refactor(runtime): own world reveal generation

This commit is contained in:
Erik 2026-07-26 17:09:54 +02:00
parent 4ab98b080e
commit a6860d5563
26 changed files with 1294 additions and 502 deletions

View file

@ -6,6 +6,8 @@ using AcDream.App.World;
using AcDream.Content.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.World;
using AcDream.Runtime;
using AcDream.Runtime.World;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
@ -42,8 +44,9 @@ public sealed class RecallTeleportAnimationTests
public void LiveFrame_WhileCellsAreBlocked_DrainsNetworkAndCommandsWithoutWorldTicks()
{
var calls = new List<string>();
var availability = new WorldGenerationAvailabilityState();
availability.Begin(1);
var transit = new RuntimeWorldTransitState();
var availability = new WorldGenerationAvailabilityState(transit);
transit.BeginReveal(RuntimePortalKind.Portal, 0x11340021u);
var frame = new RetailLiveFrameCoordinator(
new TestLiveObjectFramePhase(_ => calls.Add("objects")),
new GpuWorldState(availability: availability),
@ -61,8 +64,9 @@ public sealed class RecallTeleportAnimationTests
public void LiveFrame_WhileCellsAreBlocked_SynchronizesOnlyRenderProjection()
{
var calls = new List<string>();
var availability = new WorldGenerationAvailabilityState();
availability.Begin(1);
var transit = new RuntimeWorldTransitState();
var availability = new WorldGenerationAvailabilityState(transit);
transit.BeginReveal(RuntimePortalKind.Portal, 0x11340021u);
var frame = new RetailLiveFrameCoordinator(
new TestLiveObjectFramePhase(_ => calls.Add("objects")),
new GpuWorldState(availability: availability),