Replaces the T7-temporary default! MeshData placeholder. Streamer now takes Func<uint, LoadedLandblock?, LandblockMeshData?> at construction; the worker calls it after _loadLandblock succeeds and passes the pre-built mesh into LandblockStreamResult.Loaded. GameWindow's buildMeshOrNull factory takes the already-loaded LoadedLandblock (lb.Heightmap is the LandBlock dat object), so no additional dat read is needed — _heightTable and _blendCtx are read-only after init, _surfaceCache is ConcurrentDictionary (T9). Zero dat lock needed inside the mesh-build closure. StreamingController._applyTerrain delegate signature widened to Action<LoadedLandblock, LandblockMeshData> so the pre-built mesh flows render-thread-side via the Loaded result. ApplyLoadedTerrainLocked now accepts meshData and calls _terrain.AddLandblock directly, skipping the per-frame LandblockMesh.Build that previously ran on the render thread (~5ms per LB at radius=12 first traversal). StreamingControllerTests updated: all four applyTerrain lambdas adapted to the two-arg Action signature. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
106 lines
3.5 KiB
C#
106 lines
3.5 KiB
C#
using System.Collections.Generic;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class StreamingControllerTests
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{
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private sealed class FakeStreamer
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{
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public List<uint> Loads { get; } = new();
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public List<uint> Unloads { get; } = new();
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public Queue<LandblockStreamResult> Pending { get; } = new();
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public void EnqueueLoad(uint id) => Loads.Add(id);
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public void EnqueueUnload(uint id) => Unloads.Add(id);
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public IReadOnlyList<LandblockStreamResult> DrainCompletions(int max)
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{
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var batch = new List<LandblockStreamResult>();
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while (batch.Count < max && Pending.Count > 0)
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batch.Add(Pending.Dequeue());
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return batch;
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}
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}
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[Fact]
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public void FirstTick_EnqueuesWholeVisibleWindow()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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enqueueLoad: fake.EnqueueLoad,
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enqueueUnload: fake.EnqueueUnload,
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drainCompletions: fake.DrainCompletions,
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applyTerrain: (_, _) => { },
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state: state,
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radius: 2);
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// Center at (50, 50); no landblocks loaded yet.
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controller.Tick(observerCx: 50, observerCy: 50);
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// 5×5 window = 25 loads enqueued, 0 unloads.
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Assert.Equal(25, fake.Loads.Count);
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Assert.Empty(fake.Unloads);
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}
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[Fact]
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public void SecondTick_SamePosition_EnqueuesNothing()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, radius: 2);
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controller.Tick(50, 50);
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fake.Loads.Clear();
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controller.Tick(50, 50);
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Assert.Empty(fake.Loads);
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Assert.Empty(fake.Unloads);
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}
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[Fact]
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public void DrainingLoadedResult_AddsToState()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var applied = new List<LoadedLandblock>();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(lb, _) => applied.Add(lb), state, radius: 2);
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// Note: LoadedLandblock's actual fields are LandblockId, Heightmap,
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// Entities (positional record). Adjust if the first positional arg
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// name differs.
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var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>());
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fake.Pending.Enqueue(new LandblockStreamResult.Loaded(0x32320FFEu, LandblockStreamTier.Near, lb, MeshData: default!));
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controller.Tick(50, 50);
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Assert.Single(applied);
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Assert.True(state.IsLoaded(0x32320FFEu));
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}
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[Fact]
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public void DrainingUnloadedResult_RemovesFromState()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, radius: 2);
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var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>());
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state.AddLandblock(lb);
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fake.Pending.Enqueue(new LandblockStreamResult.Unloaded(0x32320FFEu));
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controller.Tick(50, 50);
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Assert.False(state.IsLoaded(0x32320FFEu));
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}
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}
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