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

@ -142,7 +142,9 @@ public sealed class UpdateFrameOrchestratorTests
var transit = new RuntimeWorldTransitState();
var availability = new WorldGenerationAvailabilityState(transit);
long generation =
transit.BeginReveal(RuntimePortalKind.Portal, 0x11340021u);
RuntimeWorldTransitTestDriver.BeginPortal(
transit,
0x11340021u);
UpdateFrameOrchestrator frame = Create(
calls,
observed: observed,
@ -160,7 +162,8 @@ public sealed class UpdateFrameOrchestratorTests
IsRenderNeighborhoodReady: true,
AreCompositeTexturesReady: true,
IsCollisionReady: true)));
Assert.True(transit.AcknowledgeMaterialized(
Assert.True(RuntimeWorldTransitTestDriver.MaterializePortal(
transit,
generation,
0x11340021u));
transit.Complete(generation);
@ -514,9 +517,9 @@ public sealed class UpdateFrameOrchestratorTests
"LocalPlayerTeleportController.cs"));
AssertAppearsInOrder(
teleportSource,
"_transit.CanBegin(teleportSequence)",
"_transit.CanQueueTeleportStart(teleportSequence)",
"_input.EndMouseLook();",
"_transit.QueueStart(teleportSequence)");
"_transit.TryQueueTeleportStart(teleportSequence)");
string playerModeSource = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",