refactor(runtime): own teleport destination correlation
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parent
38b3773cb9
commit
6a063a27d4
23 changed files with 1209 additions and 487 deletions
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@ -622,7 +622,7 @@ public sealed class GpuWorldStateVisibilityTests
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var transit = new RuntimeWorldTransitState();
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var availability = new WorldGenerationAvailabilityState(transit);
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long generation =
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transit.BeginReveal(RuntimePortalKind.Portal, cell);
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RuntimeWorldTransitTestDriver.BeginPortal(transit, cell);
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var state = new GpuWorldState(availability: availability);
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state.AddLandblock(new LoadedLandblock(
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landblock,
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@ -658,7 +658,10 @@ public sealed class GpuWorldStateVisibilityTests
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IsRenderNeighborhoodReady: true,
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AreCompositeTexturesReady: true,
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IsCollisionReady: true)));
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Assert.True(transit.AcknowledgeMaterialized(generation, cell));
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Assert.True(RuntimeWorldTransitTestDriver.MaterializePortal(
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transit,
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generation,
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cell));
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Assert.True(transit.Complete(generation));
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Assert.True(state.IsLiveEntityVisible(projectionKey));
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Assert.True(record.IsSpatiallyVisible);
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@ -705,7 +708,9 @@ public sealed class GpuWorldStateVisibilityTests
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{
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var transit = new RuntimeWorldTransitState();
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var availability = new WorldGenerationAvailabilityState(transit);
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transit.BeginReveal(RuntimePortalKind.Portal, 0x10100001u);
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RuntimeWorldTransitTestDriver.BeginPortal(
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transit,
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0x10100001u);
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var centerStatic = Entity(1, 0u);
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var centerLive = Entity(2, 0x70000001u);
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var neighborStatic = Entity(3, 0u);
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