acdream/tests/AcDream.App.Tests/Rendering/CellViewDedupTests.cs
Erik 1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
  near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
  MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
  restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
  (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
  only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
  IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
  loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).

Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.

Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +02:00

64 lines
2.6 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
// Regression tests for the indoor-render HANG (2026-06-06): the portal-visibility flood
// re-queues a cell whenever its CellView grows, so it only terminates when CellView.Add's
// dedup catches a duplicate. Across BFS rounds the same region comes back float-drifted,
// vertex-rotated, or with a ±1 vertex count; the old exact index-by-index SamePolygon
// (eps 1e-4) missed all three, so the region grew forever -> CPU-spin hang in CellView.Add.
// A drift-tolerant, rotation-invariant dedup makes the key space finite, so the flood
// converges (and these duplicates collapse).
public class CellViewDedupTests
{
private static ViewPolygon Quad(float ox, float oy) => new(new[]
{
new Vector2(ox - 0.5f, oy - 0.5f), new Vector2(ox + 0.5f, oy - 0.5f),
new Vector2(ox + 0.5f, oy + 0.5f), new Vector2(ox - 0.5f, oy + 0.5f),
});
[Fact]
public void Add_DropsSubGridDriftDuplicate()
{
var v = new CellView();
Assert.True(v.Add(Quad(0f, 0f)));
// Same quad, every vertex nudged 3e-4 — beyond the old 1e-4 SamePolygon eps,
// within the 1e-3 dedup grid. This is the per-round float drift that caused the hang.
var drifted = new ViewPolygon(new[]
{
new Vector2(-0.5f + 3e-4f, -0.5f - 3e-4f), new Vector2(0.5f + 3e-4f, -0.5f - 3e-4f),
new Vector2(0.5f + 3e-4f, 0.5f - 3e-4f), new Vector2(-0.5f + 3e-4f, 0.5f - 3e-4f),
});
Assert.False(v.Add(drifted));
Assert.Single(v.Polygons);
}
[Fact]
public void Add_DropsRotatedStartDuplicate()
{
var v = new CellView();
Assert.True(v.Add(Quad(0f, 0f)));
// Same 4 corners (same CCW cycle), but emitted starting at the 2nd vertex — what
// Sutherland-Hodgman can do when the subject order differs across rounds.
var rotated = new ViewPolygon(new[]
{
new Vector2(0.5f, -0.5f), new Vector2(0.5f, 0.5f),
new Vector2(-0.5f, 0.5f), new Vector2(-0.5f, -0.5f),
});
Assert.False(v.Add(rotated));
Assert.Single(v.Polygons);
}
[Fact]
public void Add_KeepsGenuinelyDistinctPolygons()
{
// The fix must NOT over-merge: two regions 0.4 NDC apart (far beyond the 1e-3 grid)
// remain distinct, so a real second portal opening is not silently dropped.
var v = new CellView();
Assert.True(v.Add(Quad(0f, 0f)));
Assert.True(v.Add(Quad(0.4f, 0f)));
Assert.Equal(2, v.Polygons.Count);
}
}