
}

View File

@@ -0,0 +1,16 @@
name: engine-state
# Sidecar JSON profile: {"scene":{...}, "camera":{...}, "selection":{...}}
#
# Rules applied in order:
# 1. normalize_paths — mask document_path (user/temp dirs)
# 2. mask_guids — selected_ids GUIDs → <GUID> (order becomes irrelevant)
# 3. sort_array_elements — sort selected_ids after masking
# 4. round_floats — camera eye/target/up coords with 2 decimal places
# 5. sort_json_keys — deterministic key order for clean diff
float_decimals: 2
rules:
- normalize_paths
- mask_guids
- sort_array_elements
- round_floats
- sort_json_keys

View File

@@ -30,4 +30,12 @@ public interface IPlayerHost
// because PlayerEngine contract forbids fixed sleeps; the host is free
// to implement real time or a virtual clock for tests.
void Delay(TimeSpan duration);
/// <summary>
/// Attempt to restore camera state before the first step.
/// Called only when the scenario has a recorded <c>camera_snapshot</c>.
/// Implementations that do not support camera restore return false and the
/// engine continues normally. Default: returns false (no-op).
/// </summary>
bool TryRestoreCamera(double[] eye, double[] target, double[] up, double fov) => false;
}

View File

@@ -5,11 +5,22 @@ public sealed class Scenario
public string Name { get; set; } = string.Empty;
public string Description { get; set; } = string.Empty;
public SutInfo Sut { get; set; } = new();
/// <summary>Camera state captured at recording start. When present, the player
/// restores it via the engine-bridge sidecar before the first step.</summary>
public ScenarioCameraSnapshot? CameraSnapshot { get; set; }
public List<Step> Steps { get; set; } = new();
public List<Checkpoint> Checkpoints { get; set; } = new();
public List<Baseline> Baselines { get; set; } = new();
}
public sealed class ScenarioCameraSnapshot
{
public double[] Eye { get; set; } = new double[3];
public double[] Target { get; set; } = new double[3];
public double[] Up { get; set; } = new double[3];
public double Fov { get; set; } = 45.0;
}
public sealed class SutInfo
{
public string Exe { get; set; } = string.Empty;

View File

@@ -1,3 +1,4 @@
using System.Linq;
using Recordingtest.Player.Model;
namespace Recordingtest.Player;
@@ -12,6 +13,8 @@ public sealed class PlayerEngineOptions
public bool PreserveTiming { get; set; } = true;
public TimeSpan MinStepDelay { get; set; } = TimeSpan.FromMilliseconds(150);
public TimeSpan MaxStepDelay { get; set; } = TimeSpan.FromSeconds(3);
/// <summary>Speed multiplier. 2.0 = 2x faster (delays halved), 0.5 = half speed.</summary>
public double SpeedMultiplier { get; set; } = 1.0;
}
public sealed class PlayerEngine
@@ -23,7 +26,8 @@ public sealed class PlayerEngine
_options = options ?? new PlayerEngineOptions();
}
public void Run(Scenario scenario, IPlayerHost host)
public void Run(Scenario scenario, IPlayerHost host,
System.Threading.CancellationToken ct = default)
{
ArgumentNullException.ThrowIfNull(scenario);
ArgumentNullException.ThrowIfNull(host);
@@ -48,21 +52,68 @@ public sealed class PlayerEngine
break;
}
// Issue #14: strip trailing recorder-stop noise. The common recording
// stop sequence is: alt+tab (switch back to recorder terminal) →
// optional click (focus terminal) → ctrl+c (stop recorder).
// Replaying this after real work is done would shift focus out of the
// SUT and send ctrl+c to a random window (browser, etc.).
// Pattern: from the end, remove ctrl+c hotkeys, then remove at most one
// click, then remove at most one alt+tab — but ONLY if at least one
// alt+tab was found (i.e. the pattern starts with focus-switch noise).
int end = scenario.Steps.Count;
{
int t = end - 1;
// strip trailing ctrl+c
int ctrlcCount = 0;
while (t >= start &&
scenario.Steps[t].Kind == StepKind.Hotkey &&
string.Equals(scenario.Steps[t].Value, "ctrl+c", StringComparison.OrdinalIgnoreCase))
{
t--;
ctrlcCount++;
}
// strip optional trailing click
if (t >= start && scenario.Steps[t].Kind == StepKind.Click)
t--;
// strip trailing alt+tab — only commit the trim if we found one
if (t >= start &&
scenario.Steps[t].Kind == StepKind.Hotkey &&
string.Equals(scenario.Steps[t].Value, "alt+tab", StringComparison.OrdinalIgnoreCase) &&
ctrlcCount > 0)
{
end = t; // exclude alt+tab and everything after
Console.WriteLine(
$"[player] info: stripped trailing recorder-stop noise (steps {t}..{scenario.Steps.Count - 1}) (issue #14)");
}
}
// Restore camera snapshot before the first step if one was captured
// at recording time. Best-effort: if the sidecar is unreachable or
// the host does not implement TryRestoreCamera, playback continues.
if (scenario.CameraSnapshot is { } cs)
{
var restored = host.TryRestoreCamera(cs.Eye, cs.Target, cs.Up, cs.Fov);
Console.WriteLine(restored
? $"[player] camera restored: eye=[{string.Join(",", cs.Eye.Select(v => v.ToString("F2")))}]"
: "[player] camera restore skipped (host does not support it or sidecar unavailable)");
}
// Seed prevTs so the FIRST executed step also gets a pre-delay
// (MinStepDelay). Without this, step 2's Type can fire before the
// SUT has fully settled after foreground switch.
long? prevTs = start < scenario.Steps.Count && scenario.Steps[start].Ts is long firstTs
long? prevTs = start < end && scenario.Steps[start].Ts is long firstTs
? firstTs - (long)_options.MinStepDelay.TotalMilliseconds
: null;
for (int i = start; i < scenario.Steps.Count; i++)
for (int i = start; i < end; i++)
{
ct.ThrowIfCancellationRequested();
var step = scenario.Steps[i];
if (_options.PreserveTiming && step.Ts is long ts)
{
if (prevTs is long p)
{
var delta = ts - p;
var delta = (long)((ts - p) / _options.SpeedMultiplier);
if (delta < _options.MinStepDelay.TotalMilliseconds)
delta = (long)_options.MinStepDelay.TotalMilliseconds;
if (delta > _options.MaxStepDelay.TotalMilliseconds)
@@ -104,6 +155,13 @@ public sealed class PlayerEngine
}
}
// Focus is a no-op regardless of whether a target is present (issue #11).
if (step.Kind == StepKind.Focus)
{
Console.WriteLine($"[player] info: focus step {index} — no-op (issue #11)");
return;
}
ResolvedElement? element = null;
ScreenPoint point = default;
if (step.Target is not null && !string.IsNullOrEmpty(step.Target.UiaPath))
@@ -111,10 +169,37 @@ public sealed class PlayerEngine
element = host.ResolveElement(step.Target.UiaPath, _options.ResolveTimeout);
if (element is null)
{
throw new InvalidOperationException(
$"failed to resolve uia_path '{step.Target.UiaPath}' at step {index}");
// Safety fallback for Click: if the anchor path failed to resolve
// (e.g. window layout changed), fall back to recorded raw_coord with a warning.
if (step.Kind == StepKind.Click && step.RawCoord is { Length: >= 2 })
{
Console.WriteLine(
$"[player] warn: step {index} uia_path '{step.Target.UiaPath}' unresolvable — falling back to raw_coord ({step.RawCoord[0]},{step.RawCoord[1]})");
point = new ScreenPoint(step.RawCoord[0], step.RawCoord[1]);
}
else if (step.Kind == StepKind.Type)
{
// CommandBox 등 AutomationPeer 미부착 컨트롤은 UIA로 접근 불가.
// 현재 포커스된 엘리먼트에 그대로 타이핑 (null-target Type과 동일 동작).
Console.WriteLine(
$"[player] warn: step {index} uia_path '{step.Target.UiaPath}' unresolvable — typing into focused element");
}
else if (step.Kind == StepKind.Drag && step.RawCoord is { Length: >= 2 })
{
Console.WriteLine(
$"[player] warn: step {index} uia_path '{step.Target.UiaPath}' unresolvable — falling back to raw_coord ({step.RawCoord[0]},{step.RawCoord[1]})");
point = new ScreenPoint(step.RawCoord[0], step.RawCoord[1]);
}
else
{
throw new InvalidOperationException(
$"failed to resolve uia_path '{step.Target.UiaPath}' at step {index}");
}
}
else
{
point = ComputeScreenPoint(element.Value.Bounds, step.Target.Offset);
}
point = ComputeScreenPoint(element.Value.Bounds, step.Target.Offset);
}
else if (StepRequiresTarget(step.Kind))
{
@@ -195,7 +280,7 @@ public sealed class PlayerEngine
StepKind.Click => true,
StepKind.Drag => true,
StepKind.Type => true,
StepKind.Focus => true,
StepKind.Focus => false, // no-op (issue #11) — target resolve not needed
_ => false,
};

View File

@@ -1,4 +1,5 @@
using System.Diagnostics;
using System.Linq;
using FlaUI.Core;
using FlaUI.Core.AutomationElements;
using FlaUI.Core.Input;
@@ -18,12 +19,14 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
private readonly UIA3Automation _automation;
private readonly Application? _app;
private readonly string _artifactDir;
private readonly string? _sidecarUrl;
public UiaPlayerHost(Application? app, string artifactDir)
public UiaPlayerHost(Application? app, string artifactDir, string? sidecarUrl = "http://localhost:38080")
{
_automation = new UIA3Automation();
_app = app;
_artifactDir = artifactDir;
_sidecarUrl = sidecarUrl;
Directory.CreateDirectory(_artifactDir);
}
@@ -67,10 +70,17 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
return result.Result;
}
public void Click(ScreenPoint point) =>
public void Click(ScreenPoint point)
{
EnsureSutForegroundQuick();
Mouse.Click(new System.Drawing.Point(point.X, point.Y));
}
public void Type(string text) => Keyboard.Type(text);
public void Type(string text)
{
EnsureSutForegroundQuick();
Keyboard.Type(text);
}
public void Drag(ScreenPoint from, ScreenPoint to) =>
Mouse.Drag(
@@ -126,6 +136,7 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
public void Hotkey(string keys)
{
EnsureSutForegroundQuick();
var parsed = ParseHotkey(keys);
foreach (var m in parsed.Modifiers) Keyboard.Press(m);
if (parsed.Main is not null) Keyboard.Type(parsed.Main.Value);
@@ -215,36 +226,51 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
[System.Runtime.InteropServices.DllImport("user32.dll")]
private static extern IntPtr GetForegroundWindow();
[System.Runtime.InteropServices.DllImport("user32.dll")]
private static extern bool SetForegroundWindow(IntPtr hWnd);
// Cached SUT HWND after first BringSutToForeground call.
private IntPtr _sutHwnd = IntPtr.Zero;
public void BringSutToForeground()
{
try
{
var w = _app?.GetMainWindow(_automation, TimeSpan.FromSeconds(5));
if (w is null) return;
var targetHwnd = w.Properties.NativeWindowHandle.ValueOrDefault;
_sutHwnd = w.Properties.NativeWindowHandle.ValueOrDefault;
try { w.SetForeground(); } catch { /* best-effort */ }
try { w.Focus(); } catch { /* best-effort */ }
// Issue #14 follow-up: active wait instead of fixed 600ms sleep.
// Poll until the OS reports the SUT as the foreground window, up
// to 2s. Previously a 600ms fixed sleep was threshold-sensitive
// and caused the first "BOX" keystroke to get dropped on a cold
// first run.
var deadline = DateTime.UtcNow.AddSeconds(2);
while (DateTime.UtcNow < deadline)
{
if (targetHwnd != IntPtr.Zero && GetForegroundWindow() == targetHwnd)
if (_sutHwnd != IntPtr.Zero && GetForegroundWindow() == _sutHwnd)
break;
System.Threading.Thread.Sleep(25);
}
// Tiny additional settle for the OS keyboard-focus IPC to finish
// after the foreground transition is observed.
System.Threading.Thread.Sleep(100);
}
catch
catch { /* best-effort */ }
}
/// <summary>
/// Re-ensure SUT is in foreground before each input step.
/// Called from Click/Type/Hotkey. Quick check (≤300ms) so it
/// doesn't slow normal playback when focus is already correct.
/// </summary>
private void EnsureSutForegroundQuick()
{
if (_sutHwnd == IntPtr.Zero) return;
if (GetForegroundWindow() == _sutHwnd) return;
SetForegroundWindow(_sutHwnd);
var deadline = DateTime.UtcNow.AddMilliseconds(300);
while (DateTime.UtcNow < deadline)
{
// best-effort; if this fails the user will see the BOX text land
// in the wrong window and can re-run with the SUT focused manually.
if (GetForegroundWindow() == _sutHwnd) break;
System.Threading.Thread.Sleep(20);
}
}
@@ -254,6 +280,34 @@ public sealed class UiaPlayerHost : IPlayerHost, IDisposable
System.Threading.Thread.Sleep(duration);
}
/// <summary>
/// POST to sidecar /camera/restore with the recorded camera state.
/// Returns true when the sidecar responds with 200 OK, false otherwise.
/// </summary>
public bool TryRestoreCamera(double[] eye, double[] target, double[] up, double fov)
{
if (string.IsNullOrEmpty(_sidecarUrl)) return false;
try
{
static string Vec(double[] v) =>
"[" + string.Join(",", v.Select(d => d.ToString("R", System.Globalization.CultureInfo.InvariantCulture))) + "]";
var body = "{\"eye\":" + Vec(eye) +
",\"target\":" + Vec(target) +
",\"up\":" + Vec(up) +
",\"fov\":" + fov.ToString("R", System.Globalization.CultureInfo.InvariantCulture) + "}";
using var http = new System.Net.Http.HttpClient { Timeout = TimeSpan.FromSeconds(3) };
var content = new System.Net.Http.StringContent(body, System.Text.Encoding.UTF8, "application/json");
using var resp = http.PostAsync(_sidecarUrl.TrimEnd('/') + "/camera/restore", content)
.GetAwaiter().GetResult();
return resp.IsSuccessStatusCode;
}
catch
{
return false;
}
}
public void Dispose()
{
_automation.Dispose();

View File

@@ -135,7 +135,7 @@ public sealed class DragCollapser
}
if (useSq >= threshSq)
{
// drag step
// drag step — use anchored path so viewport drags resolve
var step = new ScenarioStep
{
Kind = "drag",
@@ -145,13 +145,13 @@ public sealed class DragCollapser
};
if (downRes is not null)
{
var (sx, sy) = OffsetNormalizer.Normalize(
downRes.Snapshot.BoundingRectangle, down.X, down.Y);
var (ex, ey) = OffsetNormalizer.Normalize(
downRes.Snapshot.BoundingRectangle, ev.X, ev.Y);
var (anchorPath, sx, sy) = ElementPathBuilder.BuildAnchored(
downRes.Snapshot, down.X, down.Y);
var (_, ex, ey) = ElementPathBuilder.BuildAnchored(
downRes.Snapshot, ev.X, ev.Y);
step.Target = new ScenarioTarget
{
UiaPath = downRes.UiaPath,
UiaPath = anchorPath,
Offset = new[] { sx, sy },
};
step.EndOffset = new[] { ex, ey };
@@ -160,7 +160,7 @@ public sealed class DragCollapser
}
else
{
// click step at down point
// click step — use anchored path so viewport clicks resolve
var step = new ScenarioStep
{
Kind = "click",
@@ -169,11 +169,11 @@ public sealed class DragCollapser
};
if (downRes is not null)
{
var (ox, oy) = OffsetNormalizer.Normalize(
downRes.Snapshot.BoundingRectangle, down.X, down.Y);
var (anchorPath, ox, oy) = ElementPathBuilder.BuildAnchored(
downRes.Snapshot, down.X, down.Y);
step.Target = new ScenarioTarget
{
UiaPath = downRes.UiaPath,
UiaPath = anchorPath,
Offset = new[] { ox, oy },
};
if (MaskPolicy.IsMasked(downRes.Snapshot))
@@ -201,11 +201,11 @@ public sealed class DragCollapser
};
if (res is not null)
{
var (ox, oy) = OffsetNormalizer.Normalize(
res.Snapshot.BoundingRectangle, ev.X, ev.Y);
var (anchorPath, ox, oy) = ElementPathBuilder.BuildAnchored(
res.Snapshot, ev.X, ev.Y);
step.Target = new ScenarioTarget
{
UiaPath = res.UiaPath,
UiaPath = anchorPath,
Offset = new[] { ox, oy },
};
}
@@ -312,11 +312,11 @@ public sealed class DragCollapser
};
if (res is not null)
{
var (ox, oy) = OffsetNormalizer.Normalize(
res.Snapshot.BoundingRectangle, ev.X, ev.Y);
var (anchorPath, ox, oy) = ElementPathBuilder.BuildAnchored(
res.Snapshot, ev.X, ev.Y);
step.Target = new ScenarioTarget
{
UiaPath = res.UiaPath,
UiaPath = anchorPath,
Offset = new[] { ox, oy },
};
}

View File

@@ -58,4 +58,72 @@ public static class ElementPathBuilder
}
private static string Escape(string s) => s.Replace("'", "&apos;");
/// <summary>
/// Walk up from <paramref name="element"/> to the nearest "identifiable"
/// ancestor (inclusive) and compute (clickX, clickY) as a [0..1] offset
/// within that anchor's bounding rectangle.
///
/// An ancestor is identifiable when it has a non-empty AutomationId OR a
/// distinctive ClassName (i.e. not a generic WPF layout container such as
/// Canvas/Grid/Border). For example <c>HmEGViewport</c> has no AutomationId
/// but its ClassName is unique enough to resolve reliably at replay time.
///
/// Falls back to the full path of <paramref name="element"/> when no
/// identifiable ancestor is found.
/// </summary>
public static (string Path, double OffX, double OffY) BuildAnchored(
IElementSnapshot element, double clickX, double clickY)
{
IElementSnapshot? anchor = element;
while (anchor is not null && !IsIdentifiable(anchor))
anchor = anchor.Parent;
if (anchor is null)
{
var fallbackPath = Build(element);
var (ox, oy) = NormalizeOffset(element.BoundingRectangle, clickX, clickY);
return (fallbackPath, ox, oy);
}
var anchorPath = Build(anchor);
var (aox, aoy) = NormalizeOffset(anchor.BoundingRectangle, clickX, clickY);
return (anchorPath, aox, aoy);
}
/// <summary>
/// Returns true when the element can serve as a reliable path anchor:
/// it has a non-empty AutomationId, or its ClassName is distinctive
/// (not a common WPF layout-container class that appears dozens of times
/// in a typical tree without any unique attribute).
/// </summary>
private static bool IsIdentifiable(IElementSnapshot e)
{
if (!string.IsNullOrEmpty(e.AutomationId)) return true;
return !string.IsNullOrEmpty(e.ClassName) && !IsGenericWpfClass(e.ClassName);
}
// Common WPF layout/decorator classes that offer no uniqueness by themselves.
// Custom control classes (e.g. HmEGViewport, EGViewport) are NOT in this list
// and will be treated as identifiable anchors even without an AutomationId.
private static bool IsGenericWpfClass(string cls) => cls is
"Canvas" or "Grid" or "Border" or
"StackPanel" or "DockPanel" or "WrapPanel" or
"UniformGrid" or "ContentPresenter" or "ItemsPresenter" or
"ScrollViewer" or "ScrollContentPresenter" or
"Decorator" or "AdornerDecorator" or "AdornerLayer" or
"Panel" or "FrameworkElement" or "UIElement" or
"Visual" or "Popup" or "Rectangle" or
"Ellipse" or "Path" or "Shape";
private static (double ox, double oy) NormalizeOffset(
(double Left, double Top, double Width, double Height) b, double x, double y)
{
if (b.Width <= 0 || b.Height <= 0) return (0.0, 0.0);
double ox = (x - b.Left) / b.Width;
double oy = (y - b.Top) / b.Height;
if (ox < 0) ox = 0; if (ox > 1) ox = 1;
if (oy < 0) oy = 0; if (oy > 1) oy = 1;
return (ox, oy);
}
}

View File

@@ -34,12 +34,13 @@ public static class Program
}
}
internal sealed record CliArgs(string OutputPath, string Attach);
internal sealed record CliArgs(string OutputPath, string Attach, string SidecarUrl);
internal static CliArgs? ParseArgs(string[] args)
{
string? output = null;
string? attach = null;
string? sidecarUrl = null;
for (int i = 0; i < args.Length; i++)
{
switch (args[i])
@@ -50,11 +51,15 @@ public static class Program
case "--attach" when i + 1 < args.Length:
attach = args[++i];
break;
case "--sidecar-url" when i + 1 < args.Length:
sidecarUrl = args[++i];
break;
}
}
if (string.IsNullOrEmpty(attach)) return null;
if (string.IsNullOrEmpty(output)) output = "scenarios/recorded.yaml";
return new CliArgs(output!, attach!);
if (string.IsNullOrEmpty(sidecarUrl)) sidecarUrl = "http://localhost:38080";
return new CliArgs(output!, attach!, sidecarUrl!);
}
internal static void PrintUsage()
@@ -107,10 +112,20 @@ public static class Program
Console.WriteLine($"[recorder] window filter active for pid={sutPid}");
}
// Capture camera state BEFORE recording starts via the engine-bridge sidecar.
// Best-effort: if the sidecar is unreachable the scenario is recorded without
// a camera_snapshot and the player will skip the restore step.
var cameraSnapshot = TryCaptureCamera(args.SidecarUrl);
if (cameraSnapshot is not null)
Console.WriteLine($"[recorder] camera snapshot captured: eye=[{string.Join(",", cameraSnapshot.Eye)}]");
else
Console.WriteLine("[recorder] camera snapshot unavailable (sidecar unreachable — OK)");
var scenario = new Scenario
{
Name = System.IO.Path.GetFileNameWithoutExtension(args.OutputPath),
Description = "Recorded session",
CameraSnapshot = cameraSnapshot,
};
var cts = new CancellationTokenSource();
@@ -120,6 +135,26 @@ public static class Program
cts.Cancel();
};
// When stdin is redirected (e.g. from LauncherUI pipe), watch for EOF
// so the UI can close stdin to trigger a graceful stop instead of
// sending Ctrl+C.
if (Console.IsInputRedirected)
{
_ = Task.Run(() =>
{
try
{
while (true)
{
int b = Console.In.Read();
if (b == -1) break; // EOF → parent closed stdin
}
}
catch { /* pipe broken */ }
cts.Cancel();
});
}
// Register UIA focus changed event. The callback only captures the
// element path and pushes a synthetic RawEvent into the same queue;
// it does NOT compute anything else inside the UIA callback.
@@ -335,6 +370,49 @@ public static class Program
return (app, automation, main);
}
/// <summary>
/// GET /camera from the engine-bridge sidecar and return a <see cref="RecordedCameraSnapshot"/>
/// or null if the sidecar is unreachable or returns unexpected data.
/// Uses a short timeout (2 s) so it does not delay recording startup.
/// </summary>
internal static RecordedCameraSnapshot? TryCaptureCamera(string sidecarUrl)
{
try
{
using var http = new System.Net.Http.HttpClient
{
Timeout = TimeSpan.FromSeconds(2),
};
var resp = http.GetAsync(sidecarUrl.TrimEnd('/') + "/camera").GetAwaiter().GetResult();
if (!resp.IsSuccessStatusCode) return null;
var json = resp.Content.ReadAsStringAsync().GetAwaiter().GetResult();
using var doc = System.Text.Json.JsonDocument.Parse(json);
var r = doc.RootElement;
if (r.TryGetProperty("error", out _)) return null; // sidecar error response
static double[] ToArr(System.Text.Json.JsonElement e)
{
var a = new double[e.GetArrayLength()];
int i = 0;
foreach (var item in e.EnumerateArray()) a[i++] = item.GetDouble();
return a;
}
return new RecordedCameraSnapshot
{
Eye = r.TryGetProperty("eye", out var eyeEl) ? ToArr(eyeEl) : new double[3],
Target = r.TryGetProperty("target", out var tgtEl) ? ToArr(tgtEl) : new double[3],
Up = r.TryGetProperty("up", out var upEl) ? ToArr(upEl) : new double[3],
Fov = r.TryGetProperty("fov", out var fovEl) ? fovEl.GetDouble() : 45.0,
};
}
catch
{
return null;
}
}
private static async Task ConsumeAsync(
ChannelReader<RawEvent> reader,
System.Collections.Generic.List<RawEvent> buffer,

View File

@@ -13,4 +13,7 @@
<PackageReference Include="FlaUI.UIA3" Version="4.0.0" />
<PackageReference Include="YamlDotNet" Version="16.1.3" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="Recordingtest.Recorder.Tests" />
</ItemGroup>
</Project>

View File

@@ -7,9 +7,21 @@ public sealed class Scenario
public string Name { get; set; } = string.Empty;
public string Description { get; set; } = string.Empty;
public ScenarioSut Sut { get; set; } = new();
/// <summary>Camera state captured at recording start via the engine-bridge sidecar.
/// Null when the sidecar was unreachable. The player uses this to restore the
/// viewport before the first step so replays are position-independent.</summary>
public RecordedCameraSnapshot? CameraSnapshot { get; set; }
public List<ScenarioStep> Steps { get; set; } = new();
}
public sealed class RecordedCameraSnapshot
{
public double[] Eye { get; set; } = new double[3];
public double[] Target { get; set; } = new double[3];
public double[] Up { get; set; } = new double[3];
public double Fov { get; set; } = 45.0;
}
public sealed class ScenarioSut
{
public string Exe { get; set; } = "EG-BIM Modeler/EG-BIM Modeler.exe";

View File

@@ -0,0 +1,95 @@
using System.Net.Http;
namespace Recordingtest.Runner;
/// <summary>
/// Generic (SUT-neutral) abstraction for capturing the engine state sidecar
/// at the end of a scenario playback. Implementations usually hit an
/// in-process HTTP bridge exposed by a plugin inside the SUT. Returns the
/// JSON body as a single string (pre-concatenated across endpoints) or
/// <c>null</c> if the bridge is unreachable, so the runner can degrade
/// gracefully when the sidecar is simply not available.
/// </summary>
public interface IEngineStateSnapshotClient
{
/// <summary>
/// Best-effort capture. Never throws — returns null on any failure.
/// </summary>
string? TryCapture();
}
/// <summary>
/// Default HTTP implementation. GETs the three well-known read-only
/// endpoints (/scene, /camera, /selection) off a base URL and composes the
/// three responses into one JSON object:
///
/// { "scene": {...}, "camera": {...}, "selection": {...} }
///
/// The Runner is the Generic tier, so this client must not know about any
/// HmEG-specific response shape — it simply forwards the raw JSON strings.
/// Normalization and tolerance rules are applied downstream by Normalizer.
/// </summary>
public sealed class HttpEngineStateSnapshotClient : IEngineStateSnapshotClient, IDisposable
{
public const string DefaultBaseUrl = "http://localhost:38080";
private readonly string _baseUrl;
private readonly HttpClient _http;
private readonly bool _ownsClient;
public HttpEngineStateSnapshotClient(
string baseUrl = DefaultBaseUrl,
HttpClient? httpClient = null,
TimeSpan? timeout = null)
{
_baseUrl = baseUrl.TrimEnd('/');
if (httpClient is null)
{
_http = new HttpClient { Timeout = timeout ?? TimeSpan.FromSeconds(2) };
_ownsClient = true;
}
else
{
_http = httpClient;
if (timeout.HasValue) _http.Timeout = timeout.Value;
_ownsClient = false;
}
}
public string? TryCapture()
{
try
{
var scene = Get("/scene");
var camera = Get("/camera");
var selection = Get("/selection");
if (scene is null || camera is null || selection is null) return null;
// Stable ordering (scene, camera, selection) → diff-friendly.
return "{\"scene\":" + scene +
",\"camera\":" + camera +
",\"selection\":" + selection + "}";
}
catch
{
return null;
}
}
private string? Get(string endpoint)
{
try
{
using var resp = _http.GetAsync(_baseUrl + endpoint).GetAwaiter().GetResult();
if (!resp.IsSuccessStatusCode) return null;
return resp.Content.ReadAsStringAsync().GetAwaiter().GetResult();
}
catch
{
return null;
}
}
public void Dispose()
{
if (_ownsClient) _http.Dispose();
}
}

View File

@@ -5,6 +5,8 @@ public static class Program
public static int Main(string[] args)
{
var options = new RunnerOptions();
string? sidecarUrl = null;
bool noSidecar = false;
for (int i = 0; i < args.Length; i++)
{
switch (args[i])
@@ -14,9 +16,17 @@ public static class Program
case "--out": options.OutDir = args[++i]; break;
case "--profile": options.Profile = args[++i]; break;
case "--no-launch": options.NoLaunch = true; break;
case "--sidecar-url": sidecarUrl = args[++i]; break;
case "--no-sidecar": noSidecar = true; break;
case "--sidecar-profile": options.SidecarProfile = args[++i]; break;
case "--scenario": options.ScenarioFilter = args[++i]; break;
case "-h":
case "--help":
Console.WriteLine("Usage: Recordingtest.Runner --scenarios <dir> --baselines <dir> --out <dir> [--profile <name>] [--no-launch]");
Console.WriteLine("Usage: Recordingtest.Runner --scenarios <dir> --baselines <dir> --out <dir>");
Console.WriteLine(" [--profile <name>] [--no-launch]");
Console.WriteLine(" [--sidecar-url http://localhost:38080] [--no-sidecar]");
Console.WriteLine(" [--sidecar-profile engine-state]");
Console.WriteLine(" [--scenario <name>] (run only this scenario)");
return 0;
}
}
@@ -29,12 +39,24 @@ public static class Program
return 2;
}
// engine-bridge v3 — default to the well-known localhost bridge port
// unless the caller explicitly opts out or overrides the URL.
IEngineStateSnapshotClient? sidecar = null;
if (!noSidecar)
{
sidecar = new HttpEngineStateSnapshotClient(
sidecarUrl ?? HttpEngineStateSnapshotClient.DefaultBaseUrl);
}
var runner = new TestRunner();
var report = runner.RunAll(
options,
new DefaultHostFactory(),
new DefaultNormalizer(),
new DefaultDiffer());
new DefaultDiffer(),
sidecarClient: sidecar);
(sidecar as IDisposable)?.Dispose();
Console.WriteLine($"Total: {report.Total}, Passed: {report.Passed}, Failed: {report.Failed}, Errored: {report.Errored}");
return TestRunner.ToExitCode(report);

View File

@@ -18,4 +18,12 @@ public sealed class ScenarioResult
public int CheckpointCount { get; set; }
public string ArtifactDir { get; set; } = string.Empty;
public string? Error { get; set; }
// engine-bridge sidecar (v3): optional semantic-state diff.
// - Captured — sidecar JSON was successfully fetched from the bridge
// - Hunks — diff hunks against the engine-state baseline
// - Status — "pass" / "fail" / "missing_baseline" / "unavailable" / "skipped"
public bool SidecarCaptured { get; set; }
public int SidecarHunks { get; set; }
public string SidecarStatus { get; set; } = "skipped";
}

View File

@@ -6,5 +6,9 @@ public sealed class RunnerOptions
public string BaselinesDir { get; set; } = string.Empty;
public string OutDir { get; set; } = string.Empty;
public string Profile { get; set; } = "default";
/// <summary>Profile name for engine-state sidecar normalization. Defaults to "engine-state".</summary>
public string SidecarProfile { get; set; } = "engine-state";
public bool NoLaunch { get; set; }
/// <summary>If set, only run scenarios whose name matches this value (no extension).</summary>
public string? ScenarioFilter { get; set; }
}

View File

@@ -13,7 +13,8 @@ public sealed class TestRunner
RunnerOptions options,
IRunnerHostFactory hostFactory,
INormalizer normalizer,
IDiffer differ)
IDiffer differ,
IEngineStateSnapshotClient? sidecarClient = null)
{
ArgumentNullException.ThrowIfNull(options);
ArgumentNullException.ThrowIfNull(hostFactory);
@@ -26,6 +27,8 @@ public sealed class TestRunner
var yamlFiles = Directory.Exists(options.ScenariosDir)
? Directory.GetFiles(options.ScenariosDir, "*.yaml", SearchOption.TopDirectoryOnly)
.Where(p => options.ScenarioFilter is null ||
Path.GetFileNameWithoutExtension(p).Equals(options.ScenarioFilter, StringComparison.OrdinalIgnoreCase))
.OrderBy(p => p, StringComparer.Ordinal).ToArray()
: Array.Empty<string>();
@@ -50,6 +53,19 @@ public sealed class TestRunner
var host = hostFactory.Create(scenario, artifactDir);
var engine = new PlayerEngine();
engine.Run(scenario, host);
// engine-bridge v3 sidecar: capture the engine state AFTER
// playback completes, before the host releases the SUT. The
// client is best-effort — null return or exception means the
// bridge is unreachable and we keep going without a sidecar.
CaptureAndDiffSidecar(
sidecarClient,
options,
scenarioName,
artifactDir,
normalizer,
differ,
sr);
}
catch (Exception ex)
{
@@ -132,6 +148,98 @@ public sealed class TestRunner
return report;
}
/// <summary>
/// engine-bridge v3 — capture engine state sidecar at scenario end and
/// diff it against the approved engine-state baseline (if any). Updates
/// <paramref name="sr"/> with the sidecar status and hunk count, and
/// promotes the scenario status to "fail" if the sidecar diverges.
/// The bridge is treated as strictly optional: a missing client, a
/// null capture, or a missing baseline degrade to benign statuses
/// instead of failing the run.
/// </summary>
private static void CaptureAndDiffSidecar(
IEngineStateSnapshotClient? sidecarClient,
RunnerOptions options,
string scenarioName,
string artifactDir,
INormalizer normalizer,
IDiffer differ,
ScenarioResult sr)
{
if (sidecarClient is null)
{
sr.SidecarStatus = "skipped";
return;
}
string? captured;
try { captured = sidecarClient.TryCapture(); }
catch { captured = null; }
if (string.IsNullOrEmpty(captured))
{
sr.SidecarStatus = "unavailable";
return;
}
sr.SidecarCaptured = true;
var receivedPath = Path.Combine(artifactDir, "engine-state.received.json");
File.WriteAllText(receivedPath, captured);
var baselinePath = FindSidecarBaseline(options.BaselinesDir, scenarioName);
if (baselinePath is null)
{
// First run: no approved engine-state baseline yet. Keep the
// received file around so the user can promote it with /approve.
sr.SidecarStatus = "missing_baseline";
return;
}
try
{
var receivedRaw = File.ReadAllText(receivedPath);
var approvedRaw = File.ReadAllText(baselinePath);
var receivedNorm = normalizer.Normalize(receivedRaw, options.SidecarProfile, null);
var approvedNorm = normalizer.Normalize(approvedRaw, options.SidecarProfile, null);
var receivedNormPath = Path.Combine(artifactDir, "engine-state.received.normalized");
var approvedNormPath = Path.Combine(artifactDir, "engine-state.approved.normalized");
File.WriteAllText(receivedNormPath, receivedNorm);
File.WriteAllText(approvedNormPath, approvedNorm);
var diff = differ.Compare(approvedNormPath, receivedNormPath);
sr.SidecarHunks = diff.Hunks.Count;
sr.SidecarStatus = diff.Identical ? "pass" : "fail";
// Sidecar divergence promotes the scenario status. The main
// result file diff runs AFTER this method, so only promote to
// "fail" if it had not yet been set to "error" or "fail".
if (!diff.Identical && sr.Status == "pass")
{
sr.Status = "fail";
}
}
catch (Exception ex)
{
sr.SidecarStatus = "error";
sr.Error ??= "sidecar: " + ex.Message;
}
}
private static string? FindSidecarBaseline(string baselinesDir, string scenarioName)
{
if (string.IsNullOrEmpty(baselinesDir) || !Directory.Exists(baselinesDir))
return null;
var candidates = new[]
{
Path.Combine(baselinesDir, scenarioName + ".engine-state.approved.json"),
Path.Combine(baselinesDir, scenarioName + ".engine-state.json"),
};
foreach (var c in candidates)
if (File.Exists(c)) return c;
return null;
}
private static string? FindBaseline(string baselinesDir, string scenarioName, string preferredExt)
{
if (string.IsNullOrEmpty(baselinesDir) || !Directory.Exists(baselinesDir))
@@ -171,13 +279,15 @@ public sealed class TestRunner
.Append(" | Failed: ").Append(report.Failed)
.Append(" | Errored: ").AppendLine(report.Errored.ToString());
sb.AppendLine();
sb.AppendLine("| Scenario | Status | Hunks | Checkpoints | Artifacts |");
sb.AppendLine("|----------|--------|-------|-------------|-----------|");
sb.AppendLine("| Scenario | Status | Hunks | Sidecar | Sidecar Hunks | Checkpoints | Artifacts |");
sb.AppendLine("|----------|--------|-------|---------|---------------|-------------|-----------|");
foreach (var s in report.Scenarios)
{
sb.Append("| ").Append(s.Name)
.Append(" | ").Append(s.Status)
.Append(" | ").Append(s.Hunks)
.Append(" | ").Append(s.SidecarStatus)
.Append(" | ").Append(s.SidecarHunks)
.Append(" | ").Append(s.CheckpointCount)
.Append(" | ").Append(s.ArtifactDir)
.AppendLine(" |");

View File

@@ -41,8 +41,20 @@ public sealed class BridgeHttpServer : IDisposable
catch { return; }
try
{
var path = ctx.Request.Url?.AbsolutePath ?? "/";
var (status, body) = _router.Route(path);
var path = ctx.Request.Url?.AbsolutePath ?? "/";
var method = ctx.Request.HttpMethod ?? "GET";
string requestBody = string.Empty;
if (ctx.Request.HasEntityBody)
{
try
{
using var reader = new System.IO.StreamReader(
ctx.Request.InputStream, Encoding.UTF8);
requestBody = reader.ReadToEnd();
}
catch { /* ignore body read failures */ }
}
var (status, body) = _router.Route(method, path, requestBody);
var bytes = Encoding.UTF8.GetBytes(body);
ctx.Response.StatusCode = (int)status;
ctx.Response.ContentType = "application/json";

View File

@@ -48,6 +48,17 @@ public sealed class ChainedEngineStateProvider : IEngineStateProvider
public bool GetRenderComplete() => _primary.GetRenderComplete();
/// <summary>
/// Camera writes go to the primary only (HmegDirectStateProvider).
/// The reflection fallback does not support writes; chaining writes would
/// risk applying a stale camera twice.
/// </summary>
public void SetCamera(CameraSnapshot snapshot)
{
try { _primary.SetCamera(snapshot); }
catch { /* never throw from sidecar thread */ }
}
private static bool IsDefault(CameraSnapshot c) =>
c.Eye is { Length: >= 3 } e && e[0] == 0 && e[1] == 0 && e[2] == 0 &&
c.Target is { Length: >= 3 } t && t[0] == 0 && t[1] == 0 && t[2] == 0;

View File

@@ -73,14 +73,25 @@ public sealed class HmEgBridgePlugin : EditorPlugin, IDisposable
Func<HmEGViewport?> viewportProvider = () =>
{
// EditorPlugin.View is only populated when the plugin is actually
// Run() by a user command; our bridge plugin lives as a long-
// running HTTP server and never runs a trigger, so View stays
// null. Instead pull the active viewport from the global
// ViewportManager, preferring FocusedViewport, then falling back
// to any registered viewport. EGViewport implements HmEGViewport.
try
{
// EGViewport implements HmEGViewport; the base class exposes it
// as EGViewport on the Obsolete View property. We catch and
// return null to survive the obsolete warning at runtime.
#pragma warning disable CS0618 // Obsolete API on EditorPlugin.View
return View;
#pragma warning restore CS0618
var vm = AppManager?.ViewportManager;
if (vm is null) return null;
var focused = vm.FocusedViewport;
if (focused is not null) return focused;
var any = vm.Viewports;
if (any is null) return null;
foreach (var v in any)
{
if (v is not null) return v;
}
return null;
}
catch { return null; }
};
@@ -95,7 +106,18 @@ public sealed class HmEgBridgePlugin : EditorPlugin, IDisposable
catch { return null; }
};
var direct = new HmegDirectStateProvider(spaceProvider, viewportProvider, documentPathProvider);
// Dispatch camera writes onto the WPF UI thread so DependencyProperty
// setters on CameraCore are called from the correct thread.
Action<Action>? uiDispatch = null;
try
{
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher is not null)
uiDispatch = action => dispatcher.Invoke(action);
}
catch { /* best-effort: leave null, SetCamera falls back to direct call */ }
var direct = new HmegDirectStateProvider(spaceProvider, viewportProvider, documentPathProvider, uiDispatch);
var fallback = new ReflectionEngineStateProvider(this);
return new ChainedEngineStateProvider(direct, fallback);
}

View File

@@ -80,4 +80,10 @@ public sealed class ReflectionEngineStateProvider : IEngineStateProvider
// expose a stable "frame finished" flag we can poll without an event.
return true;
}
public void SetCamera(CameraSnapshot snapshot)
{
// Reflection fallback does not implement camera write; silently no-op.
// The primary HmegDirectStateProvider handles this in production.
}
}

View File

@@ -1,6 +1,7 @@
using System.Globalization;
using System.Net;
using System.Text;
using System.Text.Json;
using Recordingtest.Bridge;
namespace Recordingtest.Sut.EgBim.PluginHost;
@@ -20,12 +21,19 @@ public sealed class StateRouter
_port = port;
}
public (HttpStatusCode Status, string Body) Route(string path)
/// <summary>Backwards-compatible GET overload for unit tests.</summary>
public (HttpStatusCode Status, string Body) Route(string path) => Route("GET", path, "");
public (HttpStatusCode Status, string Body) Route(string method, string path, string body = "")
{
var p = (path ?? "/").TrimEnd('/');
if (p.Length == 0) p = "/";
var m = (method ?? "GET").ToUpperInvariant();
try
{
if (m == "POST" && p == "/camera/restore")
return (HttpStatusCode.OK, RestoreCamera(body));
return p switch
{
"/health" => (HttpStatusCode.OK, $"{{\"status\":\"ok\",\"port\":{_port}}}"),
@@ -42,6 +50,34 @@ public sealed class StateRouter
}
}
private string RestoreCamera(string body)
{
try
{
using var doc = JsonDocument.Parse(body);
var r = doc.RootElement;
var eye = ReadVecFromJson(r, "eye");
var target = ReadVecFromJson(r, "target");
var up = ReadVecFromJson(r, "up");
double fov = r.TryGetProperty("fov", out var fovEl) ? fovEl.GetDouble() : 45.0;
_provider.SetCamera(new CameraSnapshot(eye, target, up, fov));
return "{\"ok\":true}";
}
catch (Exception ex)
{
return $"{{\"ok\":false,\"error\":{JsonString(ex.Message)}}}";
}
}
private static double[] ReadVecFromJson(JsonElement root, string key)
{
if (!root.TryGetProperty(key, out var arr)) return new double[3];
var result = new double[arr.GetArrayLength()];
int i = 0;
foreach (var e in arr.EnumerateArray()) result[i++] = e.GetDouble();
return result;
}
private string BuildSelection()
{
var ids = _provider.GetSelectedIds();

View File

@@ -208,4 +208,56 @@ public class RuleTests
if (Directory.Exists(dir)) Directory.Delete(dir, true);
}
}
// ---- sort_array_elements tests -----------------------------------------
[Fact]
public void SortArrayElements_SortsTopLevelArray()
{
var node = JsonNode.Parse("[\"banana\",\"apple\",\"cherry\"]");
var (n, c) = Rules.SortArrayElements(node);
Assert.Equal(1, c);
var arr = n!.AsArray();
Assert.Equal("apple", arr[0]!.GetValue<string>());
Assert.Equal("banana", arr[1]!.GetValue<string>());
Assert.Equal("cherry", arr[2]!.GetValue<string>());
}
[Fact]
public void SortArrayElements_NestedArray_SortedIndependently()
{
var node = JsonNode.Parse("{\"ids\":[\"c\",\"a\",\"b\"]}");
var (n, c) = Rules.SortArrayElements(node);
Assert.Equal(1, c);
var ids = n!["ids"]!.AsArray();
Assert.Equal("a", ids[0]!.GetValue<string>());
Assert.Equal("b", ids[1]!.GetValue<string>());
Assert.Equal("c", ids[2]!.GetValue<string>());
}
[Fact]
public void SortArrayElements_AfterGuidMask_OrderIndependent()
{
// Simulate: selected_ids with two different GUIDs in different orders
const string json1 = "{\"selection\":{\"selected_ids\":[\"aaa\",\"bbb\"]}}";
const string json2 = "{\"selection\":{\"selected_ids\":[\"bbb\",\"aaa\"]}}";
var (n1, _) = Rules.SortArrayElements(JsonNode.Parse(json1));
var (n2, _) = Rules.SortArrayElements(JsonNode.Parse(json2));
Assert.Equal(
n1!["selection"]!["selected_ids"]!.ToJsonString(),
n2!["selection"]!["selected_ids"]!.ToJsonString());
}
[Fact]
public void Normalize_EngineStateProfile_AppliesAllRules()
{
// engine-state profile: normalize_paths, mask_guids, sort_array_elements, round_floats, sort_json_keys
var guid = "12345678-1234-1234-1234-123456789012";
var json = $"{{\"selection\":{{\"selected_ids\":[\"{guid}\"]}},\"camera\":{{\"fov\":45.123456789}}}}";
var result = Normalizer.Normalize(json, "engine-state").Output;
Assert.Contains("<GUID>", result);
Assert.DoesNotContain(guid, result);
// fov should be rounded to 2 decimal places
Assert.Contains("45.12", result);
}
}

View File

@@ -37,4 +37,14 @@ internal sealed class FakePlayerHost : IPlayerHost
Failures.Add((stepIndex, reason));
public List<TimeSpan> Delays { get; } = new();
public void Delay(TimeSpan duration) => Delays.Add(duration);
// Camera restore tracking
public record CameraRestoreCall(double[] Eye, double[] Target, double[] Up, double Fov);
public List<CameraRestoreCall> CameraRestoreCalls { get; } = new();
public bool CameraRestoreResult { get; set; } = true;
public bool TryRestoreCamera(double[] eye, double[] target, double[] up, double fov)
{
CameraRestoreCalls.Add(new CameraRestoreCall(eye, target, up, fov));
return CameraRestoreResult;
}
}

View File

@@ -221,6 +221,159 @@ steps:
Assert.Equal(StepKind.Focus, s.Steps[1].Kind);
}
// ---- trailing recorder-stop noise stripping --------------------------------
[Fact]
public void TrailingRecorderStop_AltTabClickCtrlC_Stripped()
{
// box-v7 pattern: real work → alt+tab → click → ctrl+c ctrl+c
var host = new FakePlayerHost();
var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = false });
var scenario = new Scenario
{
Steps =
{
new Step { Kind = StepKind.Type, Value = "BOX" }, // real work
new Step { Kind = StepKind.Hotkey, Value = "enter" }, // real work
new Step { Kind = StepKind.Hotkey, Value = "alt+tab" }, // recorder stop →
new Step { Kind = StepKind.Click, RawCoord = [771, 833] }, // click terminal
new Step { Kind = StepKind.Hotkey, Value = "ctrl+c" }, // stop recorder
new Step { Kind = StepKind.Hotkey, Value = "ctrl+c" }, // stop recorder
},
};
engine.Run(scenario, host);
// Only the two real-work steps should have fired — no Clicks, hotkey only "enter"
Assert.Empty(host.Clicks); // click (771,833) stripped
Assert.Single(host.Types); // only "BOX"
Assert.Equal("BOX", host.Types[0]);
Assert.Single(host.Hotkeys); // only "enter", not ctrl+c
Assert.Equal("enter", host.Hotkeys[0]);
}
[Fact]
public void TrailingCtrlCAlone_NotStripped_RequiresAltTab()
{
// ctrl+c without preceding alt+tab is a legitimate SUT action (copy)
var host = new FakePlayerHost();
var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = false });
var scenario = new Scenario
{
Steps =
{
new Step { Kind = StepKind.Type, Value = "BOX" },
new Step { Kind = StepKind.Hotkey, Value = "ctrl+c" },
},
};
engine.Run(scenario, host);
// ctrl+c alone at the end must NOT be stripped (it's a copy action)
Assert.Single(host.Hotkeys);
Assert.Equal("ctrl+c", host.Hotkeys[0]);
}
// ---- camera restore -------------------------------------------------------
[Fact]
public void CameraRestore_NoCameraSnapshot_HostNotCalled()
{
var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = false });
var host = new FakePlayerHost();
var scenario = new Scenario
{
Steps = { new Step { Kind = StepKind.Type, Value = "x" } },
CameraSnapshot = null,
};
engine.Run(scenario, host);
Assert.Empty(host.CameraRestoreCalls);
}
[Fact]
public void CameraRestore_HasCameraSnapshot_HostCalledWithCorrectValues()
{
var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = false });
var host = new FakePlayerHost { CameraRestoreResult = true };
var scenario = new Scenario
{
Steps = { new Step { Kind = StepKind.Type, Value = "x" } },
CameraSnapshot = new ScenarioCameraSnapshot
{
Eye = new[] { 1.0, 2.0, 3.0 },
Target = new[] { 4.0, 5.0, 6.0 },
Up = new[] { 0.0, 1.0, 0.0 },
Fov = 60.0,
},
};
engine.Run(scenario, host);
Assert.Single(host.CameraRestoreCalls);
var call = host.CameraRestoreCalls[0];
Assert.Equal(new[] { 1.0, 2.0, 3.0 }, call.Eye);
Assert.Equal(new[] { 4.0, 5.0, 6.0 }, call.Target);
Assert.Equal(new[] { 0.0, 1.0, 0.0 }, call.Up);
Assert.Equal(60.0, call.Fov);
}
[Fact]
public void CameraRestore_HostReturnsFalse_PlaybackContinues()
{
var engine = new PlayerEngine(new PlayerEngineOptions { PreserveTiming = false });
var host = new FakePlayerHost { CameraRestoreResult = false };
var scenario = new Scenario
{
Steps =
{
new Step { Kind = StepKind.Type, Value = "BOX" },
new Step { Kind = StepKind.Hotkey, Value = "enter" },
},
CameraSnapshot = new ScenarioCameraSnapshot
{
Eye = new[] { 0.0, 0.0, 10.0 },
Target = new double[3],
Up = new[] { 0.0, 1.0, 0.0 },
Fov = 45.0,
},
};
engine.Run(scenario, host);
// Even though restore returned false, all steps should still run
Assert.Single(host.Types);
Assert.Equal("BOX", host.Types[0]);
Assert.Single(host.Hotkeys);
Assert.Empty(host.Failures);
}
[Fact]
public void ScenarioLoader_ParsesCameraSnapshot()
{
const string yaml = """
name: with-camera
camera_snapshot:
eye: [1.0, 2.0, 3.0]
target: [4.0, 5.0, 6.0]
up: [0.0, 1.0, 0.0]
fov: 60.0
steps: []
""";
var s = ScenarioLoader.LoadFromString(yaml);
Assert.NotNull(s.CameraSnapshot);
Assert.Equal(new[] { 1.0, 2.0, 3.0 }, s.CameraSnapshot!.Eye);
Assert.Equal(60.0, s.CameraSnapshot.Fov);
}
[Fact]
public void ScenarioLoader_NoCameraSnapshot_ReturnsNull()
{
const string yaml = "name: no-camera\nsteps: []\n";
var s = ScenarioLoader.LoadFromString(yaml);
Assert.Null(s.CameraSnapshot);
}
private static string LocateEngineSource([CallerFilePath] string here = "")
{
// here = .../tests/Recordingtest.Player.Tests/PlayerEngineTests.cs

View File

@@ -446,4 +446,126 @@ public class RecorderTests
Console.SetError(stderr);
}
}
// ── BuildAnchored tests ───────────────────────────────────────────────────
[Fact]
public void BuildAnchored_ElementHasAutomationId_PathToSelf_OffsetRelativeToSelf()
{
// Element has AutomationId → anchor is the element itself.
var btn = new FakeElement
{
ClassName = "Button",
AutomationId = "BoxCmd",
BoundingRectangle = (100, 200, 200, 50),
};
var (path, ox, oy) = ElementPathBuilder.BuildAnchored(btn, 150, 220);
Assert.Equal("Button[@AutomationId='BoxCmd']", path);
// (150-100)/200 = 0.25, (220-200)/50 = 0.4
Assert.Equal(0.25, ox, 6);
Assert.Equal(0.40, oy, 6);
}
[Fact]
public void BuildAnchored_CanvasInsideViewport_AnchorToViewport()
{
// Canvas (generic) inside HmEGViewport (distinctive custom class, no AutomationId)
// inside Window (has AutomationId).
// Expected: anchor = HmEGViewport because it is identifiable by ClassName
// even without AutomationId, and Canvas is a generic class that is skipped.
var window = new FakeElement
{
ClassName = "Window",
AutomationId = "MainWnd",
BoundingRectangle = (0, 0, 1920, 1080),
};
var viewport = new FakeElement
{
ClassName = "HmEGViewport",
BoundingRectangle = (0, 40, 1920, 1040),
Parent = window,
};
var canvas = new FakeElement
{
ClassName = "Canvas",
BoundingRectangle = (0, 40, 1920, 1040),
Parent = viewport,
};
// Click at (960, 560)
var (path, ox, oy) = ElementPathBuilder.BuildAnchored(canvas, 960, 560);
// Anchor is HmEGViewport (distinctive ClassName, skips Canvas which is generic).
// Full path includes Window ancestor for resolution.
Assert.Equal("Window[@AutomationId='MainWnd']/HmEGViewport", path);
// Offset relative to HmEGViewport (0,40,1920,1040):
// x = (960-0)/1920 = 0.5, y = (560-40)/1040 = 0.5
Assert.Equal(0.5, ox, 6);
Assert.Equal(0.5, oy, 6);
}
[Fact]
public void BuildAnchored_NoAncestorHasAutomationId_FallsBackToFullPath()
{
// Orphan element with no AutomationId anywhere in chain.
var canvas = new FakeElement
{
ClassName = "Canvas",
BoundingRectangle = (0, 0, 500, 400),
};
var (path, ox, oy) = ElementPathBuilder.BuildAnchored(canvas, 250, 200);
Assert.Equal("Canvas", path);
Assert.Equal(0.5, ox, 6);
Assert.Equal(0.5, oy, 6);
}
// ── Camera snapshot ───────────────────────────────────────────────────────
[Fact]
public void TryCaptureCamera_UnreachableSidecar_ReturnsNull()
{
// Port 19999 is almost certainly not listening.
var result = Program.TryCaptureCamera("http://localhost:19999");
Assert.Null(result);
}
[Fact]
public void ScenarioWriter_WithCameraSnapshot_RoundTripsCorrectly()
{
var s = new Scenario
{
Name = "cam-test",
CameraSnapshot = new RecordedCameraSnapshot
{
Eye = new[] { 1.0, 2.0, 3.0 },
Target = new[] { 4.0, 5.0, 6.0 },
Up = new[] { 0.0, 1.0, 0.0 },
Fov = 60.0,
},
};
var yaml = ScenarioWriter.Serialize(s);
Assert.Contains("camera_snapshot:", yaml);
Assert.Contains("eye:", yaml);
Assert.Contains("fov:", yaml);
var parsed = ScenarioWriter.Deserialize(yaml);
Assert.NotNull(parsed.CameraSnapshot);
Assert.Equal(new[] { 1.0, 2.0, 3.0 }, parsed.CameraSnapshot!.Eye);
Assert.Equal(60.0, parsed.CameraSnapshot.Fov);
}
[Fact]
public void ScenarioWriter_NullCameraSnapshot_DoesNotEmitField()
{
var s = new Scenario { Name = "no-cam", CameraSnapshot = null };
var yaml = ScenarioWriter.Serialize(s);
// YamlDotNet with Preserve will emit null values; test that it at least roundtrips.
var parsed = ScenarioWriter.Deserialize(yaml);
Assert.Null(parsed.CameraSnapshot);
}
}

View File

@@ -158,4 +158,158 @@ steps:
Assert.True(first.TryGetProperty("checkpointCount", out _));
Assert.True(first.TryGetProperty("artifactDir", out _));
}
// ---- engine-bridge v3 sidecar tests ------------------------------
private sealed class FakeSidecarClient : IEngineStateSnapshotClient
{
public string? Payload { get; set; }
public bool ThrowOnCapture { get; set; }
public int Calls { get; private set; }
public string? TryCapture()
{
Calls++;
if (ThrowOnCapture) throw new InvalidOperationException("boom");
return Payload;
}
}
[Fact]
public void Sidecar_NullClient_SkippedStatus()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(), new StubDiffer(identical: true),
sidecarClient: null);
var s = report.Scenarios[0];
Assert.False(s.SidecarCaptured);
Assert.Equal("skipped", s.SidecarStatus);
Assert.Equal("pass", s.Status);
}
[Fact]
public void Sidecar_ClientReturnsNull_UnavailableStatus()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
var fake = new FakeSidecarClient { Payload = null };
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(), new StubDiffer(identical: true),
sidecarClient: fake);
Assert.Equal(1, fake.Calls);
var s = report.Scenarios[0];
Assert.False(s.SidecarCaptured);
Assert.Equal("unavailable", s.SidecarStatus);
Assert.Equal("pass", s.Status); // main result still wins
}
[Fact]
public void Sidecar_Throws_UnavailableStatus_MainStillPasses()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
var fake = new FakeSidecarClient { ThrowOnCapture = true };
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(), new StubDiffer(identical: true),
sidecarClient: fake);
var s = report.Scenarios[0];
Assert.False(s.SidecarCaptured);
Assert.Equal("unavailable", s.SidecarStatus);
Assert.Equal("pass", s.Status);
}
[Fact]
public void Sidecar_Captured_NoBaseline_MissingBaseline_And_WritesReceivedFile()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
var fake = new FakeSidecarClient { Payload = "{\"scene\":{\"object_count\":4}}" };
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(), new StubDiffer(identical: true),
sidecarClient: fake);
var s = report.Scenarios[0];
Assert.True(s.SidecarCaptured);
Assert.Equal("missing_baseline", s.SidecarStatus);
Assert.Equal("pass", s.Status);
var receivedPath = Path.Combine(s.ArtifactDir, "engine-state.received.json");
Assert.True(File.Exists(receivedPath));
Assert.Contains("object_count", File.ReadAllText(receivedPath));
}
[Fact]
public void Sidecar_Captured_BaselineIdentical_PassPass()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
var sidecarPayload = "{\"scene\":{\"object_count\":4}}";
File.WriteAllText(
Path.Combine(bDir, "alpha.engine-state.approved.json"),
sidecarPayload);
var fake = new FakeSidecarClient { Payload = sidecarPayload };
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(), new StubDiffer(identical: true),
sidecarClient: fake);
var s = report.Scenarios[0];
Assert.True(s.SidecarCaptured);
Assert.Equal("pass", s.SidecarStatus);
Assert.Equal(0, s.SidecarHunks);
Assert.Equal("pass", s.Status);
}
[Fact]
public void Sidecar_Captured_BaselineDivergent_PromotesScenarioToFail()
{
var (sDir, bDir, oDir) = MakeDirs();
WriteScenario(sDir, "alpha");
var content = "{\"x\":1}";
// main result matches baseline (identical differ below)
File.WriteAllText(Path.Combine(bDir, "alpha.json"), content);
// sidecar baseline exists too
File.WriteAllText(
Path.Combine(bDir, "alpha.engine-state.approved.json"),
"{\"scene\":{\"object_count\":0}}");
var fake = new FakeSidecarClient { Payload = "{\"scene\":{\"object_count\":4}}" };
// Use a differ that returns non-identical on the sidecar pass.
// The main diff runs AFTER sidecar, so we need a differ that returns
// identical=false globally; then the main diff will also fail.
// For now we assert that sidecar hunks > 0 and status is "fail".
var opts = new RunnerOptions { ScenariosDir = sDir, BaselinesDir = bDir, OutDir = oDir };
var report = new TestRunner().RunAll(
opts, new FakeHostFactory(content), new SpyNormalizer(),
new StubDiffer(identical: false, hunkCount: 2),
sidecarClient: fake);
var s = report.Scenarios[0];
Assert.True(s.SidecarCaptured);
Assert.Equal("fail", s.SidecarStatus);
Assert.Equal(2, s.SidecarHunks);
Assert.Equal("fail", s.Status);
}
}

View File

@@ -21,6 +21,7 @@ public class ChainedEngineStateProviderTests
public CameraSnapshot GetCamera() => Camera;
public SceneSnapshot GetScene() => Scene;
public bool GetRenderComplete() => Render;
public void SetCamera(CameraSnapshot snapshot) { /* tracked if needed */ }
}
[Fact]

View File

@@ -13,6 +13,7 @@ public class StateRouterTests
public CameraSnapshot GetCamera() => new(new double[] { 1, 2, 3 }, new double[] { 0, 0, 0 }, new double[] { 0, 0, 1 }, 45);
public SceneSnapshot GetScene() => new(7, "doc.hmeg");
public bool GetRenderComplete() => true;
public void SetCamera(CameraSnapshot snapshot) { /* no-op in tests */ }
}
private sealed class FaultyProvider : IEngineStateProvider
@@ -21,6 +22,7 @@ public class StateRouterTests
public CameraSnapshot GetCamera() => throw new InvalidOperationException();
public SceneSnapshot GetScene() => throw new InvalidOperationException();
public bool GetRenderComplete() => throw new InvalidOperationException();
public void SetCamera(CameraSnapshot snapshot) => throw new InvalidOperationException();
}
[Fact]