fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries. _cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without eviction a dungeon's BSP WorldTransform is permanently locked to the _liveCenter value at first streaming — a teleport recenter leaves cells at a stale offset (~source↔dest distance), and foot-sphere collision queries miss the geometry that visually renders correctly. PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and TryRemove-s every entry whose high-word matches the evicted landblock prefix. PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock so cell BSPs rebase on the next CacheCellStruct pass, same as buildings. No divergence register row needed: this closes a gap introduced when the #146 building-eviction pattern was created without the symmetric cell eviction. Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix, empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using System.Collections.Generic;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// D8 (2026-06-24): verify that <see cref="PhysicsDataCache.RemoveCellsForLandblock"/>
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/// evicts every cached cell belonging to the given landblock prefix and leaves
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/// cells belonging to other landblocks untouched — symmetric with
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/// <see cref="PhysicsDataCache.RemoveBuildingsForLandblock"/> (#146).
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/// </summary>
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public class RemoveCellsForLandblockTests
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{
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/// <summary>
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/// Build the absolute minimum <see cref="CellPhysics"/> that satisfies the
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/// <c>required</c> init property. BSP is left null because the test exercises
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/// only the cache-eviction key logic, not BSP traversal.
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/// </summary>
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private static CellPhysics BuildMinimalCell() => new()
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{
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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[Fact]
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public void RemoveCellsForLandblock_EvictsOnlyMatchingPrefix()
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{
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var cache = new PhysicsDataCache();
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// Two cells from landblock 0xAAAA0000 and one from 0xBBBB0000.
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cache.RegisterCellStructForTest(0xAAAA0100u, BuildMinimalCell());
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cache.RegisterCellStructForTest(0xAAAA0200u, BuildMinimalCell());
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cache.RegisterCellStructForTest(0xBBBB0100u, BuildMinimalCell());
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cache.RemoveCellsForLandblock(0xAAAA0000u);
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// Both AAAA cells must be gone.
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Assert.Null(cache.GetCellStruct(0xAAAA0100u));
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Assert.Null(cache.GetCellStruct(0xAAAA0200u));
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// The BBBB cell must survive.
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Assert.NotNull(cache.GetCellStruct(0xBBBB0100u));
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}
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[Fact]
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public void RemoveCellsForLandblock_EmptyCache_DoesNotThrow()
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{
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// Must be a no-op on an empty cache.
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var cache = new PhysicsDataCache();
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cache.RemoveCellsForLandblock(0xAAAA0000u);
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Assert.Equal(0, cache.CellStructCount);
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}
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[Fact]
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public void RemoveCellsForLandblock_NoMatchingCells_LeavesOthersIntact()
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{
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xBBBB0100u, BuildMinimalCell());
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// Evicting a prefix that has no cached entries should not disturb others.
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cache.RemoveCellsForLandblock(0xAAAA0000u);
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Assert.NotNull(cache.GetCellStruct(0xBBBB0100u));
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Assert.Equal(1, cache.CellStructCount);
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}
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}
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