fix(test): stop the streaming priority-apply tests reading a warm JIT

Five tests in StreamingControllerPriorityApplyTests passed only when a
sibling ran first in the same process. Run alone, they failed on
assertions about world-state residency and completion backlog:
DungeonCollapseBeforePromotionBase (line 355),
InFlightNearLoad_DemotedBeforeFirstCompletion (536),
HardRecenter_RejectsOldOverlappingLoadAndUnloadGenerations (582),
HardRecenter_DropsStaleOutboxThroughBoundedAdmission (626), and
DeferredCompaction_ApplyFailureRetainsExactResult.

The state a sibling supplied was not data. It was compiled code.
StreamingController meters each Tick against a wall-clock ceiling and
StreamingWorkBudgetOptions.Default allows 2 ms per frame; these tests
took that default. A cold first Tick has to JIT the whole publication
path, and the meter's own diagnostics measured it at 10.55 ms with
LastLimit=Time and one yield at stage publication-spatial-commit. The
frame's first operation is admitted unconditionally through
ensureProgress, so applyTerrain ran and the terrain assertion passed;
the very next reservation, the GpuWorldState spatial commit, was
refused, so the landblock never became resident in that frame. Any
sibling that publishes a landblock first (DuplicateNearCompletions, for
instance) warms that path and the same Tick then fits inside 2 ms.
Pairing the failing test with that sibling passed; pairing it with
DestinationReservation_StaleGenerationCannotClearReplacement, which
drains no completions and therefore JITs nothing, still failed.

Yielding mid-publication and resuming next frame is correct production
behavior and other tests in this file assert exactly that. The defect
was the setup: these tests assert which results publish, in what order,
and under which generation, yet left the elapsed-time dimension at a
value that made every assertion a function of machine speed and test
order. Every controller in the class now takes a budget whose time
ceiling cannot bind, applied uniformly so the next test added here does
not reacquire the dependency. Count and byte ceilings keep their real
values, including the deliberately small MaxCompletionAdmissions of
ForceReloadWindow_DiscardsBufferedCompletionsFromOldWindow and the
MaxCompletionsPerFrame scaling of the two tests that use it, so the
bounded-admission behavior under test is untouched. No assertion was
relaxed and no production code changed.

All fourteen tests in the class now pass individually and together;
Core is 3295 passed / 2 skipped, and two consecutive full-solution
Release runs are 8826 passed / 5 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-28 18:05:54 +02:00
parent 6aee01cf72
commit 280f3b3fe9

View file

@ -11,6 +11,29 @@ namespace AcDream.Core.Tests.Streaming;
public class StreamingControllerPriorityApplyTests public class StreamingControllerPriorityApplyTests
{ {
/// <summary>
/// One frame of streaming work is bounded by a wall-clock ceiling
/// (<see cref="StreamingWorkBudgetOptions.Default"/> allows 2 ms). That
/// ceiling is a production scheduling knob, not the subject of these
/// tests: every assertion here is about which results publish, in what
/// order, and under which generation. Leaving the elapsed-time dimension
/// at its production value makes each assertion depend on how much of the
/// publication path a previous test already JIT-compiled in this process —
/// a cold first <c>Tick</c> spends about 10 ms inside publication, the
/// meter yields at <c>publication-spatial-commit</c>, and the landblock
/// never reaches <see cref="GpuWorldState"/> in that frame. Raising only
/// the time dimension removes that hidden input; every count and byte
/// ceiling keeps its real value so bounded-admission behavior under test
/// is unchanged.
/// </summary>
private const double UntimedFrameMilliseconds = 3_600_000d;
private static StreamingWorkBudgetOptions UntimedBudget() =>
StreamingWorkBudgetOptions.Default with
{
MaxUpdateMilliseconds = UntimedFrameMilliseconds,
};
private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId, ulong generation = 0) private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId, ulong generation = 0)
=> new(canonicalId, LandblockStreamTier.Near, => new(canonicalId, LandblockStreamTier.Near,
new LoadedLandblock(canonicalId, new LandBlock(), Array.Empty<WorldEntity>()), new LoadedLandblock(canonicalId, new LandBlock(), Array.Empty<WorldEntity>()),
@ -85,7 +108,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (lb, _) => applied.Add(lb.LandblockId), applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state, state: state,
nearRadius: 4, nearRadius: 4,
farRadius: 12) farRadius: 12,
workBudgetOptions: UntimedBudget())
{ MaxCompletionsPerFrame = 4 }; { MaxCompletionsPerFrame = 4 };
ctrl.BeginDestinationReservation(1, priority, 0); ctrl.BeginDestinationReservation(1, priority, 0);
@ -130,7 +154,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (lb, _) => applied.Add(lb.LandblockId), applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state, state: state,
nearRadius: 4, nearRadius: 4,
farRadius: 12) farRadius: 12,
workBudgetOptions: UntimedBudget())
{ MaxCompletionsPerFrame = 4 }; { MaxCompletionsPerFrame = 4 };
// Set a priority id that will NEVER appear in the outbox. // Set a priority id that will NEVER appear in the outbox.
@ -152,7 +177,7 @@ public class StreamingControllerPriorityApplyTests
} }
private static StreamingWorkBudgetOptions GenerousBudget() => new( private static StreamingWorkBudgetOptions GenerousBudget() => new(
MaxUpdateMilliseconds: 100, MaxUpdateMilliseconds: UntimedFrameMilliseconds,
MaxCompletionAdmissions: 64, MaxCompletionAdmissions: 64,
MaxAdoptedCpuBytes: 16 * StreamingWorkBudgetOptions.MiB, MaxAdoptedCpuBytes: 16 * StreamingWorkBudgetOptions.MiB,
MaxEntityOperations: 10_000, MaxEntityOperations: 10_000,
@ -170,7 +195,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (_, _) => { }, applyTerrain: (_, _) => { },
state: new GpuWorldState(), state: new GpuWorldState(),
nearRadius: 1, nearRadius: 1,
farRadius: 2); farRadius: 2,
workBudgetOptions: UntimedBudget());
controller.BeginDestinationReservation(1, 0x11340021u, 1); controller.BeginDestinationReservation(1, 0x11340021u, 1);
controller.BeginDestinationReservation(2, 0x20210123u, 0); controller.BeginDestinationReservation(2, 0x20210123u, 0);
@ -220,7 +246,8 @@ public class StreamingControllerPriorityApplyTests
}, },
state: new GpuWorldState(), state: new GpuWorldState(),
nearRadius: 4, nearRadius: 4,
farRadius: 12) farRadius: 12,
workBudgetOptions: UntimedBudget())
{ {
MaxCompletionsPerFrame = 3, MaxCompletionsPerFrame = 3,
}; };
@ -259,7 +286,7 @@ public class StreamingControllerPriorityApplyTests
nearRadius: 4, nearRadius: 4,
farRadius: 12, farRadius: 12,
workBudgetOptions: new StreamingWorkBudgetOptions( workBudgetOptions: new StreamingWorkBudgetOptions(
MaxUpdateMilliseconds: 100, MaxUpdateMilliseconds: UntimedFrameMilliseconds,
MaxCompletionAdmissions: 4, MaxCompletionAdmissions: 4,
MaxAdoptedCpuBytes: 1_000_000, MaxAdoptedCpuBytes: 1_000_000,
MaxEntityOperations: 1_000, MaxEntityOperations: 1_000,
@ -296,7 +323,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (build, _) => applied.Add(build.LandblockId), applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state, state: state,
nearRadius: 1, nearRadius: 1,
farRadius: 2); farRadius: 2,
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); ctrl.Tick(10, 10);
ctrl.ForceReloadWindow(); ctrl.ForceReloadWindow();
@ -348,7 +376,8 @@ public class StreamingControllerPriorityApplyTests
state: state, state: state,
nearRadius: 0, nearRadius: 0,
farRadius: 2, farRadius: 2,
removeTerrain: id => terrainRemoved.Add(id)); removeTerrain: id => terrainRemoved.Add(id),
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); // generation 0 promotion supersedes its queued Far base. ctrl.Tick(10, 10); // generation 0 promotion supersedes its queued Far base.
Assert.Equal(new[] { outdoorId }, terrainApplied); Assert.Equal(new[] { outdoorId }, terrainApplied);
@ -403,7 +432,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (build, _) => applied.Add(build.LandblockId), applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state, state: state,
nearRadius: 0, nearRadius: 0,
farRadius: 3); farRadius: 3,
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); // target starts Far. ctrl.Tick(10, 10); // target starts Far.
ctrl.Tick(10, 13); // target becomes Near; promotion is now in flight. ctrl.Tick(10, 13); // target becomes Near; promotion is now in flight.
@ -503,7 +533,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (build, _) => applied.Add(build), applyTerrain: (build, _) => applied.Add(build),
state: state, state: state,
nearRadius: 0, nearRadius: 0,
farRadius: 3); farRadius: 3,
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); // target's initial LoadNear is now in flight. ctrl.Tick(10, 10); // target's initial LoadNear is now in flight.
ctrl.Tick(10, 13); // target becomes desired Far before it completes. ctrl.Tick(10, 13); // target becomes desired Far before it completes.
@ -559,7 +590,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (build, _) => applied.Add(build.LandblockId), applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state, state: state,
nearRadius: 1, nearRadius: 1,
farRadius: 2); farRadius: 2,
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); ctrl.Tick(10, 10);
ulong oldGeneration = loads.Single(load => load.Id == overlap).Generation; ulong oldGeneration = loads.Single(load => load.Id == overlap).Generation;
@ -602,7 +634,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (build, _) => applied.Add(build.LandblockId), applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: new GpuWorldState(), state: new GpuWorldState(),
nearRadius: 1, nearRadius: 1,
farRadius: 2) farRadius: 2,
workBudgetOptions: UntimedBudget())
{ MaxCompletionsPerFrame = 1 }; { MaxCompletionsPerFrame = 1 };
ctrl.Tick(10, 10); ctrl.Tick(10, 10);
@ -644,7 +677,8 @@ public class StreamingControllerPriorityApplyTests
applyTerrain: (_, _) => { }, applyTerrain: (_, _) => { },
state: state, state: state,
nearRadius: 0, nearRadius: 0,
farRadius: 0); farRadius: 0,
workBudgetOptions: UntimedBudget());
ctrl.Tick(10, 10); ctrl.Tick(10, 10);
state.AddLandblock( state.AddLandblock(