test(app): freeze GameWindow lifecycle boundaries
Pin the accepted startup, input, frame, resize, shutdown, and native-window order before Slice 8 moves those edges, while deleting only unread duplicate state and test-only GameWindow facades. Co-authored-by: Codex <codex@openai.com>
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7 changed files with 380 additions and 56 deletions
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@ -1,6 +1,5 @@
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using System.Buffers.Binary;
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using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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using AcDream.Core.Physics;
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@ -21,7 +20,7 @@ public sealed class LocalPlayerOutboundCombatStyleTests
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MovementResult movement = controller.CaptureMovementResult(
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mouseLookEvent: false);
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RawMotionState outbound = GameWindow.BuildOutboundRawMotionState(
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RawMotionState outbound = LocalPlayerOutboundController.BuildRawMotionState(
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movement);
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Assert.Equal(combatStyle, movement.CurrentStyle);
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@ -43,7 +42,7 @@ public sealed class LocalPlayerOutboundCombatStyleTests
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{
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var controller = new PlayerMovementController(new PhysicsEngine());
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RawMotionState outbound = GameWindow.BuildOutboundRawMotionState(
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RawMotionState outbound = LocalPlayerOutboundController.BuildRawMotionState(
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controller.CaptureMovementResult(mouseLookEvent: false));
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Assert.Equal(RawMotionState.Default.CurrentStyle, outbound.CurrentStyle);
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@ -1,6 +1,5 @@
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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using Xunit;
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@ -259,7 +258,7 @@ public sealed class PlayerMouseLookMovementTests
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controller.BeginMouseLook(new MovementInput(Run: true));
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MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
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RawMotionState wire = GameWindow.BuildOutboundRawMotionState(press);
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RawMotionState wire = LocalPlayerOutboundController.BuildRawMotionState(press);
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Assert.Equal(HoldKey.Run, controller.Motion.RawState.CurrentHoldKey);
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Assert.True(press.IsRunning);
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@ -325,7 +324,7 @@ public sealed class PlayerMouseLookMovementTests
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controller.BeginMouseLook(held);
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MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
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RawMotionState wire = GameWindow.BuildOutboundRawMotionState(press);
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RawMotionState wire = LocalPlayerOutboundController.BuildRawMotionState(press);
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Assert.Equal(MotionCommand.SideStepRight, press.SidestepCommand);
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Assert.True(press.SidestepUsesRunHold);
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