test(diagnostics): restore RenderingDiagnostics state in try/finally
Final code review of Phase 1 flagged that the three flag-mutating tests leaked static state across test boundaries. Wrap each in try/finally that snapshots IndoorAll on entry and restores it on exit, matching the PhysicsDiagnosticsTests pattern at line 30-49. Tests now safe under parallel test runs + future additions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1 changed files with 55 additions and 25 deletions
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@ -5,47 +5,77 @@ namespace AcDream.Core.Tests.Rendering;
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public sealed class RenderingDiagnosticsTests
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{
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// Each flag-mutating test snapshots the IndoorAll state on entry and
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// restores it via try/finally. RenderingDiagnostics is a process-wide
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// static (env-var-initialized); without restoration a mutated state
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// leaks into other tests + into parallel test runs. Mirrors the
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// PhysicsDiagnosticsTests pattern at line 30-49.
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[Fact]
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public void IndoorAll_True_TurnsAllFlagsOn()
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{
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// Reset all flags off first to make the test deterministic
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// regardless of env-var state on the test runner.
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RenderingDiagnostics.ProbeIndoorWalkEnabled = false;
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RenderingDiagnostics.ProbeIndoorLookupEnabled = false;
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RenderingDiagnostics.ProbeIndoorUploadEnabled = false;
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RenderingDiagnostics.ProbeIndoorXformEnabled = false;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false;
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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// Reset all flags off first to make the test deterministic
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// regardless of env-var state on the test runner.
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RenderingDiagnostics.ProbeIndoorWalkEnabled = false;
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RenderingDiagnostics.ProbeIndoorLookupEnabled = false;
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RenderingDiagnostics.ProbeIndoorUploadEnabled = false;
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RenderingDiagnostics.ProbeIndoorXformEnabled = false;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false;
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RenderingDiagnostics.IndoorAll = true;
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RenderingDiagnostics.IndoorAll = true;
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Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.True(RenderingDiagnostics.IndoorAll);
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Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.True(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Fact]
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public void IndoorAll_False_TurnsAllFlagsOff()
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{
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RenderingDiagnostics.IndoorAll = true; // start from all-on
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RenderingDiagnostics.IndoorAll = false;
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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RenderingDiagnostics.IndoorAll = true; // start from all-on
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RenderingDiagnostics.IndoorAll = false;
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Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.False(RenderingDiagnostics.IndoorAll);
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Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Fact]
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public void IndoorAll_OneOff_ReadsAsFalse()
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{
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RenderingDiagnostics.IndoorAll = true;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off
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Assert.False(RenderingDiagnostics.IndoorAll);
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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RenderingDiagnostics.IndoorAll = true;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Theory]
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