refactor(runtime): own teleport destination correlation

This commit is contained in:
Erik 2026-07-26 17:52:34 +02:00
parent 38b3773cb9
commit 6a063a27d4
23 changed files with 1209 additions and 487 deletions

View file

@ -622,7 +622,7 @@ public sealed class GpuWorldStateVisibilityTests
var transit = new RuntimeWorldTransitState();
var availability = new WorldGenerationAvailabilityState(transit);
long generation =
transit.BeginReveal(RuntimePortalKind.Portal, cell);
RuntimeWorldTransitTestDriver.BeginPortal(transit, cell);
var state = new GpuWorldState(availability: availability);
state.AddLandblock(new LoadedLandblock(
landblock,
@ -658,7 +658,10 @@ public sealed class GpuWorldStateVisibilityTests
IsRenderNeighborhoodReady: true,
AreCompositeTexturesReady: true,
IsCollisionReady: true)));
Assert.True(transit.AcknowledgeMaterialized(generation, cell));
Assert.True(RuntimeWorldTransitTestDriver.MaterializePortal(
transit,
generation,
cell));
Assert.True(transit.Complete(generation));
Assert.True(state.IsLiveEntityVisible(projectionKey));
Assert.True(record.IsSpatiallyVisible);
@ -705,7 +708,9 @@ public sealed class GpuWorldStateVisibilityTests
{
var transit = new RuntimeWorldTransitState();
var availability = new WorldGenerationAvailabilityState(transit);
transit.BeginReveal(RuntimePortalKind.Portal, 0x10100001u);
RuntimeWorldTransitTestDriver.BeginPortal(
transit,
0x10100001u);
var centerStatic = Entity(1, 0u);
var centerLive = Entity(2, 0x70000001u);
var neighborStatic = Entity(3, 0u);