test(streaming): expose world reveal lifecycle
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6 changed files with 532 additions and 11 deletions
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@ -1,5 +1,29 @@
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namespace AcDream.App.Streaming;
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/// <summary>
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/// One evaluation of the destination domains guarded by
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/// <see cref="WorldRevealReadinessBarrier"/>. Keeping the individual facts in
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/// the canonical owner lets diagnostics and automation observe readiness
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/// without duplicating (and eventually drifting from) the reveal predicate.
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/// </summary>
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internal readonly record struct WorldRevealReadinessSnapshot(
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uint DestinationCell,
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bool IsIndoor,
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bool IsUnhydratable,
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int RequiredRenderRadius,
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bool IsRenderNeighborhoodReady,
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bool AreCompositeTexturesReady,
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bool IsCollisionReady)
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{
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public bool HasDestination => DestinationCell != 0u;
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public bool IsReady => HasDestination
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&& (IsUnhydratable
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|| (IsRenderNeighborhoodReady
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&& AreCompositeTexturesReady
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&& IsCollisionReady));
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}
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/// <summary>
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/// Joins the render-publication, texture, and collision domains that must be
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/// complete before the normal world viewport is revealed. Retail keeps
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@ -73,20 +97,46 @@ internal sealed class WorldRevealReadinessBarrier
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/// existing loud forced-placement path can expose the invalid server data.
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/// </summary>
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public bool IsReady(uint destinationCell)
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=> Evaluate(destinationCell).IsReady;
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/// <summary>
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/// Evaluates each readiness domain once and returns the complete decision.
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/// Consumers must use this snapshot rather than reimplementing the join.
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/// </summary>
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public WorldRevealReadinessSnapshot Evaluate(uint destinationCell)
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{
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if (destinationCell == 0)
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return false;
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if (_isSpawnClaimUnhydratable(destinationCell))
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return true;
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return default;
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bool isIndoor = IsIndoor(destinationCell);
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int radius = RequiredRenderRadius(destinationCell);
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if (!_isRenderNeighborhoodReady(destinationCell, radius)
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|| !_areCompositeTexturesReady())
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return false;
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if (_isSpawnClaimUnhydratable(destinationCell))
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{
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return new WorldRevealReadinessSnapshot(
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destinationCell,
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isIndoor,
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IsUnhydratable: true,
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radius,
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IsRenderNeighborhoodReady: false,
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AreCompositeTexturesReady: false,
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IsCollisionReady: false);
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}
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return IsIndoor(destinationCell)
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? _isSpawnCellReady(destinationCell)
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: _isTerrainNeighborhoodReady(destinationCell, radius);
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bool renderReady = _isRenderNeighborhoodReady(destinationCell, radius);
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bool compositesReady = renderReady && _areCompositeTexturesReady();
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bool collisionReady = renderReady && compositesReady
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&& (isIndoor
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? _isSpawnCellReady(destinationCell)
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: _isTerrainNeighborhoodReady(destinationCell, radius));
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return new WorldRevealReadinessSnapshot(
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destinationCell,
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isIndoor,
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IsUnhydratable: false,
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radius,
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renderReady,
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compositesReady,
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collisionReady);
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}
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private static int RequiredRenderRadius(uint destinationCell) =>
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