refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges. Co-Authored-By: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
c87bac31a0
commit
69a2ca0c6d
26 changed files with 4172 additions and 430 deletions
|
|
@ -1,5 +1,10 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.App.Physics;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.World;
|
||||
using AcDream.Core.Net;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
|
@ -8,6 +13,50 @@ namespace AcDream.App.Tests.Rendering;
|
|||
|
||||
public sealed class LiveAppearanceAnimationTests
|
||||
{
|
||||
[Fact]
|
||||
public void Capture_UsesCanonicalRecordEntityAndAnimationOwner()
|
||||
{
|
||||
const uint guid = 0x70000002u;
|
||||
var runtime = new AcDream.App.World.LiveEntityRuntime(
|
||||
new AcDream.App.Streaming.GpuWorldState(),
|
||||
new AcDream.App.World.DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
|
||||
var record = runtime.RegisterLiveEntity(new AcDream.Core.Net.WorldSession.EntitySpawn(
|
||||
guid,
|
||||
Position: null,
|
||||
SetupTableId: null,
|
||||
AnimPartChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.AnimPartChange>(),
|
||||
TextureChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.TextureChange>(),
|
||||
SubPalettes: Array.Empty<AcDream.Core.Net.Messages.CreateObject.SubPaletteSwap>(),
|
||||
BasePaletteId: null,
|
||||
ObjScale: null,
|
||||
Name: "appearance fixture",
|
||||
ItemType: null,
|
||||
MotionState: null,
|
||||
MotionTableId: null,
|
||||
InstanceSequence: 1)).Record!;
|
||||
WorldEntity entity = Entity(0x70000002u, 0x01000001u);
|
||||
var state = new LiveEntityAnimationState
|
||||
{
|
||||
Entity = entity,
|
||||
Setup = new Setup(),
|
||||
Animation = new Animation(),
|
||||
LowFrame = 0,
|
||||
HighFrame = 0,
|
||||
Framerate = 0f,
|
||||
Scale = 1f,
|
||||
PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
|
||||
PartAvailability = Array.Empty<bool>(),
|
||||
};
|
||||
record.WorldEntity = entity;
|
||||
record.AnimationRuntime = state;
|
||||
|
||||
LiveEntityAppearanceUpdateState captured = Assert.IsType<LiveEntityAppearanceUpdateState>(
|
||||
LiveEntityAppearanceBinding.Capture(runtime, guid));
|
||||
|
||||
Assert.Same(entity, captured.Entity);
|
||||
Assert.Same(state, captured.Animation);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RebindAppearance_PreservesEntitySequencerAndPlaybackState()
|
||||
{
|
||||
|
|
@ -36,7 +85,7 @@ public sealed class LiveAppearanceAnimationTests
|
|||
];
|
||||
|
||||
oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
|
||||
GameWindow.RebindAnimatedEntityForAppearance(
|
||||
LiveEntityAppearanceBinding.RebindAnimation(
|
||||
state,
|
||||
oldEntity,
|
||||
setup,
|
||||
|
|
@ -57,6 +106,88 @@ public sealed class LiveAppearanceAnimationTests
|
|||
state.PartTemplate.Select(part => part.GfxObjId));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CollisionCommit_DelayedOldIncarnationCannotMutateGuidReplacement()
|
||||
{
|
||||
const uint guid = 0x70000010u;
|
||||
const uint cell = 0x01010001u;
|
||||
var spatial = new GpuWorldState();
|
||||
spatial.AddLandblock(new LoadedLandblock(
|
||||
0x0101FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
var runtime = new LiveEntityRuntime(
|
||||
spatial,
|
||||
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
|
||||
WorldSession.EntitySpawn first = Spawn(guid, cell, instance: 1);
|
||||
runtime.RegisterLiveEntity(first);
|
||||
WorldEntity oldEntity = runtime.MaterializeLiveEntity(
|
||||
guid,
|
||||
cell,
|
||||
id => new WorldEntity
|
||||
{
|
||||
Id = id,
|
||||
ServerGuid = guid,
|
||||
SourceGfxObjOrSetupId = 0x02000010u,
|
||||
Position = Vector3.One,
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
ParentCellId = cell,
|
||||
})!;
|
||||
var registry = new ShadowObjectRegistry();
|
||||
registry.Register(
|
||||
oldEntity.Id,
|
||||
0x01000010u,
|
||||
oldEntity.Position,
|
||||
oldEntity.Rotation,
|
||||
radius: 0.5f,
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f,
|
||||
landblockId: cell,
|
||||
seedCellId: cell,
|
||||
isStatic: false);
|
||||
var builder = new LiveEntityCollisionBuilder(
|
||||
_ => false,
|
||||
_ => null,
|
||||
new LiveEntityDefaultPoseResolver(
|
||||
_ => null,
|
||||
new NullLoader(),
|
||||
dumpMotion: false));
|
||||
LiveEntityAppearanceCollisionUpdate update =
|
||||
Assert.IsType<LiveEntityAppearanceCollisionUpdate>(
|
||||
LiveEntityAppearanceBinding.PrepareCollision(
|
||||
runtime,
|
||||
builder,
|
||||
oldEntity,
|
||||
new Setup(),
|
||||
Array.Empty<uint>(),
|
||||
first,
|
||||
Vector3.Zero));
|
||||
|
||||
runtime.RegisterLiveEntity(Spawn(guid, cell, instance: 2));
|
||||
|
||||
Assert.False(LiveEntityAppearanceBinding.CommitCollision(
|
||||
runtime,
|
||||
registry,
|
||||
update));
|
||||
Assert.Equal(1, registry.RetainedRegistrationCount);
|
||||
}
|
||||
|
||||
private static WorldSession.EntitySpawn Spawn(uint guid, uint cell, ushort instance) => new(
|
||||
guid,
|
||||
new CreateObject.ServerPosition(cell, 1f, 1f, 1f, 1f, 0f, 0f, 0f),
|
||||
0x02000010u,
|
||||
Array.Empty<CreateObject.AnimPartChange>(),
|
||||
Array.Empty<CreateObject.TextureChange>(),
|
||||
Array.Empty<CreateObject.SubPaletteSwap>(),
|
||||
BasePaletteId: null,
|
||||
ObjScale: 1f,
|
||||
Name: "appearance collision fixture",
|
||||
ItemType: null,
|
||||
MotionState: null,
|
||||
MotionTableId: null,
|
||||
InstanceSequence: instance);
|
||||
|
||||
private static WorldEntity Entity(uint id, uint gfxObjId) => new()
|
||||
{
|
||||
Id = id,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue