fix #434: delete the unreachable DebugPanel/DebugVM surface and the comments that advertised it

DebugPanel and DebugVM have not been constructible since Campaign V slice
V11 removed the ImGui frontend that hosted them: nothing in src/ ever
called their constructors, only a test did. Two consequences, both fixed
here — 35 environment reads inside them were unreachable, and roughly forty
XML doc comments across the diagnostics owners promised a runtime checkbox
that no longer exists. A flag documented as runtime-toggleable when it is
startup-only sends the next investigation down a path that cannot work.

Deleted DebugPanel.cs (340 lines), DebugVM.cs (548) and DebugVMTests.cs
(327). Corrected the surviving claims in PhysicsDiagnostics,
RenderingDiagnostics, CameraDiagnostics, PhysicsEngine and GameWindow to say
what is actually true: these flags are set from the environment at startup
or by direct assignment.

The one real dependant was CombatFeedbackSlot, whose binding target was
DebugVM. It now takes a plain Action<string>, which removes the dependency
without changing behavior — and makes visible that there is no behavior:
nothing binds the slot, so the combat refusals it carries ("No monster
target", "Enter melee or missile combat first") have been discarded all
along. Filed as #436 and pinned by a test, rather than papered over with an
invented chat message; the retail text and channel need the oracle first.

Deliberately untouched: F1's AcdreamToggleDebugPanel binding, which
GameplayInputCommandController consumes as a documented no-op so the key
does not fall through to a lower input scope; and the
DebugVmRenderFactsPublisher / DevToolsRuntimeSources chain, which is still
wired into production composition and deserves its own dead-code pass
instead of being pulled into this one.

Full hermetic suite 15,333 passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-24 10:58:59 +02:00
parent e77dd7c413
commit 05bfe8d162
11 changed files with 129 additions and 1294 deletions

View file

@ -1,7 +1,4 @@
using System.Numerics;
using AcDream.App.Combat;
using AcDream.Core.Combat;
using AcDream.UI.Abstractions.Panels.Debug;
namespace AcDream.App.Tests.Combat;
@ -11,49 +8,41 @@ public sealed class CombatFeedbackSlotTests
public void ExpectedOwnerUnbindCannotClearReplacement()
{
var slot = new CombatFeedbackSlot();
using DebugVM first = CreateViewModel();
using DebugVM second = CreateViewModel();
List<string> first = [];
List<string> second = [];
Action<string> firstTarget = first.Add;
Action<string> secondTarget = second.Add;
slot.Bind(first);
slot.Unbind(second);
slot.Bind(firstTarget);
slot.Unbind(secondTarget);
slot.Show("first");
Assert.Single(first.RecentToasts);
Assert.Empty(second.RecentToasts);
Assert.Equal(["first"], first);
Assert.Empty(second);
slot.Unbind(first);
slot.Bind(second);
slot.Unbind(firstTarget);
slot.Bind(secondTarget);
slot.Show("second");
Assert.Single(second.RecentToasts);
Assert.Equal(["second"], second);
}
private static DebugVM CreateViewModel() => new(
static () => Vector3.Zero,
static () => 0,
static () => 0,
static () => false,
static () => false,
static () => false,
static () => 0,
static () => 0,
static () => 0,
static () => 0,
static () => 0,
static () => 0,
static () => float.PositiveInfinity,
static () => "-",
static () => false,
static () => false,
static () => 0,
static () => 1,
static () => 0,
static () => false,
static () => "0",
static () => 0,
static () => "Clear",
static () => 0,
static () => 0,
static () => 0,
static () => 60,
static () => 16.7f,
new CombatState());
[Fact]
public void RebindingADifferentTargetWhileBoundIsRejected()
{
var slot = new CombatFeedbackSlot();
slot.Bind(_ => { });
Assert.Throws<InvalidOperationException>(() => slot.Bind(_ => { }));
}
[Fact]
public void AnUnboundSlotDropsItsMessages()
{
// #434/#436: this is the shipped behavior, not an aspiration —
// nothing binds the slot in production, so combat refusal text
// ("No monster target") is discarded. Pinned so the day it gets a
// real binder, this test is the one that has to change.
var slot = new CombatFeedbackSlot();
slot.Show("dropped");
}
}

View file

@ -1,327 +0,0 @@
using System.Numerics;
using AcDream.Core.Combat;
using AcDream.Core.Physics;
using AcDream.UI.Abstractions.Panels.Debug;
namespace AcDream.UI.Abstractions.Tests.Panels.Debug;
/// <summary>
/// Tests for the Phase I.2 <see cref="DebugVM"/> — read-through ViewModel
/// for the migrated debug panel. Verifies the combat-event subscription
/// (replacing the old <c>DebugOverlay.BindCombat</c>), the toast ring
/// cap, and that the diagnostic-flag bools round-trip without affecting
/// the rest of the VM.
/// </summary>
public sealed class DebugVMTests
{
[Fact]
public void DisposeDetachesEveryCombatSubscriptionExactlyOnce()
{
var combat = new CombatState();
DebugVM vm = NewVm(combat);
combat.OnKillerNotification("first", 1);
Assert.Single(vm.CombatEvents);
vm.Dispose();
vm.Dispose();
combat.OnKillerNotification("second", 2);
combat.OnAttackDone(3, 4);
Assert.Single(vm.CombatEvents);
}
/// <summary>
/// Build a minimal <see cref="DebugVM"/> with safe defaults for every
/// constructor source. Tests that don't care about a particular source
/// just leave it stubbed out.
/// </summary>
private static DebugVM NewVm(CombatState? combat = null)
{
combat ??= new CombatState();
return new DebugVM(
getPlayerPosition: () => Vector3.Zero,
getPlayerHeadingDeg: () => 0f,
getPlayerCellId: () => 0u,
getPlayerOnGround: () => true,
getInPlayerMode: () => false,
getInFlyMode: () => false,
getVerticalVelocity: () => 0f,
getEntityCount: () => 0,
getAnimatedCount: () => 0,
getLandblocksVisible: () => 0,
getLandblocksTotal: () => 0,
getShadowObjectCount: () => 0,
getNearestObjDist: () => float.PositiveInfinity,
getNearestObjLabel: () => "-",
getColliding: () => false,
getDebugWireframes: () => false,
getStreamingRadius: () => 2,
getMouseSensitivity: () => 1f,
getChaseDistance: () => 0f,
getRmbOrbit: () => false,
getHourName: () => "Dawnsong",
getDayFraction: () => 0.25f,
getWeather: () => "Clear",
getActiveLights: () => 0,
getRegisteredLights: () => 0,
getParticleCount: () => 0,
getFps: () => 60f,
getFrameMs: () => 16.7f,
combat: combat);
}
[Fact]
public void Constructor_ThrowsOnNullCombat()
{
Assert.Throws<ArgumentNullException>(() => new DebugVM(
getPlayerPosition: () => Vector3.Zero,
getPlayerHeadingDeg: () => 0f,
getPlayerCellId: () => 0u,
getPlayerOnGround: () => true,
getInPlayerMode: () => false,
getInFlyMode: () => false,
getVerticalVelocity: () => 0f,
getEntityCount: () => 0,
getAnimatedCount: () => 0,
getLandblocksVisible: () => 0,
getLandblocksTotal: () => 0,
getShadowObjectCount: () => 0,
getNearestObjDist: () => 0f,
getNearestObjLabel: () => "-",
getColliding: () => false,
getDebugWireframes: () => false,
getStreamingRadius: () => 0,
getMouseSensitivity: () => 1f,
getChaseDistance: () => 0f,
getRmbOrbit: () => false,
getHourName: () => "",
getDayFraction: () => 0f,
getWeather: () => "",
getActiveLights: () => 0,
getRegisteredLights: () => 0,
getParticleCount: () => 0,
getFps: () => 0f,
getFrameMs: () => 0f,
combat: null!));
}
[Fact]
public void ReadThrough_PullsLiveValuesPerAccess_NoCache()
{
// The VM does NOT cache; every property read goes through the
// backing Func<T>. Mutating an external box between two reads
// must surface immediately.
int counter = 0;
var vm = new DebugVM(
getPlayerPosition: () => Vector3.Zero,
getPlayerHeadingDeg: () => 0f,
getPlayerCellId: () => 0u,
getPlayerOnGround: () => true,
getInPlayerMode: () => false,
getInFlyMode: () => false,
getVerticalVelocity: () => 0f,
getEntityCount: () => ++counter,
getAnimatedCount: () => 0,
getLandblocksVisible: () => 0,
getLandblocksTotal: () => 0,
getShadowObjectCount: () => 0,
getNearestObjDist: () => 0f,
getNearestObjLabel: () => "-",
getColliding: () => false,
getDebugWireframes: () => false,
getStreamingRadius: () => 0,
getMouseSensitivity: () => 1f,
getChaseDistance: () => 0f,
getRmbOrbit: () => false,
getHourName: () => "",
getDayFraction: () => 0f,
getWeather: () => "",
getActiveLights: () => 0,
getRegisteredLights: () => 0,
getParticleCount: () => 0,
getFps: () => 0f,
getFrameMs: () => 0f,
combat: new CombatState());
Assert.Equal(1, vm.EntityCount);
Assert.Equal(2, vm.EntityCount);
Assert.Equal(3, vm.EntityCount);
}
[Fact]
public void DamageTaken_AppendsErrorEvent()
{
var combat = new CombatState();
var vm = NewVm(combat);
combat.OnVictimNotification(
attackerName: "Drudge", attackerGuid: 0x10u,
damageType: 0u, damage: 12u, hitQuadrant: 0u,
critical: 0u, attackType: 0u);
var events = vm.CombatEvents.ToList();
Assert.Single(events);
Assert.Equal(CombatEventKind.Error, events[0].Kind);
Assert.Contains("Drudge", events[0].Text);
Assert.Contains("12", events[0].Text);
}
[Fact]
public void DamageDealt_AppendsInfoEvent()
{
var combat = new CombatState();
var vm = NewVm(combat);
combat.OnAttackerNotification(
defenderName: "Drudge", damageType: 0u,
damage: 8u, damagePercent: 0.1f);
var events = vm.CombatEvents.ToList();
Assert.Single(events);
Assert.Equal(CombatEventKind.Info, events[0].Kind);
Assert.Contains("Drudge", events[0].Text);
}
[Fact]
public void EvadedIncoming_AppendsWarnEvent()
{
var combat = new CombatState();
var vm = NewVm(combat);
combat.OnEvasionDefenderNotification("Mosswart");
var events = vm.CombatEvents.ToList();
Assert.Single(events);
Assert.Equal(CombatEventKind.Warn, events[0].Kind);
Assert.Contains("Mosswart", events[0].Text);
}
[Fact]
public void CombatEventRing_CapsAtMax_DropsOldest()
{
var combat = new CombatState();
var vm = NewVm(combat);
// Pump well past the cap (25). The oldest entries must drop out.
for (int i = 0; i < 40; i++)
{
combat.OnAttackerNotification(
defenderName: $"Foe{i}", damageType: 0u,
damage: (uint)i, damagePercent: 0.1f);
}
var events = vm.CombatEvents.ToList();
Assert.Equal(DebugVM.MaxCombatEvents, events.Count);
// The newest entry must still be present.
Assert.Contains(events, e => e.Text.Contains("Foe39"));
// The oldest must have dropped.
Assert.DoesNotContain(events, e => e.Text.Contains("Foe0,") || e.Text == "Foe0");
Assert.DoesNotContain(events, e => e.Text.Contains("Foe5"));
}
[Fact]
public void Toast_RingCapsAtMaxRecent()
{
var vm = NewVm();
for (int i = 0; i < 30; i++)
vm.AddToast($"toast-{i}");
var toasts = vm.RecentToasts.ToList();
Assert.Equal(DebugVM.MaxRecentToasts, toasts.Count);
Assert.Contains(toasts, t => t.Text == "toast-29");
Assert.DoesNotContain(toasts, t => t.Text == "toast-0");
}
[Fact]
public void Toast_PreservesKind()
{
var vm = NewVm();
vm.AddToast("warning!", ToastKind.Warn);
vm.AddToast("error!", ToastKind.Error);
var toasts = vm.RecentToasts.ToList();
Assert.Equal(2, toasts.Count);
Assert.Contains(toasts, t => t.Text == "warning!" && t.Kind == ToastKind.Warn);
Assert.Contains(toasts, t => t.Text == "error!" && t.Kind == ToastKind.Error);
}
[Fact]
public void DiagnosticFlags_DefaultFalse_RoundTripIndependently()
{
var vm = NewVm();
Assert.False(vm.DumpMotion);
Assert.False(vm.DumpVitals);
Assert.False(vm.DumpOpcodes);
Assert.False(vm.DumpSky);
vm.DumpMotion = true;
Assert.True(vm.DumpMotion);
Assert.False(vm.DumpVitals);
Assert.False(vm.DumpOpcodes);
Assert.False(vm.DumpSky);
vm.DumpSky = true;
vm.DumpMotion = false;
Assert.False(vm.DumpMotion);
Assert.True(vm.DumpSky);
}
[Fact]
public void ToggleFlags_DoNotAffectCombatRing()
{
var combat = new CombatState();
var vm = NewVm(combat);
combat.OnAttackerNotification("X", 0u, 1u, 0.1f);
Assert.Single(vm.CombatEvents);
vm.DumpMotion = true;
vm.DumpVitals = true;
Assert.Single(vm.CombatEvents);
}
[Fact]
public void ActionHooks_InvokeSuppliedDelegates()
{
// The panel needs to invoke "cycle time", "cycle weather", "toggle
// collision wires" actions when the corresponding Button is
// clicked. The VM exposes these as Action; the panel calls them.
int timeHits = 0, weatherHits = 0, wireHits = 0;
var vm = NewVm();
vm.CycleTimeOfDay = () => timeHits++;
vm.CycleWeather = () => weatherHits++;
vm.ToggleCollisionWires = () => wireHits++;
vm.CycleTimeOfDay?.Invoke();
vm.CycleTimeOfDay?.Invoke();
vm.CycleWeather?.Invoke();
vm.ToggleCollisionWires?.Invoke();
Assert.Equal(2, timeHits);
Assert.Equal(1, weatherHits);
Assert.Equal(1, wireHits);
}
[Fact]
public void ProbeIndoorBsp_ForwardsToPhysicsDiagnostics()
{
var originalEnabled = PhysicsDiagnostics.ProbeIndoorBspEnabled;
try
{
var vm = NewVm();
vm.ProbeIndoorBsp = true;
Assert.True(PhysicsDiagnostics.ProbeIndoorBspEnabled);
Assert.True(vm.ProbeIndoorBsp);
vm.ProbeIndoorBsp = false;
Assert.False(PhysicsDiagnostics.ProbeIndoorBspEnabled);
Assert.False(vm.ProbeIndoorBsp);
}
finally
{
PhysicsDiagnostics.ProbeIndoorBspEnabled = originalEnabled;
}
}
}