feat(render) Campaign FW1: the frame-walk composition root

RetailFrameWalk composes the ported machinery into retail frame shapes:
SmartBox::RenderNormalMode rooting (camera-cell low word < 0x100),
PView::DrawInside + the DrawCells event half (interior pview, the
traces pv=009d4a80), LScape::draw (per-view visibility, blocks
far-to-near, per-block cells far-to-near, buildings at their cell turn)
and RenderDeviceD3D::DrawBuilding (BLD at entry before the degrade
check; two-pass BSP portal walk per active view on the outdoor pview,
the traces pv=009d4b08). WalkLandscape ports the block grid +
draw_check_blocks/landcell_check visibility (192 m/24 m pitch,
viewer-relative, union across views, never downgrade). Six composition
tests: outdoor far-to-near emission, degrade-entry event, interior
ov=0/ov=1 shapes, rooting, complete view unwind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 10:06:09 +02:00
parent f05b93b5b5
commit 4b401a08ed
3 changed files with 638 additions and 0 deletions

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using System.Numerics;
namespace AcDream.App.Rendering.Walk;
/// <summary>The composition context: the cell/building halves plus the
/// frame-level state retail keeps in globals (the CY near plane from
/// <c>Render::update_viewpoint</c>, and the active-view installation the
/// building clip consumes).</summary>
public interface IRetailFrameWalkContext : IWalkBuildingFrameContext
{
WalkPlane CyPlane { get; }
/// <summary><c>Render::set_view</c> at the frame level: install view
/// <paramref name="index"/> of <paramref name="views"/> as the active
/// clip context for subsequent building-polygon clips.</summary>
void SetActiveView(WalkPortalView views, int index);
float ViewportWidth { get; }
float ViewportHeight { get; }
}
/// <summary>
/// Campaign FW1 — the frame walk root, composing the ported machinery into
/// retail's frame shapes (model:
/// docs/research/2026-08-30-fw-walk-pseudocode.md §1, §3-§5; oracle:
/// docs/research/2026-08-30-fw-walk-oracle/README.md):
///
/// <list type="bullet">
/// <item>Rooting (<c>SmartBox::RenderNormalMode</c> @0x00453aa0): the
/// CAMERA cell's low word &lt; 0x100 → outdoor root (default full-screen
/// view + the landscape walk); otherwise → <c>DrawInside</c>.</item>
/// <item>Outdoor (<c>LScape::draw</c> @0x00506330): visibility per view,
/// blocks far-to-near, per-block cells far-to-near, buildings at their
/// cell's turn with the two-pass portal machinery (punches + look-ins on
/// the OUTDOOR pview — the traces' <c>pv=009d4b08 ov=0</c>).</item>
/// <item>Interior (<c>PView::DrawInside</c> @0x005a5860 +
/// <c>DrawCells</c> @0x005a4840): the flood on the INTERIOR pview
/// (<c>pv=009d4a80</c>), then the landscape drawn THROUGH the exit views
/// when any survive (<c>ov&gt;0</c>).</item>
/// </list>
///
/// Two PView instances exist exactly as the live traces showed.
/// </summary>
public sealed class RetailFrameWalk
{
private readonly WalkPView _interiorPView = new();
private readonly WalkPView _outdoorPView = new();
private readonly WalkPortalView _defaultView = new();
public WalkPView InteriorPView => _interiorPView;
public WalkPView OutdoorPView => _outdoorPView;
/// <summary>The per-frame root (<c>SmartBox::RenderNormalMode</c>).
/// <paramref name="cameraCell"/> may be null only when the camera is
/// outdoors.</summary>
public void WalkFrame(
uint cameraCellId, WalkCell? cameraCell, WalkLandscape landscape,
IRetailFrameWalkContext ctx, IWalkEventSink sink)
{
if ((cameraCellId & 0xFFFF) < 0x100)
{
// Render::set_default_view @0x0054ef50: the full-screen quad view.
_defaultView.ResetForPush();
WalkCopyView.AppendFullViewportQuad(
_defaultView, ctx.Rays, ctx.WorldViewpoint,
ctx.ViewportWidth, ctx.ViewportHeight);
DrawLandscape(landscape, _defaultView, ctx, sink);
}
else
{
DrawInside(
cameraCell ?? throw new ArgumentNullException(nameof(cameraCell)),
landscape, ctx, sink);
}
}
/// <summary><c>PView::DrawInside</c> + the event half of
/// <c>DrawCells</c>. The geometry/object passes emit no walk events.</summary>
public void DrawInside(
WalkCell cell, WalkLandscape landscape,
IRetailFrameWalkContext ctx, IWalkEventSink sink)
{
sink.Emit(WalkEvent.DrawInside(cell.CellId));
cell.PushView();
AddViews(cell.StabList, ctx);
WalkCopyView.AppendFullViewportQuad(
cell.TopView, ctx.Rays, ctx.WorldViewpoint,
ctx.ViewportWidth, ctx.ViewportHeight);
_interiorPView.ConstructView(cell, 0xFFFF, ctx.CellContext);
EmitDrawCells(_interiorPView, sink);
if (_interiorPView.OutsideView.ViewCount > 0)
DrawLandscape(landscape, _interiorPView.OutsideView, ctx, sink);
RemoveViews(cell.StabList, ctx);
cell.PopView();
}
/// <summary><c>LScape::draw</c>: visibility per active view, then blocks
/// far-to-near, cells far-to-near, buildings at their cell's turn.</summary>
public void DrawLandscape(
WalkLandscape landscape, WalkPortalView activeViews,
IRetailFrameWalkContext ctx, IWalkEventSink sink)
{
sink.Emit(WalkEvent.Landscape());
landscape.CalcDrawOrder();
landscape.CheckBlocks(ctx.CyPlane, activeViews);
for (int i = landscape.BlockDrawCount - 1; i >= 0; i--)
{
WalkLandBlock? block = landscape.Blocks[landscape.BlockDrawList[i]];
if (block is null || block.InView == WalkBoundingType.Outside)
continue;
int cellCount = block.SideCellCount * block.SideCellCount;
for (int k = 0; k < cellCount; k++)
{
int cellIndex = block.DrawArray[k];
// DrawSortCell runs for in-view cells (alwaysDrawObjects
// default 0); terrain (DrawLandCell) emits no walk event.
if (block.CellInView[cellIndex] == WalkBoundingType.Outside)
continue;
if (block.CellBuildings[cellIndex] is WalkBuilding building)
DrawBuilding(building, activeViews, ctx, sink);
}
}
}
/// <summary><c>RenderDeviceD3D::DrawBuilding</c> @0x0059f2a0 at the walk
/// level: the BLD event fires at ENTRY (before the degrade check); the
/// portal pass walks the drawing BSP twice per active view (punch, then
/// look-in + DrawCells on the outdoor pview); the shell pass emits no
/// walk event.</summary>
public void DrawBuilding(
WalkBuilding building, WalkPortalView activeViews,
IRetailFrameWalkContext ctx, IWalkEventSink sink)
{
sink.Emit(WalkEvent.Building(building.PositionCellId));
if (!building.HasGeometry) return;
int viewCount = Math.Max(activeViews.ViewCount, 0);
var passSink = new PortalPassSink(sink);
Vector3 viewpoint = ctx.ViewpointInBuilding(building);
for (int v = 0; v < viewCount; v++)
{
ctx.SetActiveView(activeViews, v);
WalkBuildingPortals.BuildDrawPortalsOnly(
building.DrawingBsp, 1, viewpoint,
(portalRef, pass) => WalkBuildingPortals.DrawPortal(
_outdoorPView, building, portalRef, pass, ctx, passSink));
WalkBuildingPortals.BuildDrawPortalsOnly(
building.DrawingBsp, 2, viewpoint,
(portalRef, pass) => WalkBuildingPortals.DrawPortal(
_outdoorPView, building, portalRef, pass, ctx, passSink));
}
}
private void EmitDrawCells(WalkPView pview, IWalkEventSink sink)
{
uint[] cells = new uint[pview.CellDrawList.Count];
for (int i = 0; i < cells.Length; i++)
cells[i] = pview.CellDrawList[i].CellId;
sink.Emit(WalkEvent.DrawCells(pview.OutsideView.ViewCount, cells));
}
private void AddViews(uint[] stabList, IRetailFrameWalkContext ctx)
{
foreach (uint id in stabList)
ctx.GetVisible(id)?.PushView();
}
private void RemoveViews(uint[] stabList, IRetailFrameWalkContext ctx)
{
foreach (uint id in stabList)
ctx.GetVisible(id)?.PopView();
}
private sealed class PortalPassSink(IWalkEventSink sink)
: WalkBuildingPortals.IWalkPortalPassSink
{
public void OnPunch(WalkPolygon polygon)
{
// The far-Z punch is a depth-only GPU submission (FW2's ordered
// stream); the oracle traces do not log it.
}
public void OnDrawCells(WalkPView pview)
{
uint[] cells = new uint[pview.CellDrawList.Count];
for (int i = 0; i < cells.Length; i++)
cells[i] = pview.CellDrawList[i].CellId;
sink.Emit(WalkEvent.DrawCells(pview.OutsideView.ViewCount, cells));
}
}
}

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namespace AcDream.App.Rendering.Walk;
/// <summary>One landblock as the walk sees it (retail <c>CLandBlock</c>):
/// static shape plus the per-frame visibility the landscape pass writes.</summary>
public sealed class WalkLandBlock
{
public int SideCellCount = 8;
public float MaxZ;
public float MinZ;
/// <summary>Per cell index (x * side + y): the building the cell's
/// CSortCell owns, if any.</summary>
public WalkBuilding?[] CellBuildings = [];
// ---- per-frame visibility (draw_check_blocks / landcell_check) ----
public WalkBoundingType InView;
public WalkBoundingType[] CellInView = [];
// ---- per-block cell draw order cache (calc_sq_draw_order) ----
public int[] DrawArray = [];
public int ClosestX = -1;
public int ClosestY = -1;
public void EnsureCellArrays()
{
int n = SideCellCount * SideCellCount;
if (CellInView.Length < n) CellInView = new WalkBoundingType[n];
if (DrawArray.Length < n) DrawArray = new int[n];
if (CellBuildings.Length < n) CellBuildings = new WalkBuilding?[n];
}
}
/// <summary>The viewer-centered block grid (retail <c>LScape</c>): mid_width
/// × mid_width blocks (retail 11×11), the near-to-far block draw list, and
/// the viewer's grid offsets (<c>calc_draw_order</c>).</summary>
public sealed class WalkLandscape
{
public const float BlockLength = 192f; // 24 m cell × 8 (BN elided this to '0f')
public const float CellLength = 24f;
public int MidWidth = 11;
public WalkLandBlock?[] Blocks = []; // [x * MidWidth + y]
public int ViewerBlockX;
public int ViewerBlockY;
public int ViewerCellX; // viewer cell & 7 per axis (SqCoord)
public int ViewerCellY;
public int[] BlockDrawList = [];
public int BlockDrawCount;
public WalkLandBlock? BlockAt(int gridX, int gridY)
=> gridX >= 0 && gridX < MidWidth && gridY >= 0 && gridY < MidWidth
? Blocks[gridX * MidWidth + gridY]
: null;
/// <summary><c>LScape::get_block_order</c> + per-block
/// <c>calc_draw_order</c>: rebuild the near-to-far block list and each
/// block's far-to-near cell order for the current viewer placement.</summary>
public void CalcDrawOrder()
{
if (BlockDrawList.Length < MidWidth * MidWidth)
BlockDrawList = new int[MidWidth * MidWidth];
BlockDrawCount = LandWalkOrder.GetBlockOrder(
ViewerBlockX, ViewerBlockY, MidWidth, BlockDrawList);
for (int x = 0; x < MidWidth; x++)
{
for (int y = 0; y < MidWidth; y++)
{
WalkLandBlock? block = Blocks[x * MidWidth + y];
if (block is null) continue;
block.EnsureCellArrays();
LandDirection dir = LandWalkOrder.GetDirection(
x - ViewerBlockX, y - ViewerBlockY);
(int cx, int cy) = LandWalkOrder.ClosestCell(
dir, ViewerCellX, ViewerCellY, block.SideCellCount);
// Retail's early-out: same closest cell keeps the stale order
// (the dir field is NOT compared — keep the quirk).
if (cx == block.ClosestX && cy == block.ClosestY) continue;
block.ClosestX = cx;
block.ClosestY = cy;
LandWalkOrder.FillCellOrderFarToNear(
cx, cy, block.SideCellCount,
block.DrawArray.AsSpan(0, block.SideCellCount * block.SideCellCount));
}
}
}
/// <summary>
/// <c>LScape::draw_check_blocks</c> @0x00505f80 + <c>landcell_check</c>
/// @0x005050a0: clear all visibility, then for EACH view of the active
/// portal view union block/cell visibility from clip-height interval
/// grids at 192 m block / 24 m cell pitch in viewer-block-relative
/// coordinates. A block/cell marked by an earlier view is never
/// downgraded (blocks are only written non-Outside; cells are skipped
/// once in view).
/// </summary>
public void CheckBlocks(in WalkPlane cyPlane, WalkPortalView activeViews)
{
foreach (WalkLandBlock? block in Blocks)
{
if (block is null) continue;
block.EnsureCellArrays();
block.InView = WalkBoundingType.Outside;
Array.Clear(block.CellInView, 0, block.SideCellCount * block.SideCellCount);
}
int viewCount = activeViews.ViewCount;
Span<float> boundsScratch = stackalloc float[32];
// Corner interval grids: 2 rolling rows of (MidWidth+1) corners,
// each corner a plane-classification vector.
int cornerRow = MidWidth + 1;
var intervals = new float[2 * cornerRow][];
for (int i = 0; i < intervals.Length; i++) intervals[i] = new float[32];
int v = 0;
while (true)
{
WalkPlane[] edgePlanes;
int edgeCount;
bool last;
if (viewCount == 0)
{
edgePlanes = [];
edgeCount = 0;
last = true;
}
else
{
WalkViewPoly poly = activeViews.View.Polys[v];
edgePlanes = new WalkPlane[poly.VertexCount];
for (int k = 0; k < poly.VertexCount; k++)
edgePlanes[k] = activeViews.View.Vertices[poly.VertexIndex + k].Plane;
edgeCount = poly.VertexCount;
v++;
last = v == viewCount;
}
// Seed the west column (grid x = 0) into parity row 0.
for (int j = 0; j <= MidWidth; j++)
WalkVisibilityMath.FillClipHeights(
(0 - ViewerBlockX) * BlockLength,
(j - ViewerBlockY) * BlockLength,
cyPlane, edgePlanes, intervals[j]);
for (int bx = 0; bx < MidWidth; bx++)
{
int westRow = (bx & 1) * cornerRow;
int eastRow = ((bx - 1) & 1) * cornerRow;
for (int j = 0; j <= MidWidth; j++)
WalkVisibilityMath.FillClipHeights(
(bx + 1 - ViewerBlockX) * BlockLength,
(j - ViewerBlockY) * BlockLength,
cyPlane, edgePlanes, intervals[eastRow + j]);
for (int by = 0; by < MidWidth; by++)
{
WalkLandBlock? block = Blocks[bx * MidWidth + by];
if (block is null) continue;
WalkBoundingType bt = WalkVisibilityMath.BlockCheck(
intervals[westRow + by], intervals[westRow + by + 1],
intervals[eastRow + by], intervals[eastRow + by + 1],
edgeCount, block.MaxZ, block.MinZ);
if (bt != WalkBoundingType.Outside)
{
block.InView = bt;
LandCellCheck(block, bx, by, cyPlane, edgePlanes);
}
}
}
if (last) return;
}
}
// landcell_check @0x005050a0: non-8×8 far blocks mark all cells PARTIAL;
// ENTIRELY_INSIDE blocks mark all cells 2; else per-cell corner grids at
// 24 m pitch, skipping cells already in view (union across views).
private void LandCellCheck(
WalkLandBlock block, int bx, int by,
in WalkPlane cyPlane, WalkPlane[] edgePlanes)
{
int n = block.SideCellCount;
if (n != 8)
{
for (int i = 0; i < n * n; i++)
block.CellInView[i] = WalkBoundingType.PartiallyInside;
return;
}
if (block.InView == WalkBoundingType.EntirelyInside)
{
for (int i = 0; i < n * n; i++)
block.CellInView[i] = WalkBoundingType.EntirelyInside;
return;
}
float x0 = (bx - ViewerBlockX) * BlockLength;
float y0 = (by - ViewerBlockY) * BlockLength;
int cornerRow = n + 1;
var grid = new float[2 * cornerRow][];
for (int i = 0; i < grid.Length; i++) grid[i] = new float[32];
for (int j = 0; j <= n; j++)
WalkVisibilityMath.FillClipHeights(
x0, j * CellLength + y0, cyPlane, edgePlanes, grid[j]);
for (int cx = 0; cx < n; cx++)
{
int westRow = (cx & 1) * cornerRow;
int eastRow = ((cx - 1) & 1) * cornerRow;
for (int j = 0; j <= n; j++)
WalkVisibilityMath.FillClipHeights(
(cx + 1) * CellLength + x0, j * CellLength + y0,
cyPlane, edgePlanes, grid[eastRow + j]);
for (int cy = 0; cy < n; cy++)
{
if (block.CellInView[n * cx + cy] != WalkBoundingType.Outside)
continue; // union across views: never downgrade
block.CellInView[n * cx + cy] = WalkVisibilityMath.BlockCheck(
grid[westRow + cy], grid[westRow + cy + 1],
grid[eastRow + cy], grid[eastRow + cy + 1],
edgePlanes.Length, block.MaxZ, block.MinZ);
}
}
}
}

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using System.Numerics;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
public sealed class RetailFrameWalkTests
{
private sealed class Recorder : IWalkEventSink
{
public readonly List<WalkEvent> Events = new();
public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
public string Signature()
=> string.Join("|", Events.Select(e => e.Kind switch
{
WalkEventKind.Landscape => "LS",
WalkEventKind.Building => $"BLD:{e.CellId:x8}",
WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
WalkEventKind.DrawCells =>
$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
_ => "?",
}));
}
private sealed class Caster : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY)
=> new(screenX, screenY, 100f);
}
private sealed class TestContext : IWalkFrameContext, IRetailFrameWalkContext
{
public readonly Dictionary<uint, WalkCell> Cells = new();
private readonly Matrix4x4 _viewProj;
public TestContext()
{
Matrix4x4 view = Matrix4x4.CreateLookAt(
Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1f, 0.1f, 1000f);
_viewProj = view * proj;
}
public Vector3 ViewpointIn(WalkCell cell) => Vector3.Zero;
public Matrix4x4 ObjectToClip(WalkCell cell) => _viewProj;
public WalkCell? GetVisible(uint cellId) => Cells.GetValueOrDefault(cellId);
public IWalkRayCaster Rays { get; } = new Caster();
public Vector3 WorldViewpoint => Vector3.Zero;
public float ViewportWidth => 640f;
public float ViewportHeight => 480f;
public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
public IWalkFrameContext CellContext => this;
// Permissive near plane: every column wholly inside.
public WalkPlane CyPlane => new(new Vector3(0, 0, 1), 0f);
public void SetActiveView(WalkPortalView views, int index) { }
public int ClipBuildingPolygon(
WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
=> 0; // no BSP-driven look-ins in these composition fixtures
}
private static WalkPolygon Quad(float z, bool facingViewer = true) => new()
{
Vertices =
[
new Vector3(-0.5f, -0.5f, z), new Vector3(0.5f, -0.5f, z),
new Vector3(0.5f, 0.5f, z), new Vector3(-0.5f, 0.5f, z),
],
Plane = new WalkPlane(new Vector3(0, 0, facingViewer ? 1f : -1f), facingViewer ? -z : z),
};
private static WalkLandscape Landscape3x3()
{
var landscape = new WalkLandscape
{
MidWidth = 3,
Blocks = new WalkLandBlock?[9],
ViewerBlockX = 1,
ViewerBlockY = 1,
ViewerCellX = 0,
ViewerCellY = 0,
};
for (int i = 0; i < 9; i++)
{
landscape.Blocks[i] = new WalkLandBlock { MaxZ = 10f, MinZ = 0f };
landscape.Blocks[i]!.EnsureCellArrays();
}
return landscape;
}
[Fact]
public void Outdoor_frame_emits_landscape_then_buildings_far_to_near()
{
var ctx = new TestContext();
WalkLandscape landscape = Landscape3x3();
// A building in ring-1 block (0,0), and two in the viewer block:
// one at the block's far corner, one at the viewer's closest cell.
var ringBuilding = new WalkBuilding { PositionCellId = 0xAAAA0001 };
var farBuilding = new WalkBuilding { PositionCellId = 0xBBBB0002 };
var nearBuilding = new WalkBuilding { PositionCellId = 0xCCCC0003 };
landscape.Blocks[0]!.CellBuildings[0] = ringBuilding; // block (0,0)
WalkLandBlock viewerBlock = landscape.Blocks[1 * 3 + 1]!;
viewerBlock.CellBuildings[7 * 8 + 7] = farBuilding; // far corner cell
viewerBlock.CellBuildings[0] = nearBuilding; // the closest cell (viewer at 0,0)
var walk = new RetailFrameWalk();
var recorder = new Recorder();
// ViewCount == 0 exercises the CY-only visibility arm deterministically.
walk.DrawLandscape(landscape, new WalkPortalView(), ctx, recorder);
Assert.Equal(
"LS|BLD:aaaa0001|BLD:bbbb0002|BLD:cccc0003",
recorder.Signature());
}
[Fact]
public void Degraded_building_still_emits_its_entry_event()
{
var ctx = new TestContext();
var walk = new RetailFrameWalk();
var recorder = new Recorder();
var building = new WalkBuilding { PositionCellId = 0xF518002E, HasGeometry = false };
walk.DrawBuilding(building, new WalkPortalView(), ctx, recorder);
Assert.Equal("BLD:f518002e", recorder.Signature());
}
[Fact]
public void Interior_frame_without_exit_views_skips_the_landscape()
{
var ctx = new TestContext();
// One facing portal only: the flood stays in the cell, no exit view.
var cell = new WalkCell
{
CellId = 0xA9B40178,
Portals = [new WalkCellPortal
{
OtherCellId = 0xA9B40179, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[cell.CellId] = cell;
var walk = new RetailFrameWalk();
var recorder = new Recorder();
walk.WalkFrame(cell.CellId, cell, Landscape3x3(), ctx, recorder);
Assert.Equal("DI:a9b40178|DC:ov=0:a9b40178", recorder.Signature());
}
[Fact]
public void Interior_frame_with_an_exit_view_draws_the_landscape_through_it()
{
var ctx = new TestContext();
var cell = new WalkCell
{
CellId = 0xA9B40150,
Portals = [new WalkCellPortal
{
OtherCellId = 0xFFFFFFFF, PolygonIndex = 0, PortalSide = 0, OtherPortalId = -1,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[cell.CellId] = cell;
var walk = new RetailFrameWalk();
var recorder = new Recorder();
var landscape = new WalkLandscape
{
MidWidth = 1,
Blocks = new WalkLandBlock?[1],
ViewerBlockX = 0,
ViewerBlockY = 0,
};
walk.WalkFrame(cell.CellId, cell, landscape, ctx, recorder);
Assert.Equal("DI:a9b40150|DC:ov=1:a9b40150|LS", recorder.Signature());
}
[Fact]
public void Outdoor_camera_cell_roots_the_landscape_walk()
{
var ctx = new TestContext();
var walk = new RetailFrameWalk();
var recorder = new Recorder();
// Low word < 0x100 = an outdoor landcell id.
walk.WalkFrame(0xA9B40015, null, Landscape3x3(), ctx, recorder);
Assert.StartsWith("LS", recorder.Signature());
}
[Fact]
public void View_state_unwinds_completely_after_an_interior_frame()
{
var ctx = new TestContext();
var stabCell = new WalkCell { CellId = 0xA9B40151 };
var cell = new WalkCell
{
CellId = 0xA9B40150,
StabList = [0xA9B40151u],
Portals = [new WalkCellPortal
{
OtherCellId = 0xA9B40151, PolygonIndex = 0, PortalSide = 0, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
stabCell.Portals = [new WalkCellPortal
{
OtherCellId = 0xA9B40150, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}];
stabCell.PortalPolygons = [Quad(-2f)];
ctx.Cells[cell.CellId] = cell;
ctx.Cells[stabCell.CellId] = stabCell;
var walk = new RetailFrameWalk();
walk.WalkFrame(cell.CellId, cell, Landscape3x3(), ctx, new Recorder());
Assert.Equal(0, cell.NumView);
Assert.Equal(0, stabCell.NumView);
}
}