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.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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