using AcDream.Core.Rendering; using Xunit; namespace AcDream.Core.Tests.Rendering; public sealed class RenderingDiagnosticsTests { // Each flag-mutating test snapshots the IndoorAll state on entry and // restores it via try/finally. RenderingDiagnostics is a process-wide // static (env-var-initialized); without restoration a mutated state // leaks into other tests + into parallel test runs. Mirrors the // PhysicsDiagnosticsTests pattern at line 30-49. [Fact] public void IndoorAll_True_TurnsAllFlagsOn() { bool initial = RenderingDiagnostics.IndoorAll; try { // Reset all flags off first to make the test deterministic // regardless of env-var state on the test runner. RenderingDiagnostics.ProbeIndoorWalkEnabled = false; RenderingDiagnostics.ProbeIndoorLookupEnabled = false; RenderingDiagnostics.ProbeIndoorUploadEnabled = false; RenderingDiagnostics.ProbeIndoorXformEnabled = false; RenderingDiagnostics.ProbeIndoorCullEnabled = false; RenderingDiagnostics.IndoorAll = true; Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled); Assert.True(RenderingDiagnostics.IndoorAll); } finally { RenderingDiagnostics.IndoorAll = initial; } } [Fact] public void IndoorAll_False_TurnsAllFlagsOff() { bool initial = RenderingDiagnostics.IndoorAll; try { RenderingDiagnostics.IndoorAll = true; // start from all-on RenderingDiagnostics.IndoorAll = false; Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled); Assert.False(RenderingDiagnostics.IndoorAll); } finally { RenderingDiagnostics.IndoorAll = initial; } } [Fact] public void IndoorAll_OneOff_ReadsAsFalse() { bool initial = RenderingDiagnostics.IndoorAll; try { RenderingDiagnostics.IndoorAll = true; RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off Assert.False(RenderingDiagnostics.IndoorAll); } finally { RenderingDiagnostics.IndoorAll = initial; } } [Theory] [InlineData(0x00000029ul, false)] // outdoor cell 0x29 in 8x8 grid [InlineData(0xA9B40029ul, false)] // outdoor cell with landblock prefix [InlineData(0x00000100ul, true)] // indoor cell minimum [InlineData(0x00000105ul, true)] // typical Holtburg Inn interior [InlineData(0xA9B40105ul, true)] // indoor with landblock prefix [InlineData(0xA9B401FFul, true)] // indoor near top of range public void IsEnvCellId_DistinguishesOutdoorVsIndoorByLow16Bits(ulong id, bool expected) { Assert.Equal(expected, RenderingDiagnostics.IsEnvCellId(id)); } // ── Render inside/outside branch (retail RenderNormalMode is_player_outside) ── // The top-level render branch decides DrawInside vs DrawOutside. Retail // (SmartBox::RenderNormalMode 0x453aa0:92665) keys it on is_player_outside (the // PLAYER's cell, 0x451e80), NOT the camera cell. acdream previously branched on the // camera cell, so a chase camera lagging in a doorway while the player was already // outside took the DrawInside path and degenerated to a grey world + entities showing // through walls. These pin the player-keyed branch (DrawInside root stays the viewer cell). [Fact] public void ShouldRenderIndoor_PlayerOutside_CameraInside_ReturnsFalse() { // THE doorway-grey regression: the player stepped onto a landcell (0x...0031) but the // chase camera still resolves an interior EnvCell. Branch on the PLAYER → outdoor. Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, viewerCellResolved: true)); } [Fact] public void ShouldRenderIndoor_PlayerInside_CameraInside_ReturnsTrue() { Assert.True(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, viewerCellResolved: true)); } [Fact] public void ShouldRenderIndoor_PlayerInside_NoViewerCell_ReturnsFalse() { // Opposite lag (camera pulled outside while the player is inside): no viewer cell to // root DrawInside at → outdoor. Defensive; matches prior null-CameraCell behavior. Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, viewerCellResolved: false)); } [Fact] public void ShouldRenderIndoor_PlayerOutside_CameraOutside_ReturnsFalse() { Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, viewerCellResolved: false)); } [Fact] public void ShouldRenderIndoor_UnknownPlayerCell_TreatedAsOutside_ReturnsFalse() { // playerCellId == 0 (unresolved) → treat as outside (safe default: outdoor render). Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0u, viewerCellResolved: true)); } }