refactor(streaming): capture landblock build origin

This commit is contained in:
Erik 2026-07-21 20:12:56 +02:00
parent 2216a02de5
commit 090b0354ff
8 changed files with 522 additions and 54 deletions

View file

@ -100,7 +100,11 @@ public sealed class LandblockPresentationPipelineTests
{
const uint landblockId = 0x4040FFFFu;
var state = new GpuWorldState();
LandblockBuild source = BuildWithShell(landblockId, Entity(9));
var origin = new LandblockBuildOrigin(0x40, 0x41);
LandblockBuild source = BuildWithShell(landblockId, Entity(9)) with
{
Origin = origin,
};
LandblockBuild? published = null;
int replayCount = 0;
int recoveryCount = 0;
@ -121,6 +125,7 @@ public sealed class LandblockPresentationPipelineTests
Assert.Empty(published.Landblock.Entities);
Assert.Same(PhysicsDatBundle.Empty, published.Landblock.PhysicsDats);
Assert.Null(published.EnvCells);
Assert.Equal(origin, published.Origin);
Assert.True(state.IsLoaded(landblockId));
Assert.False(state.IsNearTier(landblockId));
Assert.Equal(0, replayCount);