fix(portal): synchronize destination presentation state
This commit is contained in:
parent
4b1bceefbb
commit
e95f55f25b
42 changed files with 2815 additions and 288 deletions
|
|
@ -29,7 +29,7 @@ public class LandblockStreamerTests
|
|||
buildMeshOrNull: (_, _) => stubMesh);
|
||||
|
||||
streamer.Start();
|
||||
streamer.EnqueueLoad(0xA9B4FFFEu);
|
||||
streamer.EnqueueLoad(0xA9B4FFFEu, generation: 42);
|
||||
|
||||
// Spin until the worker produces a completion, with a 2s timeout.
|
||||
LandblockStreamResult? result = null;
|
||||
|
|
@ -43,6 +43,7 @@ public class LandblockStreamerTests
|
|||
Assert.NotNull(result);
|
||||
var loaded = Assert.IsType<LandblockStreamResult.Loaded>(result);
|
||||
Assert.Equal(0xA9B4FFFEu, loaded.LandblockId);
|
||||
Assert.Equal(42ul, loaded.Generation);
|
||||
Assert.Same(stubLandblock, loaded.Landblock);
|
||||
}
|
||||
|
||||
|
|
@ -247,7 +248,7 @@ public class LandblockStreamerTests
|
|||
using var streamer = new LandblockStreamer(loadLandblock: _ => null);
|
||||
|
||||
streamer.Start();
|
||||
streamer.EnqueueUnload(0xABCD0000u);
|
||||
streamer.EnqueueUnload(0xABCD0000u, generation: 43);
|
||||
|
||||
LandblockStreamResult? result = null;
|
||||
for (int i = 0; i < SpinMaxIterations && result is null; i++)
|
||||
|
|
@ -259,6 +260,7 @@ public class LandblockStreamerTests
|
|||
|
||||
var unloaded = Assert.IsType<LandblockStreamResult.Unloaded>(result);
|
||||
Assert.Equal(0xABCD0000u, unloaded.LandblockId);
|
||||
Assert.Equal(43ul, unloaded.Generation);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
|
|
@ -163,6 +163,22 @@ public class StreamingControllerDungeonGateTests
|
|||
Assert.DoesNotContain(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreCollapse_CenterResidentOnlyAsFarTier_EnqueuesPromotion()
|
||||
{
|
||||
var h = Make();
|
||||
uint center = Encode(0, 7);
|
||||
h.State.AddLandblock(MakeLb(0, 7), tier: LandblockStreamTier.Far);
|
||||
|
||||
h.Ctrl.PreCollapseToDungeon(0, 7);
|
||||
|
||||
Assert.False(h.State.IsNearTier(center));
|
||||
Assert.Contains(h.Loads, load =>
|
||||
load.Id == center && load.Kind == LandblockStreamJobKind.PromoteToNear);
|
||||
Assert.DoesNotContain(h.Loads, load =>
|
||||
load.Id == center && load.Kind == LandblockStreamJobKind.LoadNear);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InitializeKnownLoginCenter_DungeonPerformsOneCollapseWithoutReloadChurn()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.Core.Terrain;
|
||||
using AcDream.Core.World;
|
||||
|
|
@ -10,10 +11,11 @@ namespace AcDream.Core.Tests.Streaming;
|
|||
|
||||
public class StreamingControllerPriorityApplyTests
|
||||
{
|
||||
private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId)
|
||||
private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId, ulong generation = 0)
|
||||
=> new(canonicalId, LandblockStreamTier.Near,
|
||||
new LoadedLandblock(canonicalId, new LandBlock(), Array.Empty<WorldEntity>()),
|
||||
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>()));
|
||||
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>()),
|
||||
generation);
|
||||
|
||||
[Fact]
|
||||
public void PriorityLandblock_isApplied_evenWhenBeyondPerFrameCap()
|
||||
|
|
@ -21,10 +23,10 @@ public class StreamingControllerPriorityApplyTests
|
|||
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
|
||||
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
|
||||
{
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 0)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 1)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 2)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 3)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
|
||||
LoadedOf(priority),
|
||||
});
|
||||
|
||||
|
|
@ -58,11 +60,11 @@ public class StreamingControllerPriorityApplyTests
|
|||
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
|
||||
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
|
||||
{
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 0)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 1)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 2)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 3)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 4)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
|
||||
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 185)),
|
||||
LoadedOf(priority),
|
||||
});
|
||||
var applied = new List<uint>();
|
||||
|
|
@ -101,9 +103,9 @@ public class StreamingControllerPriorityApplyTests
|
|||
// as the normal throttle, just relocated — until the caller clears
|
||||
// PriorityLandblockId (the TAS MaxContinue safety net does this on timeout).
|
||||
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
|
||||
uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(1, 0);
|
||||
uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(1, 1);
|
||||
uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(1, 2);
|
||||
uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(169, 181);
|
||||
uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(169, 182);
|
||||
uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(169, 183);
|
||||
|
||||
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
|
||||
{
|
||||
|
|
@ -146,4 +148,417 @@ public class StreamingControllerPriorityApplyTests
|
|||
// (c) no double-apply: applied count matches completions enqueued
|
||||
Assert.Equal(3, applied.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ForceReloadWindow_DiscardsBufferedCompletionsFromOldWindow()
|
||||
{
|
||||
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
|
||||
var outbox = new Queue<LandblockStreamResult>(
|
||||
Enumerable.Range(0, 6)
|
||||
.Select(i => (LandblockStreamResult)LoadedOf(
|
||||
StreamingRegion.EncodeLandblockIdForTest(169, 181 + i))));
|
||||
var applied = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _) => { },
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 4,
|
||||
farRadius: 12)
|
||||
{ MaxCompletionsPerFrame = 4, PriorityLandblockId = priority };
|
||||
|
||||
ctrl.Tick(169, 180);
|
||||
Assert.Equal(4, applied.Count);
|
||||
applied.Clear();
|
||||
|
||||
ctrl.ForceReloadWindow();
|
||||
ctrl.Tick(169, 180);
|
||||
|
||||
Assert.Empty(applied);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ForceReloadWindow_RejectsLateInFlightCompletionFromOldRegion()
|
||||
{
|
||||
uint oldId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var applied = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _) => { },
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 1,
|
||||
farRadius: 2);
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
ctrl.ForceReloadWindow();
|
||||
outbox.Enqueue(LoadedOf(oldId));
|
||||
|
||||
ctrl.Tick(100, 100);
|
||||
|
||||
Assert.Empty(applied);
|
||||
Assert.False(state.IsLoaded(oldId));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DungeonCollapseBeforePromotionBase_RetiresProvisionalTerrainAndPendingStatics()
|
||||
{
|
||||
uint outdoorId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
uint dungeonId = StreamingRegion.EncodeLandblockIdForTest(20, 20);
|
||||
var staticEntity = new WorldEntity
|
||||
{
|
||||
Id = 77,
|
||||
ServerGuid = 0,
|
||||
SourceGfxObjOrSetupId = 0x01000077u,
|
||||
Position = System.Numerics.Vector3.Zero,
|
||||
Rotation = System.Numerics.Quaternion.Identity,
|
||||
MeshRefs = [new MeshRef(0x01000077u, System.Numerics.Matrix4x4.Identity)],
|
||||
};
|
||||
var mesh = new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>());
|
||||
var promotedBuild = new LandblockBuild(
|
||||
new LoadedLandblock(outdoorId, new LandBlock(), new[] { staticEntity }));
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
outbox.Enqueue(new LandblockStreamResult.Promoted(
|
||||
outdoorId,
|
||||
promotedBuild,
|
||||
mesh,
|
||||
Generation: 0));
|
||||
var terrainApplied = new List<uint>();
|
||||
var terrainRemoved = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
var unloads = new List<(uint Id, ulong Generation)>();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _, _) => { },
|
||||
enqueueUnload: (id, generation) => unloads.Add((id, generation)),
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => terrainApplied.Add(build.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 0,
|
||||
farRadius: 2,
|
||||
removeTerrain: id => terrainRemoved.Add(id));
|
||||
|
||||
ctrl.Tick(10, 10); // generation 0 promotion supersedes its queued Far base.
|
||||
Assert.Equal(new[] { outdoorId }, terrainApplied);
|
||||
Assert.True(state.IsLoaded(outdoorId));
|
||||
Assert.True(state.IsNearTier(outdoorId));
|
||||
|
||||
ctrl.Tick(20, 20, insideDungeon: true); // hard generation 1 boundary.
|
||||
var outdoorUnload = Assert.Single(unloads, unload => unload.Id == outdoorId);
|
||||
outbox.Enqueue(new LandblockStreamResult.Unloaded(
|
||||
outdoorId,
|
||||
outdoorUnload.Generation));
|
||||
ctrl.Tick(20, 20, insideDungeon: true);
|
||||
|
||||
Assert.Equal(new[] { outdoorId }, terrainRemoved);
|
||||
|
||||
// Return to the old location in generation 2 and publish a clean base.
|
||||
// No static presentation from the abandoned generation may merge into it.
|
||||
ctrl.Tick(10, 10, insideDungeon: false);
|
||||
outbox.Enqueue(new LandblockStreamResult.Loaded(
|
||||
outdoorId,
|
||||
LandblockStreamTier.Near,
|
||||
new LoadedLandblock(outdoorId, new LandBlock(), Array.Empty<WorldEntity>()),
|
||||
mesh,
|
||||
generation: 2));
|
||||
ctrl.Tick(10, 10);
|
||||
|
||||
Assert.True(state.IsLoaded(outdoorId));
|
||||
Assert.DoesNotContain(staticEntity, state.Entities);
|
||||
Assert.Equal(2, terrainApplied.Count(id => id == outdoorId));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LatePromotion_IsRejectedAfterRegionDemotesTargetToFar()
|
||||
{
|
||||
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 13);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
|
||||
var applied = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
state.AddLandblock(
|
||||
new LoadedLandblock(target, new LandBlock(), Array.Empty<WorldEntity>()),
|
||||
tier: LandblockStreamTier.Far);
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (id, kind) => loads.Add((id, kind)),
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 0,
|
||||
farRadius: 3);
|
||||
|
||||
ctrl.Tick(10, 10); // target starts Far.
|
||||
ctrl.Tick(10, 13); // target becomes Near; promotion is now in flight.
|
||||
Assert.Contains(loads, load =>
|
||||
load.Id == target && load.Kind == LandblockStreamJobKind.PromoteToNear);
|
||||
ctrl.Tick(10, 10); // target is demoted back to Far before completion.
|
||||
|
||||
var promotedEntity = new WorldEntity
|
||||
{
|
||||
Id = 1,
|
||||
ServerGuid = 0,
|
||||
SourceGfxObjOrSetupId = 0x01000010u,
|
||||
Position = System.Numerics.Vector3.Zero,
|
||||
Rotation = System.Numerics.Quaternion.Identity,
|
||||
MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
|
||||
};
|
||||
var promotedLandblock = new LoadedLandblock(
|
||||
target,
|
||||
new LandBlock(),
|
||||
new[] { promotedEntity });
|
||||
outbox.Enqueue(new LandblockStreamResult.Promoted(
|
||||
target,
|
||||
promotedLandblock,
|
||||
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>())));
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
|
||||
Assert.True(state.IsLoaded(target));
|
||||
Assert.False(state.IsNearTier(target));
|
||||
Assert.DoesNotContain(promotedEntity, state.Entities);
|
||||
Assert.Empty(applied);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DuplicateNearCompletions_PublishExactlyOnce()
|
||||
{
|
||||
uint id = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 91,
|
||||
ServerGuid = 0,
|
||||
SourceGfxObjOrSetupId = 0x01000091u,
|
||||
Position = System.Numerics.Vector3.Zero,
|
||||
Rotation = System.Numerics.Quaternion.Identity,
|
||||
MeshRefs = [new MeshRef(0x01000091u, System.Numerics.Matrix4x4.Identity)],
|
||||
};
|
||||
var build = new LandblockBuild(
|
||||
new LoadedLandblock(id, new LandBlock(), new[] { entity }));
|
||||
var mesh = new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>());
|
||||
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
|
||||
{
|
||||
new LandblockStreamResult.Promoted(id, build, mesh),
|
||||
new LandblockStreamResult.Promoted(id, build, mesh),
|
||||
});
|
||||
var applied = new List<uint>();
|
||||
var loadedCallbacks = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _) => { },
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (completed, _) => applied.Add(completed.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 0,
|
||||
farRadius: 0,
|
||||
onLandblockLoaded: loadedCallbacks.Add);
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
|
||||
Assert.Equal(new[] { id }, applied);
|
||||
Assert.Equal(new[] { id }, loadedCallbacks);
|
||||
Assert.Single(state.Entities, existing => ReferenceEquals(existing, entity));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InFlightNearLoad_DemotedBeforeFirstCompletion_PublishesTerrainAsFar()
|
||||
{
|
||||
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var applied = new List<LandblockBuild>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _) => { },
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build),
|
||||
state: state,
|
||||
nearRadius: 0,
|
||||
farRadius: 3);
|
||||
|
||||
ctrl.Tick(10, 10); // target's initial LoadNear is now in flight.
|
||||
ctrl.Tick(10, 13); // target becomes desired Far before it completes.
|
||||
|
||||
var nearEntity = new WorldEntity
|
||||
{
|
||||
Id = 1,
|
||||
ServerGuid = 0,
|
||||
SourceGfxObjOrSetupId = 0x01000010u,
|
||||
Position = System.Numerics.Vector3.Zero,
|
||||
Rotation = System.Numerics.Quaternion.Identity,
|
||||
MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
|
||||
};
|
||||
var nearLandblock = new LoadedLandblock(
|
||||
target,
|
||||
new LandBlock(),
|
||||
new[] { nearEntity });
|
||||
outbox.Enqueue(new LandblockStreamResult.Loaded(
|
||||
target,
|
||||
LandblockStreamTier.Near,
|
||||
nearLandblock,
|
||||
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>())));
|
||||
|
||||
ctrl.Tick(10, 13);
|
||||
|
||||
Assert.Single(applied);
|
||||
Assert.Equal(target, applied[0].LandblockId);
|
||||
Assert.Empty(applied[0].Landblock.Entities);
|
||||
Assert.Null(applied[0].EnvCells);
|
||||
Assert.True(state.IsLoaded(target));
|
||||
Assert.False(state.IsNearTier(target));
|
||||
Assert.True(state.TryGetLandblock(target, out var resident));
|
||||
Assert.Empty(resident!.Entities);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HardRecenter_RejectsOldOverlappingLoadAndUnloadGenerations()
|
||||
{
|
||||
uint overlap = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
|
||||
var applied = new List<uint>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
|
||||
enqueueUnload: (_, _) => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build.LandblockId),
|
||||
state: state,
|
||||
nearRadius: 1,
|
||||
farRadius: 2);
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
ulong oldGeneration = loads.Single(load => load.Id == overlap).Generation;
|
||||
|
||||
ctrl.ForceReloadWindow();
|
||||
loads.Clear();
|
||||
ctrl.Tick(11, 10); // overlap remains desired in the replacement window.
|
||||
ulong newGeneration = loads.Single(load => load.Id == overlap).Generation;
|
||||
Assert.NotEqual(oldGeneration, newGeneration);
|
||||
|
||||
outbox.Enqueue(LoadedOf(overlap, oldGeneration));
|
||||
outbox.Enqueue(LoadedOf(overlap, newGeneration));
|
||||
outbox.Enqueue(new LandblockStreamResult.Unloaded(overlap, oldGeneration));
|
||||
|
||||
ctrl.Tick(11, 10);
|
||||
|
||||
Assert.Equal(new[] { overlap }, applied);
|
||||
Assert.True(state.IsLoaded(overlap));
|
||||
Assert.True(state.IsNearTier(overlap));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HardRecenter_DropsStaleOutboxBeforeDeferredApplyBudget()
|
||||
{
|
||||
uint current = StreamingRegion.EncodeLandblockIdForTest(11, 10);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
|
||||
var applied = new List<uint>();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
|
||||
enqueueUnload: (_, _) => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (build, _) => applied.Add(build.LandblockId),
|
||||
state: new GpuWorldState(),
|
||||
nearRadius: 1,
|
||||
farRadius: 2)
|
||||
{ MaxCompletionsPerFrame = 1 };
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
ulong oldGeneration = loads[0].Generation;
|
||||
ctrl.ForceReloadWindow();
|
||||
loads.Clear();
|
||||
ctrl.Tick(11, 10);
|
||||
ulong newGeneration = loads.Single(load => load.Id == current).Generation;
|
||||
|
||||
for (int i = 0; i < 12; i++)
|
||||
outbox.Enqueue(LoadedOf(
|
||||
StreamingRegion.EncodeLandblockIdForTest(10, 10 + i),
|
||||
oldGeneration));
|
||||
outbox.Enqueue(LoadedOf(current, newGeneration));
|
||||
|
||||
ctrl.Tick(11, 10);
|
||||
|
||||
Assert.Equal(new[] { current }, applied);
|
||||
Assert.Equal(0, ctrl.DeferredApplyBacklog);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NormalRecenter_AwayThenBack_DiscardsCompletedUnloadForReownedId()
|
||||
{
|
||||
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
|
||||
var outbox = new Queue<LandblockStreamResult>();
|
||||
var state = new GpuWorldState();
|
||||
var ctrl = new StreamingController(
|
||||
enqueueLoad: (_, _) => { },
|
||||
enqueueUnload: _ => { },
|
||||
drainCompletions: max =>
|
||||
{
|
||||
var batch = new List<LandblockStreamResult>();
|
||||
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
|
||||
return batch;
|
||||
},
|
||||
applyTerrain: (_, _) => { },
|
||||
state: state,
|
||||
nearRadius: 0,
|
||||
farRadius: 0);
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
state.AddLandblock(
|
||||
new LoadedLandblock(target, new LandBlock(), Array.Empty<WorldEntity>()),
|
||||
tier: LandblockStreamTier.Near);
|
||||
|
||||
ctrl.Tick(10, 13); // outside hysteresis: unload is now in flight.
|
||||
ctrl.Tick(10, 10); // target is re-owned before unload completion drains.
|
||||
outbox.Enqueue(new LandblockStreamResult.Unloaded(target));
|
||||
|
||||
ctrl.Tick(10, 10);
|
||||
|
||||
Assert.True(state.IsLoaded(target));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -95,7 +95,7 @@ public class StreamingControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void DrainingUnloadedResult_RemovesFromState()
|
||||
public void DrainingUnloadedResult_RemovesUnownedLandblockFromState()
|
||||
{
|
||||
var state = new GpuWorldState();
|
||||
var fake = new FakeStreamer();
|
||||
|
|
@ -103,7 +103,10 @@ public class StreamingControllerTests
|
|||
fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
|
||||
(_, _) => { }, state, nearRadius: 2, farRadius: 2);
|
||||
|
||||
const uint landblockId = 0x3232FFFFu;
|
||||
// The current region is centered on 0x3232. A completed unload for a
|
||||
// landblock it no longer owns must remove state; an unload for 0x3232
|
||||
// itself is now correctly rejected by the away->back lifecycle gate.
|
||||
const uint landblockId = 0x2020FFFFu;
|
||||
var lb = new LoadedLandblock(landblockId, new LandBlock(), System.Array.Empty<WorldEntity>());
|
||||
state.AddLandblock(lb);
|
||||
fake.Pending.Enqueue(new LandblockStreamResult.Unloaded(landblockId));
|
||||
|
|
|
|||
|
|
@ -96,7 +96,7 @@ public class StreamingControllerTwoTierTests
|
|||
// AddEntitiesToExistingLandblock canonicalizes incoming ids.
|
||||
uint lbId = 0x3232FFFFu;
|
||||
var lb = new LoadedLandblock(lbId, Heightmap: null!, Entities: System.Array.Empty<WorldEntity>());
|
||||
state.AddLandblock(lb);
|
||||
state.AddLandblock(lb, tier: LandblockStreamTier.Far);
|
||||
Assert.Empty(state.Entities);
|
||||
|
||||
// Streamer pushes a Promoted result carrying the full near landblock.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue