feat(render): Phase A8 R2 — WbDrawDispatcher.EntitySet taxonomy partition
Reshapes the dormant EntitySet enum from binary IndoorOnly/OutdoorOnly to
a three-way taxonomy-aware partition:
IndoorPass — cell mesh + cell statics + building shells
(ParentCellId.HasValue OR IsBuildingShell), live-dynamic
excluded
OutdoorScenery — outdoor scenery only (ParentCellId == null AND
!IsBuildingShell), live-dynamic excluded
LiveDynamic — ServerGuid != 0 (player, NPCs, dropped items)
Centralizes the membership predicate in EntityMatchesSet to keep the three
call sites (two in WalkEntitiesInto, one in WalkEntitiesForTest) DRY.
R1's IsBuildingShell flag is now consumed at render time. Integration into
the render frame ships in R3.
Tests rebuilt from scratch — 7 cases cover the new partition truth table.
Existing dispatcher tests (Tier 1 cache, etc.) continue to pass under the
default EntitySet.All.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
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commit
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2 changed files with 205 additions and 70 deletions
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@ -1,10 +1,19 @@
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// Phase A8 — verify the WbDrawDispatcher EntitySet partition.
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// Phase A8 — verify the WbDrawDispatcher EntitySet partition (taxonomy-aware).
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//
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// The pure-data WalkEntitiesForTest helper iterates a flat entity list and
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// returns the IDs that survive the EntitySet filter + visibleCellIds gate.
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// EntitySet.IndoorOnly should include only entities with ParentCellId,
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// EntitySet.OutdoorOnly only entities with null ParentCellId, and
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// EntitySet.All (the default) should match the pre-A8 behavior.
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//
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// EntitySet.IndoorPass — ParentCellId.HasValue OR IsBuildingShell,
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// and NOT live-dynamic (ServerGuid == 0).
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// Building shells render unconditionally indoors;
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// live-dynamic flows through LiveDynamic instead.
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// EntitySet.OutdoorScenery — ParentCellId == null AND !IsBuildingShell
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// AND not live-dynamic.
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// EntitySet.LiveDynamic — ServerGuid != 0 (player, NPCs, dropped items,
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// idle doors after animation). Drawn last with
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// stencil disabled.
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// EntitySet.All — pre-A8 behavior (visibleCellIds gates indoor;
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// outdoor entities pass through).
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using System.Collections.Generic;
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using System.Numerics;
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@ -16,47 +25,63 @@ namespace AcDream.Core.Tests.Rendering.Wb;
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public class WbDrawDispatcherEntitySetTests
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{
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private static WorldEntity Indoor(uint id, uint cellId) => new()
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private static WorldEntity CellEnt(uint id, uint cellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = cellId,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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MeshRefs = new List<MeshRef> { new() { GfxObjId = 0x01000001u } },
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity Outdoor(uint id) => new()
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private static WorldEntity OutdoorScenery(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = null,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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IsBuildingShell = false,
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MeshRefs = new List<MeshRef> { new() { GfxObjId = 0x01000001u } },
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity BuildingShell(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x02000001u,
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ParentCellId = null,
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IsBuildingShell = true,
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MeshRefs = new List<MeshRef> { new() { GfxObjId = 0x01000001u } },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity LiveDynamic(uint id, uint serverGuid) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x02000001u,
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ServerGuid = serverGuid,
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ParentCellId = null,
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IsBuildingShell = false,
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MeshRefs = new List<MeshRef> { new() { GfxObjId = 0x01000001u } },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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[Fact]
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public void EntitySet_IndoorOnly_DropsOutdoorEntities()
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public void IndoorPass_IncludesCellEntities()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40144),
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CellEnt(0x10000001, 0xA9B40143),
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OutdoorScenery(0x10000002),
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CellEnt(0x10000003, 0xA9B40144),
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};
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var visible = new HashSet<uint> { 0xA9B40143u, 0xA9B40144u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.IndoorOnly);
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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@ -65,46 +90,125 @@ public class WbDrawDispatcherEntitySetTests
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}
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[Fact]
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public void EntitySet_OutdoorOnly_KeepsOnlyNullParentCellId()
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public void IndoorPass_IncludesBuildingShells_EvenWithNullParentCellId()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Outdoor(0x10000003),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: null,
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set: WbDrawDispatcher.EntitySet.OutdoorOnly);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000002u, result);
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Assert.Contains(0x10000003u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void EntitySet_All_MatchesPreA8Behavior()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40999), // not in visibleCellIds
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BuildingShell(0xC0000001), // cottage wall
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OutdoorScenery(0xC0000002), // tree
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CellEnt(0x40000001, 0xA9B40143),
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.All);
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Equal(2, result.Count);
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Assert.Contains(0xC0000001u, result); // building shell included
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Assert.Contains(0x40000001u, result); // cell entity included
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Assert.DoesNotContain(0xC0000002u, result); // tree excluded
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}
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[Fact]
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public void IndoorPass_ExcludesLiveDynamic()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001, 0xA9B40143),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Single(result);
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Assert.Contains(0x40000001u, result);
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Assert.DoesNotContain(0x10000001u, result); // live-dynamic excluded
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}
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[Fact]
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public void OutdoorScenery_ExcludesBuildingShells()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001), // cottage wall — excluded
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OutdoorScenery(0xC0000002), // tree — included
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CellEnt(0x40000001, 0xA9B40143), // cell — excluded
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: null, set: WbDrawDispatcher.EntitySet.OutdoorScenery);
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Assert.Single(result);
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Assert.Contains(0xC0000002u, result);
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Assert.DoesNotContain(0xC0000001u, result);
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Assert.DoesNotContain(0x40000001u, result);
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}
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[Fact]
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public void OutdoorScenery_ExcludesLiveDynamic()
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{
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var entities = new List<WorldEntity>
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{
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OutdoorScenery(0xC0000001),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: null, set: WbDrawDispatcher.EntitySet.OutdoorScenery);
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Assert.Single(result);
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Assert.Contains(0xC0000001u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void LiveDynamic_IncludesOnlyServerSpawned()
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{
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var entities = new List<WorldEntity>
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{
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OutdoorScenery(0xC0000001),
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BuildingShell(0xC0000002),
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CellEnt(0x40000001, 0xA9B40143),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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LiveDynamic(0x10000002, serverGuid: 0x50000456u),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: null, set: WbDrawDispatcher.EntitySet.LiveDynamic);
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// Pre-A8: visibleCellIds gates indoor entities, outdoor entities pass.
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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Assert.Contains(0x10000002u, result);
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Assert.DoesNotContain(0x10000003u, result);
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Assert.DoesNotContain(0xC0000001u, result);
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Assert.DoesNotContain(0xC0000002u, result);
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Assert.DoesNotContain(0x40000001u, result);
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}
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[Fact]
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public void All_MatchesPreA8Behavior()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001, 0xA9B40143),
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OutdoorScenery(0xC0000001),
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BuildingShell(0xC0000002),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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CellEnt(0x40000002, 0xA9B40999), // not in visibleCellIds
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.All);
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// Pre-A8: visibleCellIds gates indoor entities only; outdoor entities
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// (regardless of building/scenery/live-dynamic) pass through.
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Assert.Equal(4, result.Count);
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Assert.Contains(0x40000001u, result);
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Assert.Contains(0xC0000001u, result);
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Assert.Contains(0xC0000002u, result);
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Assert.Contains(0x10000001u, result);
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Assert.DoesNotContain(0x40000002u, result);
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}
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}
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