fix(A.5 T13-T16): canonicalize ids; init-only radii; demote/promote tests

Code review on T13-T16 bundle (commits fb10c3f/aff35d2/b8d80fe/c4fd373/31d312a)
flagged 3 Important + 2 test-coverage gaps. Apply all 5:

Important #1: GpuWorldState.AddEntitiesToExistingLandblock didn't
canonicalize landblockId. Streaming callers always pass canonical
0xAAAA0xFFFF ids, but the public API silently key-missed for callers
that mirror AppendLiveEntity's cell-resolved-id pattern. Both new
methods now canonicalize the id on entry.

Important #2: RemoveEntitiesFromLandblock asymmetry with RemoveLandblock
re: persistent-entity rescue. Documented as intentional — demote-tier
entities are atlas-tier only (procedural scenery, dat-static stabs/
buildings; never ServerGuid != 0); the local player and live server
spawns live in their LB via RelocateEntity per frame and aren't
affected by atlas-layer demote.

Important #3: StreamingController.NearRadius / FarRadius were { get; set; }
but mutating them after the first Tick is a no-op (StreamingRegion
snapshots the values). Switched to { get; } only with XML doc warning.

Test gap #1: ToDemote routing through Tick — added test that walks
the player past hysteresis and asserts entities drop while terrain
stays.

Test gap #2: Promoted result routing through Tick — added test that
enqueues a Promoted and asserts AddEntitiesToExistingLandblock fires.

Deferred Minor: dead _streamingRadius write + style consistency on
fully-qualified IReadOnlyList — non-load-bearing, can roll into a later
cleanup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-10 08:08:23 +02:00
parent 31d312add3
commit 19b4465257
3 changed files with 137 additions and 12 deletions

View file

@ -35,4 +35,90 @@ public class StreamingControllerTwoTierTests
Assert.Equal(9, nearCount); // 3x3 inner ring (radius=1)
Assert.Equal(40, farCount); // 7x7 - 3x3 outer ring (radius=3)
}
[Fact]
public void Tick_PlayerWalksOutOfNear_ToDemoteRoutesToRemoveEntities()
{
// Setup: bootstrap region at (100,100) with near=1, far=3.
// The bootstrap puts LB (100,100) in the near tier.
// Walking 4+ east drops LB (100,100) past the near-hysteresis
// threshold (NearRadius+2 = 3); ToDemote should fire.
var loads = new List<(uint, LandblockStreamJobKind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
// Pre-load LB (100,100) so RemoveEntitiesFromLandblock has something
// to find. The actual entity content doesn't matter for routing.
var lb100 = new LoadedLandblock(
(100u << 24) | (100u << 16) | 0xFFFFu,
Heightmap: null!,
Entities: new[] { new WorldEntity { Id = 1, MeshRefs = System.Array.Empty<MeshRef>() } });
state.AddLandblock(lb100);
Assert.Equal(1, state.Entities.Count);
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
applyTerrain: (_, _) => { },
state: state,
nearRadius: 1,
farRadius: 3);
ctrl.Tick(observerCx: 100, observerCy: 100); // bootstrap
loads.Clear();
// Walk 4 east — LB (100,100) is now Chebyshev distance 4 from new
// center (104,100). NearRadius+2 = 3, so 4 > 3 fires the demote.
ctrl.Tick(observerCx: 104, observerCy: 100);
// ToDemote runs synchronously on the render thread (no enqueue).
// The visible effect is RemoveEntitiesFromLandblock dropping the entity.
Assert.Empty(state.Entities);
// Terrain stays loaded (demote != unload).
Assert.True(state.IsLoaded((100u << 24) | (100u << 16) | 0xFFFFu));
}
[Fact]
public void Tick_DrainingPromoted_RoutesToAddEntitiesToExisting()
{
var loads = new List<(uint, LandblockStreamJobKind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
// Pre-load a far-tier-style LB record (terrain only, no entities).
uint lbId = 0x32320FFFu;
var lb = new LoadedLandblock(lbId, Heightmap: null!, Entities: System.Array.Empty<WorldEntity>());
state.AddLandblock(lb);
Assert.Empty(state.Entities);
// Streamer pushes a Promoted result carrying the entity layer.
var promoted = new LandblockStreamResult.Promoted(
lbId,
new[] { new WorldEntity { Id = 7, MeshRefs = System.Array.Empty<MeshRef>() } });
var queue = new Queue<LandblockStreamResult>();
queue.Enqueue(promoted);
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && queue.Count > 0) batch.Add(queue.Dequeue());
return batch;
},
applyTerrain: (_, _) => { },
state: state,
nearRadius: 2,
farRadius: 2);
ctrl.Tick(50, 50); // drains the Promoted result
// Promoted routes to AddEntitiesToExistingLandblock — the entity is now
// merged into the existing LB record.
Assert.Equal(1, state.Entities.Count);
Assert.Equal(7u, state.Entities[0].Id);
}
}