fix(streaming): derive the portal reveal window from the live streaming radii (#280)

The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.

Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.

So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:

D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.

D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.

D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.

D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.

Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.

Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.

Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.

Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.

Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at 9ee9c1a1 —
+36, reconciled exactly as 36 new tests (App +23, Runtime +10, Core +3),
zero deleted, zero newly skipped. Nine discriminating tests
sabotage-verified in both directions. The connected/visual gate is
batched into C5's matrix; its recipe, its three positive artifacts, and
its required recall leg are written into the campaign plan.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-05 23:54:59 +02:00
parent 9ee9c1a1a6
commit 3aab05b0cc
23 changed files with 2502 additions and 86 deletions

View file

@ -692,7 +692,8 @@ public sealed class CurrentGameRuntimeAdapterTests
Clock = new UpdateFrameClock(_gameRuntime.Clock);
WorldReveal = new WorldRevealCoordinator(
WorldTransit,
static (_, _) => true,
static () => new StreamingRevealWindow(1, 1),
static (_, _, _) => true,
static _ => true,
static (_, _) => true,
static () => true,

View file

@ -62,7 +62,7 @@ public sealed class LocalPlayerTeleportControllerTests
Assert.Equal(1, harness.Mode.EnterPortalCount);
Assert.Equal(Matrix4x4.Identity, harness.Presentation.BeginProjection);
Assert.Equal(
(1L, 0x20210001u, WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius),
(1L, 0x20210001u, harness.RevealWindow.FarRadius),
Assert.Single(harness.Streaming.Reservations));
Assert.True(harness.Reveal.Snapshot.IsActive);
Assert.Equal(RuntimePortalKind.Portal, harness.Reveal.Snapshot.Kind);
@ -890,6 +890,14 @@ public sealed class LocalPlayerTeleportControllerTests
public readonly FakePresentation Presentation;
public readonly RuntimeWorldTransitState Transit;
public readonly WorldRevealCoordinator Reveal;
/// <summary>
/// The live streaming window this harness's reveal barrier derives its
/// outdoor radius from (#280). Assertions read this rather than a
/// literal so the test cannot silently re-encode the value under test.
/// </summary>
public StreamingRevealWindow RevealWindow { get; set; } =
new(NearRadius: 1, FarRadius: 1);
public readonly LocalPlayerTeleportController Controller;
public readonly RuntimeEntityObjectLifetime Lifetime;
public readonly RuntimeAcceptedPositionDriveController AcceptedPositionDrive;
@ -918,7 +926,8 @@ public sealed class LocalPlayerTeleportControllerTests
Transit = new RuntimeWorldTransitState(order.Add);
Reveal = new WorldRevealCoordinator(
Transit,
isRenderNeighborhoodReady: (_, _) => worldReady,
revealWindow: () => RevealWindow,
isRenderNeighborhoodReady: (_, _, _) => worldReady,
isSpawnCellReady: _ => worldReady,
isTerrainNeighborhoodReady: (_, _) => worldReady,
areCompositeTexturesReady: () => worldReady,

View file

@ -23,11 +23,11 @@ public sealed class StreamingControllerReadinessTests
AddPublished(state, 0x12 + dx, 0x36 + dy);
}
Assert.False(controller.IsRenderNeighborhoodResident(0x12360022u, 1));
Assert.False(controller.IsRenderNeighborhoodResident(0x12360022u, 1, 1));
AddPublished(state, 0x13, 0x37);
Assert.True(controller.IsRenderNeighborhoodResident(0x12360022u, 1));
Assert.True(controller.IsRenderNeighborhoodResident(0x12360022u, 1, 1));
}
[Fact]
@ -37,8 +37,8 @@ public sealed class StreamingControllerReadinessTests
StreamingController controller = CreateController(state);
AddPublished(state, 0x8C, 0x04);
Assert.True(controller.IsRenderNeighborhoodResident(0x8C0401ADu, 0));
Assert.False(controller.IsRenderNeighborhoodResident(0x8D0401ADu, 0));
Assert.True(controller.IsRenderNeighborhoodResident(0x8C0401ADu, 0, 0));
Assert.False(controller.IsRenderNeighborhoodResident(0x8D0401ADu, 0, 0));
}
[Fact]
@ -51,7 +51,7 @@ public sealed class StreamingControllerReadinessTests
AddPublished(state, 1, 0);
AddPublished(state, 1, 1);
Assert.True(controller.IsRenderNeighborhoodResident(0x00000001u, 1));
Assert.True(controller.IsRenderNeighborhoodResident(0x00000001u, 1, 1));
}
[Fact]
@ -60,7 +60,7 @@ public sealed class StreamingControllerReadinessTests
StreamingController controller = CreateController(new GpuWorldState());
Assert.Throws<ArgumentOutOfRangeException>(
() => controller.IsRenderNeighborhoodResident(0x1236FFFFu, -1));
() => controller.IsRenderNeighborhoodResident(0x1236FFFFu, -1, -1));
}
[Theory]
@ -73,7 +73,7 @@ public sealed class StreamingControllerReadinessTests
{
StreamingController controller = CreateController(new GpuWorldState());
Assert.False(controller.IsRenderNeighborhoodResident(cellId, 0));
Assert.False(controller.IsRenderNeighborhoodResident(cellId, 0, 0));
}
[Fact]
@ -97,11 +97,11 @@ public sealed class StreamingControllerReadinessTests
new LoadedLandblock(id, new LandBlock(), new[] { entity }),
new[] { envCellGeometryId });
Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0, 0));
meshes.ReadyIds.Add(0x01000010ul);
Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0, 0));
meshes.ReadyIds.Add(envCellGeometryId);
Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
Assert.True(controller.IsRenderNeighborhoodResident(id, 0, 0));
}
[Fact]
@ -120,9 +120,9 @@ public sealed class StreamingControllerReadinessTests
state.AddLandblock(new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()));
Assert.True(state.IsNearTier(id));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0, 0));
meshes.ReadyIds.Add(envCellGeometryId);
Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
Assert.True(controller.IsRenderNeighborhoodResident(id, 0, 0));
}
[Fact]
@ -137,15 +137,15 @@ public sealed class StreamingControllerReadinessTests
new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()),
tier: LandblockStreamTier.Far);
Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0, 0));
state.AddEntitiesToExistingLandblock(
id,
Array.Empty<WorldEntity>(),
new[] { envCellGeometryId });
Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
Assert.False(controller.IsRenderNeighborhoodResident(id, 0, 0));
meshes.ReadyIds.Add(envCellGeometryId);
Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
Assert.True(controller.IsRenderNeighborhoodResident(id, 0, 0));
}
[Fact]
@ -170,7 +170,7 @@ public sealed class StreamingControllerReadinessTests
new LoadedLandblock(id, new LandBlock(), new[] { entity }),
new[] { envCellGeometryId },
LandblockStreamTier.Near);
Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
Assert.True(controller.IsRenderNeighborhoodResident(id, 0, 0));
state.AddLandblock(
new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()),
@ -178,7 +178,7 @@ public sealed class StreamingControllerReadinessTests
Assert.True(state.IsNearTier(id));
Assert.Contains(entity, state.Entities);
Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
Assert.True(controller.IsRenderNeighborhoodResident(id, 0, 0));
}
[Fact]
@ -412,6 +412,200 @@ public sealed class StreamingControllerReadinessTests
Assert.Empty(appliedBuilds[1].Landblock.Entities);
}
// ── #280: the tiered reveal window ───────────────────────────────────
//
// Retail loads, draws, and blocks on ONE square (LScape::mid_radius,
// LScape::PreFetchCells @0x00505660). acdream's loaded landscape is
// tiered, so the equivalent predicate is tiered: full publication inside
// the Near ring, terrain publication out to the Far radius. Requiring Near
// tier across the whole window is unsatisfiable — nothing outside the Near
// ring is ever promoted — and holds the reveal forever.
/// <summary>
/// Case (a), the discriminating one: an INNER-ring member that only has
/// its Far-tier terrain must still fail. If this passes while the near arm
/// has been loosened into the far arm, the gate silently stops requiring
/// scenery/statics at the destination itself.
/// </summary>
[Fact]
public void TieredWindow_InnerRingFarTierMemberIsNotResident()
{
var state = new GpuWorldState();
StreamingController controller = CreateController(state);
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
{
AddPublished(
state,
0x12 + dx,
0x36 + dy,
dx == 1 && dy == 0
? LandblockStreamTier.Far
: LandblockStreamTier.Near);
}
Assert.False(
controller.IsRenderNeighborhoodResident(0x12360022u, 1, 2));
}
/// <summary>
/// Case (b): an OUTER-ring member at Far tier satisfies the gate. This is
/// the half that makes a derived Far-radius reveal window reachable at all.
/// </summary>
[Fact]
public void TieredWindow_OuterRingFarTierMemberIsResident()
{
var state = new GpuWorldState();
StreamingController controller = CreateController(state);
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
{
bool inner = Math.Abs(dx) <= 1 && Math.Abs(dy) <= 1;
AddPublished(
state,
0x12 + dx,
0x36 + dy,
inner ? LandblockStreamTier.Near : LandblockStreamTier.Far);
}
Assert.True(
controller.IsRenderNeighborhoodResident(0x12360022u, 1, 2));
}
/// <summary>
/// Case (c): an absent outer-ring member still fails. The outer arm is a
/// real publication test, not a rubber stamp.
/// </summary>
[Fact]
public void TieredWindow_AbsentOuterRingMemberIsNotResident()
{
var state = new GpuWorldState();
StreamingController controller = CreateController(state);
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
{
if (dx == 2 && dy == -2)
continue;
bool inner = Math.Abs(dx) <= 1 && Math.Abs(dy) <= 1;
AddPublished(
state,
0x12 + dx,
0x36 + dy,
inner ? LandblockStreamTier.Near : LandblockStreamTier.Far);
}
Assert.False(
controller.IsRenderNeighborhoodResident(0x12360022u, 1, 2));
AddPublished(state, 0x14, 0x34, LandblockStreamTier.Far);
Assert.True(
controller.IsRenderNeighborhoodResident(0x12360022u, 1, 2));
}
/// <summary>
/// A far radius below the near radius is a caller bug, not something to
/// clamp silently inside the predicate — the barrier clamps before it gets
/// here.
/// </summary>
[Fact]
public void TieredWindow_RejectsAFarRadiusBelowTheNearRadius()
{
StreamingController controller = CreateController(new GpuWorldState());
Assert.Throws<ArgumentOutOfRangeException>(
() => controller.IsRenderNeighborhoodResident(0x1236FFFFu, 3, 2));
}
/// <summary>
/// Retail parity (LScape::PreFetchCells' <c>&gt;= 0x7F8</c> bounds skip): a
/// map-corner destination converges because the out-of-bounds members are
/// skipped, not required. Exercised at a WIDE window, which is where the
/// derived radius now puts the gate.
/// </summary>
[Fact]
public void TieredWindow_MapCornerDestinationConvergesAtAWideRadius()
{
var state = new GpuWorldState();
StreamingController controller = CreateController(state);
for (int x = 0; x <= 4; x++)
for (int y = 0; y <= 4; y++)
{
bool inner = x <= 2 && y <= 2;
AddPublished(
state,
x,
y,
inner ? LandblockStreamTier.Near : LandblockStreamTier.Far);
}
Assert.True(
controller.IsRenderNeighborhoodResident(0x00000001u, 2, 4));
}
/// <summary>
/// #280 proof obligation P1 — the whole fix rests on this. A Far-tier
/// publication must satisfy <see cref="GpuWorldState.IsRenderReady"/>; if
/// it did not, the tiered gate's outer arm could never be satisfied and
/// the reveal would hang. Driven through the real presentation pipeline's
/// <c>PublicationKind.Far</c> path against a real
/// <see cref="LandblockSpawnAdapter"/>.
/// </summary>
[Fact]
public void FarPublication_IsRenderReadyThroughTheRealPipeline()
{
const uint landblockId = 0x1236FFFFu;
var meshes = new ReadinessMeshAdapter();
var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
var pipeline = new LandblockPresentationPipeline(
publishBeforeSpatialCommit: (_, _) => { },
state);
// A Near-shaped completion that the streaming window has since demoted
// to Far: entities and physics payload are stripped by PublishAsFar,
// which is exactly the shape an outer-ring landblock is published in.
var entity = new WorldEntity
{
Id = 1,
ServerGuid = 0,
SourceGfxObjOrSetupId = 0x01000010u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
};
var source = new LandblockBuild(
new LoadedLandblock(landblockId, new LandBlock(), new[] { entity }));
var mesh = new AcDream.Core.Terrain.LandblockMeshData(
Array.Empty<AcDream.Core.Terrain.TerrainVertex>(),
Array.Empty<uint>());
var accepted = new LandblockStreamResult.Loaded(
landblockId,
LandblockStreamTier.Near,
source,
mesh);
pipeline.PublishAsFar(accepted, source, mesh);
Assert.True(state.IsLoaded(landblockId));
Assert.False(state.IsNearTier(landblockId));
// The Far registration carries an EMPTY desired mesh set, so it is
// render-ready without any IWbMeshAdapter upload ever completing —
// note ReadinessMeshAdapter.ReadyIds is untouched below.
Assert.Empty(meshes.ReadyIds);
Assert.True(state.IsRenderReady(landblockId));
// ...and the tier check is therefore the SOLE thing keeping it out of
// the inner arm, which is what makes D2's split meaningful rather than
// decorative.
StreamingController controller = CreateController(state);
Assert.False(
controller.IsRenderNeighborhoodResident(landblockId, 0, 0));
}
private static StreamingController CreateController(GpuWorldState state)
=> new(
(_, _) => { },
@ -422,10 +616,16 @@ public sealed class StreamingControllerReadinessTests
nearRadius: 1,
farRadius: 2);
private static void AddPublished(GpuWorldState state, int x, int y)
private static void AddPublished(
GpuWorldState state,
int x,
int y,
LandblockStreamTier tier = LandblockStreamTier.Near)
{
uint id = ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
state.AddLandblock(new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()));
state.AddLandblock(
new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()),
tier: tier);
}
private sealed class ReadinessMeshAdapter : IWbMeshAdapter

View file

@ -19,6 +19,15 @@ public sealed class WorldRevealCoordinatorTests
public int InvalidateCount { get; private set; }
public int PrepareCount { get; private set; }
/// <summary>
/// The live streaming window (#280). Mutable so a test can change the
/// quality preset mid-hold, which retail answers by re-arming the
/// blocking prefetch at the NEW radius
/// (<c>SmartBox::set_mid_radius</c> @0x00453180).
/// </summary>
public StreamingRevealWindow Window { get; set; } =
new(NearRadius: 1, FarRadius: 1);
public WorldRevealCoordinator Build(
List<string>? logs = null,
IWorldRevealStreamingScheduler? streaming = null,
@ -30,7 +39,8 @@ public sealed class WorldRevealCoordinatorTests
Transit = transit;
return new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => RenderReady,
revealWindow: () => Window,
isRenderNeighborhoodReady: (_, _, _) => RenderReady,
isSpawnCellReady: _ => CollisionReady,
isTerrainNeighborhoodReady: (_, _) => CollisionReady,
areCompositeTexturesReady: () => CompositesReady,
@ -195,7 +205,8 @@ public sealed class WorldRevealCoordinatorTests
audio);
var coordinator = new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => true,
revealWindow: () => new StreamingRevealWindow(1, 1),
isRenderNeighborhoodReady: (_, _, _) => true,
isSpawnCellReady: _ => true,
isTerrainNeighborhoodReady: (_, _) => true,
areCompositeTexturesReady: () => true,
@ -241,7 +252,8 @@ public sealed class WorldRevealCoordinatorTests
var scheduler = new RecordingDestinationScheduler();
var coordinator = new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => true,
revealWindow: () => new StreamingRevealWindow(1, 1),
isRenderNeighborhoodReady: (_, _, _) => true,
isSpawnCellReady: _ => true,
isTerrainNeighborhoodReady: (_, _) => true,
areCompositeTexturesReady: () => true,
@ -301,7 +313,8 @@ public sealed class WorldRevealCoordinatorTests
var scheduler = new RecordingDestinationScheduler();
var coordinator = new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => true,
revealWindow: () => new StreamingRevealWindow(1, 1),
isRenderNeighborhoodReady: (_, _, _) => true,
isSpawnCellReady: _ => true,
isTerrainNeighborhoodReady: (_, _) => true,
areCompositeTexturesReady: () => true,
@ -360,7 +373,8 @@ public sealed class WorldRevealCoordinatorTests
var scheduler = new RecordingDestinationScheduler();
var coordinator = new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => false,
revealWindow: () => new StreamingRevealWindow(1, 1),
isRenderNeighborhoodReady: (_, _, _) => false,
isSpawnCellReady: _ => false,
isTerrainNeighborhoodReady: (_, _) => false,
areCompositeTexturesReady: () => false,
@ -591,7 +605,8 @@ public sealed class WorldRevealCoordinatorTests
audio);
var coordinator = new WorldRevealCoordinator(
transit,
isRenderNeighborhoodReady: (_, _) => true,
revealWindow: () => new StreamingRevealWindow(1, 1),
isRenderNeighborhoodReady: (_, _, _) => true,
isSpawnCellReady: _ => true,
isTerrainNeighborhoodReady: (_, _) => true,
areCompositeTexturesReady: () => true,
@ -731,6 +746,86 @@ public sealed class WorldRevealCoordinatorTests
}
}
/// <summary>
/// #280 (D4/§9-10): retail has ONE square — the prefetched set and the
/// blocked-on set are literally the same array. So the destination
/// reservation must open at exactly the radius the gate measures, asserted
/// against the fake window's own input rather than a literal.
/// </summary>
[Theory]
[InlineData(3, 8)]
[InlineData(4, 12)]
[InlineData(5, 15)]
public void DestinationReservation_OpensAtTheDerivedGateRadius(
int nearRadius,
int farRadius)
{
const uint outdoorCell = 0x11340021u;
var streaming = new RecordingDestinationScheduler();
var state = new State
{
Window = new StreamingRevealWindow(nearRadius, farRadius),
};
WorldRevealCoordinator coordinator = state.Build(streaming: streaming);
long generation = coordinator.BeginLogin(outdoorCell);
Assert.Equal(
(generation, outdoorCell, state.Window.FarRadius),
Assert.Single(streaming.Begins));
}
[Fact]
public void IndoorDestinationReservation_OpensAtTheEnvCellArmsZeroRadius()
{
const uint indoorCell = 0x11340100u;
var streaming = new RecordingDestinationScheduler();
var state = new State { Window = new StreamingRevealWindow(4, 12) };
WorldRevealCoordinator coordinator = state.Build(streaming: streaming);
long generation = coordinator.BeginLogin(indoorCell);
Assert.Equal(
(generation, indoorCell, 0),
Assert.Single(streaming.Begins));
}
/// <summary>
/// P6, reservation half: the radii are runtime mutable through Settings.
/// Retail's <c>SmartBox::set_mid_radius</c> @0x00453180 resets, re-radiuses
/// and re-arms the blocking prefetch at the NEW value rather than
/// finishing the old hold at the old one; acdream's equivalent closes and
/// reopens the reservation on the SAME reveal generation.
/// </summary>
[Fact]
public void MidHoldRadiusChange_ReopensTheReservationOnTheSameGeneration()
{
const uint outdoorCell = 0x11340021u;
var streaming = new RecordingDestinationScheduler();
var state = new State { Window = new StreamingRevealWindow(3, 8) };
WorldRevealCoordinator coordinator = state.Build(streaming: streaming);
long generation = coordinator.BeginLogin(outdoorCell);
coordinator.Evaluate(outdoorCell);
Assert.Equal(
(generation, outdoorCell, 8),
Assert.Single(streaming.Begins));
Assert.Empty(streaming.Ends);
state.Window = new StreamingRevealWindow(5, 15);
coordinator.Evaluate(outdoorCell);
Assert.Equal(
[(generation, outdoorCell, 8), (generation, outdoorCell, 15)],
streaming.Begins);
Assert.Equal([generation], streaming.Ends);
// Idempotent: an unchanged window does not churn the reservation.
coordinator.Evaluate(outdoorCell);
Assert.Equal(2, streaming.Begins.Count);
Assert.Single(streaming.Ends);
}
private sealed class RecordingRenderResourceScheduler
: IWorldRevealRenderResourceScheduler
{

View file

@ -0,0 +1,240 @@
using AcDream.App.Streaming;
using AcDream.Core.Physics;
using AcDream.Core.World;
using AcDream.Runtime.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.Streaming;
/// <summary>
/// #280 end-to-end: the derived reveal window, the tiered render predicate,
/// the terrain-residency gate, the destination reservation, and the loosened
/// Runtime shape invariant, wired together with the REAL
/// <see cref="StreamingController"/>, <see cref="GpuWorldState"/>, and
/// <see cref="PhysicsEngine"/> rather than fakes.
///
/// <para>
/// This is the test that fails if any single piece is missing: raising the
/// radius without the tier-aware predicate hangs forever (T2), and loosening
/// neither the Runtime invariant nor the predicate makes
/// <c>AcknowledgeDestinationReadiness</c> fail
/// <c>invalid-readiness-shape</c> (T1).
/// </para>
/// </summary>
public sealed class WorldRevealDerivedWindowIntegrationTests
{
private const int CenterX = 0x40;
private const int CenterY = 0x40;
private const uint DestinationCell = (uint)CenterX << 24
| (uint)CenterY << 16
| 0x0021u;
[Theory]
[InlineData(1, 2)]
[InlineData(2, 4)]
public void OutdoorReveal_HoldsUntilTheWholeDerivedWindowIsPublished(
int nearRadius,
int farRadius)
{
var world = new GpuWorldState();
var physics = new PhysicsEngine();
var transit = new RuntimeWorldTransitState();
var streaming = new RecordingReservations();
StreamingController controller = CreateController(
world,
nearRadius,
farRadius);
WorldRevealCoordinator coordinator = CreateCoordinator(
transit,
controller,
physics,
streaming);
long generation = coordinator.BeginLogin(DestinationCell);
// The reservation opens on the same square the gate measures.
Assert.Equal(
(generation, DestinationCell, farRadius),
Assert.Single(streaming.Begins));
// Publish the Near window only. Pre-#280 this was the entire gate; it
// must no longer be enough.
for (int radius = 0; radius <= nearRadius; radius++)
PublishRing(world, physics, radius, LandblockStreamTier.Near);
Assert.False(coordinator.Evaluate(DestinationCell).IsReady);
// Fill the outer rings with Far-tier terrain publication, one ring at
// a time, so the hold is proven to track the outer boundary and not
// just the first missing member.
for (int radius = nearRadius + 1; radius < farRadius; radius++)
{
PublishRing(world, physics, radius, LandblockStreamTier.Far);
Assert.False(coordinator.Evaluate(DestinationCell).IsReady);
}
PublishRing(world, physics, farRadius, LandblockStreamTier.Far);
WorldRevealReadinessSnapshot ready =
coordinator.Evaluate(DestinationCell);
Assert.True(ready.IsReady);
Assert.Equal(farRadius, ready.RequiredRenderRadius);
Assert.Equal(nearRadius, ready.RequiredNearRadius);
// The loosened Runtime shape invariant accepted the derived radius.
Assert.Equal(0, transit.Snapshot.InvariantFailureCount);
Assert.True(transit.Snapshot.IsReady);
}
/// <summary>
/// P7/§9-8: login and portal share the barrier, so first login gets the
/// same widened gate. Asserted through the production readiness predicate
/// the login auto-entry context calls.
/// </summary>
[Fact]
public void LoginReveal_UsesTheSameWidenedGateAsPortalArrival()
{
const int nearRadius = 1;
const int farRadius = 3;
var world = new GpuWorldState();
var physics = new PhysicsEngine();
var transit = new RuntimeWorldTransitState();
StreamingController controller = CreateController(
world,
nearRadius,
farRadius);
WorldRevealCoordinator coordinator = CreateCoordinator(
transit,
controller,
physics,
streaming: null);
coordinator.BeginLogin(DestinationCell);
for (int radius = 0; radius < farRadius; radius++)
{
PublishRing(
world,
physics,
radius,
radius <= nearRadius
? LandblockStreamTier.Near
: LandblockStreamTier.Far);
}
Assert.False(coordinator.Evaluate(DestinationCell).IsReady);
PublishRing(world, physics, farRadius, LandblockStreamTier.Far);
Assert.True(coordinator.Evaluate(DestinationCell).IsReady);
Assert.Equal(0, transit.Snapshot.InvariantFailureCount);
}
/// <summary>
/// Indoor destinations keep retail's EnvCell arm: no landscape ring at
/// all, regardless of how wide the streaming window is.
/// </summary>
[Fact]
public void IndoorReveal_IgnoresTheStreamingWindowEntirely()
{
const uint indoorCell = (uint)CenterX << 24
| (uint)CenterY << 16
| 0x0100u;
var world = new GpuWorldState();
var physics = new PhysicsEngine();
var transit = new RuntimeWorldTransitState();
StreamingController controller = CreateController(world, 2, 6);
WorldRevealCoordinator coordinator = CreateCoordinator(
transit,
controller,
physics,
streaming: null);
coordinator.BeginLogin(indoorCell);
Assert.False(coordinator.Evaluate(indoorCell).IsReady);
// Only the destination's own landblock, at Near tier.
PublishRing(world, physics, 0, LandblockStreamTier.Near);
WorldRevealReadinessSnapshot snapshot = coordinator.Evaluate(indoorCell);
Assert.True(snapshot.IsRenderNeighborhoodReady);
Assert.Equal(0, snapshot.RequiredRenderRadius);
Assert.Equal(0, transit.Snapshot.InvariantFailureCount);
}
private sealed class RecordingReservations : IWorldRevealStreamingScheduler
{
public List<(long Generation, uint Cell, int Radius)> Begins { get; } = [];
public List<long> Ends { get; } = [];
public void BeginDestinationReservation(
long revealGeneration,
uint destinationCell,
int requiredRenderRadius) =>
Begins.Add((revealGeneration, destinationCell, requiredRenderRadius));
public void EndDestinationReservation(long revealGeneration) =>
Ends.Add(revealGeneration);
}
private static WorldRevealCoordinator CreateCoordinator(
RuntimeWorldTransitState transit,
StreamingController controller,
PhysicsEngine physics,
IWorldRevealStreamingScheduler? streaming) =>
new(
transit,
() => new StreamingRevealWindow(
controller.NearRadius,
controller.FarRadius),
controller.IsRenderNeighborhoodResident,
physics.IsSpawnCellReady,
physics.IsNeighborhoodTerrainResident,
() => true,
(_, _) => { },
() => { },
_ => false,
streaming: streaming);
private static StreamingController CreateController(
GpuWorldState state,
int nearRadius,
int farRadius) =>
new(
(_, _, _) => { },
(_, _) => { },
_ => Array.Empty<LandblockStreamResult>(),
(_, _) => { },
state,
nearRadius: nearRadius,
farRadius: farRadius);
private static void PublishRing(
GpuWorldState world,
PhysicsEngine physics,
int radius,
LandblockStreamTier tier)
{
for (int dx = -radius; dx <= radius; dx++)
for (int dy = -radius; dy <= radius; dy++)
{
if (Math.Abs(dx) != radius && Math.Abs(dy) != radius)
continue;
uint id = ((uint)(CenterX + dx) << 24)
| ((uint)(CenterY + dy) << 16)
| 0xFFFFu;
world.AddLandblock(
new LoadedLandblock(id, new LandBlock(), Array.Empty<WorldEntity>()),
tier: tier);
// The Far tier publishes terrain COLLISION as well as terrain
// render (LandblockPhysicsPublisher, reached for
// PublicationKind.Far), which is what makes the outer arm of the
// reveal gate satisfiable on the collision side too.
physics.AddLandblock(
id,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
}
}
}

View file

@ -15,13 +15,24 @@ public sealed class WorldRevealReadinessBarrierTests
public int Preparations;
public uint PreparedCell;
public int PreparedRadius = -1;
public int RenderRadius = -1;
public int RenderNearRadius = -1;
public int RenderFarRadius = -1;
public int TerrainRadius = -1;
/// <summary>
/// The live streaming window the barrier derives from. Mutable so a
/// test can prove the radii are re-read per evaluation rather than
/// captured at construction (#280 T6 / P6).
/// </summary>
public StreamingRevealWindow Window { get; set; } =
new(NearRadius: 1, FarRadius: 1);
public WorldRevealReadinessBarrier Build() => new(
isRenderNeighborhoodReady: (cell, radius) =>
revealWindow: () => Window,
isRenderNeighborhoodReady: (cell, nearRadius, farRadius) =>
{
RenderRadius = radius;
RenderNearRadius = nearRadius;
RenderFarRadius = farRadius;
return RenderReady;
},
isSpawnCellReady: _ => SpawnCellReady,
@ -52,28 +63,103 @@ public sealed class WorldRevealReadinessBarrierTests
Assert.Equal(1, state.Invalidations);
}
[Fact]
public void OutdoorReveal_JoinsNearRenderTexturesAndTerrain()
/// <summary>
/// #280: the outdoor gate is DERIVED from the live streaming window, never
/// a constant. Every assertion below references the fake window's own
/// input — a test asserting a literal radius would reproduce the exact
/// defect class this slice removes.
/// </summary>
[Theory]
[InlineData(3, 8)]
[InlineData(5, 15)]
[InlineData(4, 12)]
public void OutdoorRequiredWindow_IsTheLiveStreamingWindow(
int nearRadius,
int farRadius)
{
const uint outdoorCell = 0x11340021u;
var state = new State();
var window = new StreamingRevealWindow(nearRadius, farRadius);
var state = new State { Window = window };
var barrier = state.Build();
Assert.False(barrier.IsReady(outdoorCell));
Assert.Equal(WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius, state.RenderRadius);
Assert.Equal(window.FarRadius, state.RenderFarRadius);
Assert.Equal(window.NearRadius, state.RenderNearRadius);
Assert.Equal(window.FarRadius, barrier.RequiredRenderRadius(outdoorCell));
Assert.Equal(window, barrier.RequiredWindow(outdoorCell));
}
[Theory]
[InlineData(3, 8)]
[InlineData(5, 15)]
public void IndoorRequiredWindow_IsZeroRegardlessOfTheStreamingWindow(
int nearRadius,
int farRadius)
{
const uint indoorCell = 0x11340100u;
var state = new State
{
Window = new StreamingRevealWindow(nearRadius, farRadius),
};
var barrier = state.Build();
Assert.Equal(
new StreamingRevealWindow(0, 0),
barrier.RequiredWindow(indoorCell));
Assert.Equal(0, barrier.RequiredRenderRadius(indoorCell));
}
/// <summary>
/// P6: the radii are runtime mutable through Settings, and retail re-arms
/// the blocking prefetch at the NEW radius mid-hold
/// (<c>SmartBox::set_mid_radius</c> @0x00453180). A window captured at
/// construction would only misbehave when someone opens Settings during a
/// portal, so it must be proven live.
/// </summary>
[Fact]
public void RequiredWindow_IsRereadOnEveryEvaluationWithoutReconstruction()
{
const uint outdoorCell = 0x11340021u;
var state = new State { Window = new StreamingRevealWindow(3, 8) };
var barrier = state.Build();
barrier.Evaluate(outdoorCell);
Assert.Equal(8, state.RenderFarRadius);
state.Window = new StreamingRevealWindow(5, 15);
WorldRevealReadinessSnapshot second = barrier.Evaluate(outdoorCell);
Assert.Equal(state.Window.FarRadius, state.RenderFarRadius);
Assert.Equal(state.Window.NearRadius, state.RenderNearRadius);
Assert.Equal(state.Window.FarRadius, second.RequiredRenderRadius);
Assert.Equal(state.Window.NearRadius, second.RequiredNearRadius);
}
[Fact]
public void OutdoorReveal_JoinsRenderTexturesAndTerrainOverTheDerivedWindow()
{
const uint outdoorCell = 0x11340021u;
var state = new State { Window = new StreamingRevealWindow(4, 12) };
var barrier = state.Build();
Assert.False(barrier.IsReady(outdoorCell));
Assert.Equal(state.Window.FarRadius, state.RenderFarRadius);
state.RenderReady = true;
barrier.Prepare(outdoorCell);
Assert.Equal(1, state.Preparations);
Assert.Equal(outdoorCell, state.PreparedCell);
Assert.Equal(WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius, state.PreparedRadius);
// D3: the composite domain is entity-scoped and Far-tier builds carry
// no entities, so composites warm over the NEAR radius only.
Assert.Equal(state.Window.NearRadius, state.PreparedRadius);
state.CompositeReady = true;
Assert.False(barrier.IsReady(outdoorCell));
state.TerrainReady = true;
Assert.True(barrier.IsReady(outdoorCell));
Assert.Equal(WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius, state.TerrainRadius);
Assert.Equal(state.Window.FarRadius, state.TerrainRadius);
}
[Fact]
@ -82,6 +168,7 @@ public sealed class WorldRevealReadinessBarrierTests
const uint indoorCell = 0x11340100u;
var state = new State
{
Window = new StreamingRevealWindow(4, 12),
RenderReady = true,
CompositeReady = true,
TerrainReady = true,
@ -95,7 +182,8 @@ public sealed class WorldRevealReadinessBarrierTests
state.SpawnCellReady = true;
Assert.True(barrier.IsReady(indoorCell));
Assert.Equal(0, state.RenderRadius);
Assert.Equal(0, state.RenderNearRadius);
Assert.Equal(0, state.RenderFarRadius);
}
[Fact]
@ -119,7 +207,7 @@ public sealed class WorldRevealReadinessBarrierTests
Assert.True(barrier.IsReady(0x113401FFu));
Assert.Equal(0, state.Preparations);
Assert.Equal(-1, state.RenderRadius);
Assert.Equal(-1, state.RenderFarRadius);
}
[Fact]
@ -128,6 +216,7 @@ public sealed class WorldRevealReadinessBarrierTests
const uint outdoorCell = 0x11340021u;
var state = new State
{
Window = new StreamingRevealWindow(4, 12),
RenderReady = true,
CompositeReady = true,
TerrainReady = true,
@ -137,7 +226,8 @@ public sealed class WorldRevealReadinessBarrierTests
Assert.Equal(outdoorCell, snapshot.DestinationCell);
Assert.False(snapshot.IsIndoor);
Assert.Equal(WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius, snapshot.RequiredRenderRadius);
Assert.Equal(state.Window.FarRadius, snapshot.RequiredRenderRadius);
Assert.Equal(state.Window.NearRadius, snapshot.RequiredNearRadius);
Assert.True(snapshot.IsRenderNeighborhoodReady);
Assert.True(snapshot.AreCompositeTexturesReady);
Assert.True(snapshot.IsCollisionReady);
@ -163,4 +253,41 @@ public sealed class WorldRevealReadinessBarrierTests
Assert.False(snapshot.IsReady);
Assert.Equal(-1, state.TerrainRadius);
}
/// <summary>
/// The near arm demands Near-tier publication and can therefore never
/// exceed the outer arm. A misconfigured window must clamp rather than
/// hand <c>IsRenderNeighborhoodResident</c> an argument it rejects.
/// </summary>
[Fact]
public void RequiredWindow_ClampsANearRadiusThatExceedsTheFarRadius()
{
var state = new State { Window = new StreamingRevealWindow(9, 4) };
var barrier = state.Build();
Assert.Equal(
new StreamingRevealWindow(4, 4),
barrier.RequiredWindow(0x11340021u));
}
/// <summary>
/// D5: the probe reproduces the pre-fix gate on the same binary so the
/// connected route's A/B pair is a real comparison. It is a measurement
/// override, never a user-facing prefetch knob (§3, T11).
/// </summary>
[Fact]
public void RevealRadiusOverride_ReplacesTheDerivedWindowAndClampsTheNearArm()
{
var window = new StreamingRevealWindow(4, 12);
Assert.Equal(
window,
StreamingDiagnostics.ApplyRevealRadiusOverride(window, null));
Assert.Equal(
new StreamingRevealWindow(1, 1),
StreamingDiagnostics.ApplyRevealRadiusOverride(window, 1));
Assert.Equal(
new StreamingRevealWindow(4, 25),
StreamingDiagnostics.ApplyRevealRadiusOverride(window, 25));
}
}

View file

@ -82,7 +82,8 @@ public sealed class LiveEntityWorldOriginCoordinatorTests
private static WorldRevealCoordinator Reveal() => new(
new RuntimeWorldTransitState(),
(_, _) => true,
() => new StreamingRevealWindow(1, 1),
(_, _, _) => true,
_ => true,
(_, _) => true,
() => true,

View file

@ -0,0 +1,95 @@
using AcDream.Core.Physics;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #280 (D6/P8). <see cref="PhysicsEngine.IsNeighborhoodTerrainResident"/> is
/// the collision half of the reveal gate and runs once per frame for the whole
/// duration of a hold. Before #280 that hold measured a 3x3 neighbourhood; it
/// now measures the streaming Far window (12 at the shipped High preset =
/// 625 members). Rebuilding a landblock-prefix <c>HashSet</c> per call would
/// allocate on every frame of every hold, against Slice I1's 0 B standard.
/// </summary>
public sealed class NeighborhoodTerrainResidencyTests
{
private const int FarRadius = 12;
[Fact]
public void WarmedNeighborhoodQuery_AtTheFarRadius_AllocatesNothing()
{
PhysicsEngine engine = EngineWithWindow(0x80, 0x80, FarRadius);
uint center = Canonical(0x80, 0x80);
// Warm the JIT, the scratch set's buckets/entries arrays, and the
// dictionary enumerator before measuring.
for (int i = 0; i < 64; i++)
Assert.True(engine.IsNeighborhoodTerrainResident(center, FarRadius));
long before = GC.GetAllocatedBytesForCurrentThread();
for (int i = 0; i < 1_000; i++)
Assert.True(engine.IsNeighborhoodTerrainResident(center, FarRadius));
long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
Assert.True(
allocated == 0,
$"1,000 radius-{FarRadius} residency queries allocated "
+ $"{allocated:N0} bytes");
}
[Fact]
public void NeighborhoodQuery_StillRejectsAMissingOuterRingMember()
{
PhysicsEngine engine = EngineWithWindow(0x80, 0x80, FarRadius);
uint center = Canonical(0x80, 0x80);
Assert.True(engine.IsNeighborhoodTerrainResident(center, FarRadius));
engine.RemoveLandblock(Canonical(0x80 + FarRadius, 0x80));
Assert.False(engine.IsNeighborhoodTerrainResident(center, FarRadius));
Assert.True(engine.IsNeighborhoodTerrainResident(center, FarRadius - 1));
}
/// <summary>
/// The gate has always compared on the high 16 bits, so a landblock
/// registered under a cell-resolved id satisfies the same ring member as
/// one registered under the canonical sentinel. D6 replaced the per-call
/// set construction, not that masking rule.
/// </summary>
[Fact]
public void NeighborhoodQuery_KeepsPrefixMaskedMembership()
{
var engine = new PhysicsEngine();
AddTerrain(engine, (0x40u << 24) | (0x40u << 16) | 0x0021u);
Assert.True(
engine.IsNeighborhoodTerrainResident(Canonical(0x40, 0x40), 0));
Assert.False(
engine.IsNeighborhoodTerrainResident(Canonical(0x41, 0x40), 0));
}
private static PhysicsEngine EngineWithWindow(int cx, int cy, int radius)
{
var engine = new PhysicsEngine();
for (int dx = -radius; dx <= radius; dx++)
for (int dy = -radius; dy <= radius; dy++)
AddTerrain(engine, Canonical(cx + dx, cy + dy));
return engine;
}
private static uint Canonical(int x, int y) =>
((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
private static void AddTerrain(PhysicsEngine engine, uint landblockId)
{
var heights = new byte[81];
var heightTable = new float[256];
engine.AddLandblock(
landblockId,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
}
}

View file

@ -225,6 +225,97 @@ public sealed class RuntimeWorldTransitStateTests
Assert.Equal(1, state.Snapshot.InvariantFailureCount);
}
/// <summary>
/// #280 (D7): the readiness invariant is a SHAPE check, not a value check.
/// Runtime must not know the graphical host's streaming configuration, so
/// it cannot re-derive the outdoor radius — that value is now the App's
/// live Far radius and legitimately varies with the quality preset and
/// with runtime Settings changes. Every radius the two non-graphical
/// producers emit today (<c>indoor ? 0 : 1</c>) stays legal.
/// </summary>
[Theory]
[InlineData(1)]
[InlineData(2)]
[InlineData(5)]
[InlineData(8)]
[InlineData(12)]
[InlineData(15)]
[InlineData(25)]
public void OutdoorReadinessShape_AcceptsAnyDerivedStreamingRadius(
int requiredRenderRadius)
{
var state = new RuntimeWorldTransitState();
long generation = state.BeginLoginReveal(OutdoorCell);
RuntimeDestinationReadiness acknowledgement =
Ready(generation, OutdoorCell) with
{
RequiredRenderRadius = requiredRenderRadius,
};
Assert.True(state.AcknowledgeDestinationReadiness(acknowledgement));
Assert.Equal(0, state.Snapshot.InvariantFailureCount);
Assert.Equal(
requiredRenderRadius,
state.Snapshot.Readiness.RequiredRenderRadius);
}
/// <summary>
/// The shape is still a real invariant in both directions: an outdoor
/// claim must require at least its own landblock's ring, and an indoor
/// claim takes retail's EnvCell arm and must require none.
/// </summary>
[Fact]
public void OutdoorReadinessShape_RejectsAZeroRadius()
{
var state = new RuntimeWorldTransitState();
long generation = state.BeginLoginReveal(OutdoorCell);
RuntimeDestinationReadiness invalid =
Ready(generation, OutdoorCell) with { RequiredRenderRadius = 0 };
Assert.False(state.AcknowledgeDestinationReadiness(invalid));
Assert.False(state.Snapshot.IsReady);
Assert.Equal(1, state.Snapshot.InvariantFailureCount);
}
[Fact]
public void IndoorReadinessShape_RejectsANonZeroRadius()
{
const uint indoorCell = 0x11340100u;
var state = new RuntimeWorldTransitState();
long generation = state.BeginLoginReveal(indoorCell);
RuntimeDestinationReadiness invalid =
Ready(generation, indoorCell) with
{
IsIndoor = true,
RequiredRenderRadius = 1,
};
Assert.False(state.AcknowledgeDestinationReadiness(invalid));
Assert.False(state.Snapshot.IsReady);
Assert.Equal(1, state.Snapshot.InvariantFailureCount);
}
[Fact]
public void IndoorReadinessShape_AcceptsTheZeroRadiusEnvCellArm()
{
const uint indoorCell = 0x11340100u;
var state = new RuntimeWorldTransitState();
long generation = state.BeginLoginReveal(indoorCell);
RuntimeDestinationReadiness acknowledgement =
Ready(generation, indoorCell) with
{
IsIndoor = true,
RequiredRenderRadius = 0,
};
Assert.True(state.AcknowledgeDestinationReadiness(acknowledgement));
Assert.Equal(0, state.Snapshot.InvariantFailureCount);
}
[Fact]
public void AcceptedReadiness_IsGenerationSticky()
{