acdream/tests/AcDream.App.Tests
Erik 62c2231d0a refactor(render): S3 chunk 4 — delete the clip rules retail does not have and the cathedral discriminators
Campaign OVERHAUL S3 chunk 4 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10). Retail
polygon-clips exactly three things on the CPU — portal polygons (PView::GetClip), punch fans
(DrawPortalPolyInternal against building_view), and exit seals (setup_view + polyClipFinish);
ordinary meshes, cell shells, terrain, particles and the weather are never view-clipped. Every
acdream-only clip rule beyond those three is deleted; the two that remain get a new CPU/GPU
equivalence pin.

DELETED (no retail counterpart):
- RetailPViewRenderer.DrawLandscapeDynamicsPhase's per-outside-view-slice weather loop
  (SetTerrainClip + ClearClipRouting + the old DrawLandscapeSliceLate leaf, one call per active
  landscape view) — retail's GameSky::Draw(sky,1) @0x00506ff0 runs ONCE, unclipped, after
  LScape::draw's whole block loop. RetailPViewPassExecutor.DrawWeatherOnce stays the one call site;
  it now also submits the rain particles (ParticleRenderPass.SkyPostScene) as ONE unclipped
  submission, folded in from the deleted loop's per-slice clipSlot draw.
- RetailPViewPassExecutor.DrawLandscapeSliceLate, RetailPViewLandscapeLateSliceContext,
  SetTerrainClip (the walk-level wrapper — its only caller was the deleted loop),
  ClearClipRouting (same), SetCellShellClipRouting (already had no caller), and
  UseIndoorMembershipOnlyRouting (4 call sites in RetailPViewRenderer.cs) — all "first view clips
  the shell" residue: SetCellShellClipRouting was the ONLY place EnvCellRenderer.SetClipRouting
  ever received a non-null value anywhere in the app, so once it's gone,
  UseIndoorMembershipOnlyRouting's own clear calls are provably permanent no-ops. AbortFrame's
  matching TryAbort(SetClipRouting(null))/TryAbort(ClearClipRouting) lines are dropped for the
  same reason. KEPT: BeginDoorwayScissor, _surface.BindTerrainClip(), EnableClipDistances/
  DisableClipDistances, and IWorldPassSurface.SetTerrainClip/ClipFrame.SetTerrainClip/
  PrepareClipFrame's terrain-clip publish — all still have real consumers (DrawWalkSky's per-slice
  outdoor sky mesh draw; the always-bound TerrainClip UBO section) or are shared classic (non-walk)
  infrastructure out of this chunk's ownership (WorldScenePassExecutor, PortalTunnelPresentation).
- WbDrawDispatcher.WalkClassify.ResolvePartClipSlots (renamed ResolvePartVisible, returns bool) and
  RetailWholeMeshSlot: the per-view clip-slot LIST always collapsed to either nothing or one
  element (RenderDeviceD3D::DrawMesh @0x005A0860 submits the whole mesh once any view admits it) —
  never anything but a Boolean wearing a list-shaped costume. IWalkLookInViewSource.
  VisibleClipSlotsInLookInTurn is deleted outright (no consumer besides that collapse);
  SphereVisibleInLookInTurn gained VisibleClipSlotsInLookInTurn's own testSphere parameter so the
  no-authored-sphere case ("any admitted view, geometry ignored") still has a home.
  EmitClassifiedBatches now emits exactly one batch per surviving TryClassifyBatch using the
  entity's own classic slot (always 0 while _clipRoutingActive is never armed by the walk path).
- The six ProbeCathedralSkip*/ProbeCathedralShellOrderEnabled discriminators (RenderingDiagnostics,
  their six docs/launch-options.md rows, every read site in WalkFrameDriver/
  RetailPViewPassExecutor.WalkLeaf/RetailPViewRenderer, and the WalkFrameDriver.
  TraceCathedralShellOrder method + RetailPViewRenderer._probeCathedralShellOrderFrame it served) —
  the investigation is closed: the cathedral leak is retail behavior, not an acdream defect to
  discriminate.

O1-O4 (the ledger's carried chunk-1 items, closed here because this chunk owns the weather path):
IWalkEventSink gains OnWeatherTurn(viewerCellId), fired by RetailFrameWalk.DrawLandscape
UNCONDITIONALLY at retail's own call-site shape (GameSky::Draw(sky,1) is itself unconditional from
LScape::draw; the is_player_outside gate lives inside it) but gated by the walk context's own new
WeatherGateOpen/ViewerCellId members (default false/0, so every other IRetailFrameWalkContext
implementer — test fixtures, the FW1 conformance replay context — is unaffected).
WalkProductionFrameContext wires RetailPViewFrameInput.ViewerCellId and
RetailPViewPassExecutor.ShouldDrawWeatherOnce(RenderSky, RenderWeather, PlayerCellId) into those two
members. WalkFrameDriver.OnWeatherTurn prints the "OC" transcript line at COLLECT time; the print is
removed from DrawWeatherOnce (the DRAW stays there, at Replay). Because DrawLandscape's new call sits
at the very end of the method, an outdoor root's transcript naturally ends with the line and an
interior root's lands strictly between "LS" and the flood's first "EC" — exactly retail's position —
with no extra plumbing.

Kept items each get a synthetic-view CPU/GPU equivalence pin (ClipFrameLayoutTests): exit seals via
the real ClipFrame.AppendSlot/GetSlotPlanes round trip, punch fans via the direct
ClipViewSlice.Planes = cps.PlaneArray assignment ClipFrameAssembler.Assemble uses — both assert every
polygon edge midpoint has ~0 signed distance under the GPU-read-back planes and non-negative distance
under every plane.

Every new pin's mutation was hand-verified this session (temporarily reintroduced, confirmed the
exact failing assertion, then reverted): a duplicated OnWeatherTurn call fails Assert.Single with
"2 matching items" on both the outdoor and interior position tests; suppressing the Collect-time
call fails the same assertions with "did not contain any matching items"; perturbing one GPU plane's
offset by 0.05 fails the exit-seal equivalence pin with "the closest plane was only 0.050000012
away". WalkProductionFrameContextTests pins that the ViewerCellId/WeatherGateOpen storage seam
itself never drops or swaps its own two constructor/Reset arguments.

No register row added or removed — every change here deletes an acdream-only rule; none introduces
a new deviation. Full solution build: 0 warnings/0 errors. App hermetic 6,829/6,829 (was 6,828 base
+ 1 new pin). InstalledDat 244 pass/1 skip/4 known (2x #383, TowerAscent, and the pre-existing #458
WalkLandscape.CheckBlocks block-visibility divergence — unrelated to this chunk, untouched by it).
Core.Tests Rendering 216/216.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 13:32:36 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix #436: combat no-target refusal reaches the SpewBox with retail's exact text 2026-08-24 12:53:11 +02:00
Composition refactor(render): detach packed pview product from production 2026-08-31 04:10:10 +02:00
Configuration fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Input fix(camera): port retail offset adjustment laws 2026-08-31 05:42:23 +02:00
Interaction fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Net fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Physics feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
Platform feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Plugins feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Rendering refactor(render): S3 chunk 4 — delete the clip rules retail does not have and the cathedral discriminators 2026-09-03 13:32:36 +02:00
Runtime fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Settings fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
UI fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
World fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.App.Tests.csproj feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
RuntimeOptionsTests.cs feat(render): S3 chunk 1 — print-only walk transcript, OH fixtures, offline signature diff 2026-09-03 11:49:42 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ThreadSchedulingCollection.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00