acdream/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs
Erik a2a1e5916d perf(lighting): bound global light selection
Replace over-cap full sorting with a retained exact top-k heap while preserving the accepted tie-order fallback. Differential tests lock randomized and Town Network-scale output, and the measured 463-light path cuts selector CPU by 29 percent without warmed allocations.
2026-07-25 05:40:32 +02:00

727 lines
29 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Lighting;
using Xunit;
namespace AcDream.Core.Tests.Lighting;
public sealed class LightManagerTests
{
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true, uint cellId = 0)
=> new LightSource
{
Kind = LightKind.Point,
WorldPosition = pos,
Range = range,
IsLit = lit,
OwnerId = ownerId,
CellId = cellId,
};
private static LightSource MakeDynamic(Vector3 pos, float range, uint cellId = 0)
=> new LightSource
{
Kind = LightKind.Point,
WorldPosition = pos,
Range = range,
IsLit = true,
IsDynamic = true,
CellId = cellId,
};
[Fact]
public void Register_Unregister_TracksList()
{
var mgr = new LightManager();
var a = MakePoint(Vector3.Zero, 5f);
var b = MakePoint(new Vector3(10, 0, 0), 5f);
mgr.Register(a);
mgr.Register(b);
Assert.Equal(2, mgr.RegisteredCount);
mgr.Unregister(a);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void Register_DuplicateInstance_Idempotent()
{
var mgr = new LightManager();
var light = MakePoint(Vector3.Zero, 5f);
mgr.Register(light);
mgr.Register(light);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void Tick_SelectsByDistance_Top8()
{
var mgr = new LightManager();
// 12 lights at varying distances, all with range 100 so none filter out.
for (int i = 0; i < 12; i++)
mgr.Register(MakePoint(new Vector3(i, 0, 0), 100f));
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(8, mgr.ActiveCount);
// Top 8 should be the closest (i=0..7).
foreach (var l in mgr.Active)
{
Assert.NotNull(l);
Assert.True(l!.WorldPosition.X <= 7f);
}
}
[Fact]
public void Tick_SelectsByDistance_RegardlessOfViewerRange()
{
// Retail D3D-style: candidacy is distance-only (the nearest 8). A torch
// lights its OWN surfaces — the shader applies the hard `d < range` cutoff
// PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing
// outside the range of is still selected; it lights the wall it sits on.
// Replaces the old viewer-range candidacy filter that suppressed it, which
// left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2
// ambient — the "dungeon lighting off" report (#133 A7).
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface
}
[Fact]
public void Tick_IncludesNearbyLight()
{
var mgr = new LightManager();
// A nearby point light is selected (distance-only candidacy; the shader
// applies the per-fragment range cutoff).
mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(1, mgr.ActiveCount);
}
[Fact]
public void Tick_SunSlot0_PreservedAcrossTicks()
{
var mgr = new LightManager();
var sun = new LightSource { Kind = LightKind.Directional, WorldForward = -Vector3.UnitZ };
mgr.Sun = sun;
mgr.Register(MakePoint(Vector3.Zero, 100f));
mgr.Tick(Vector3.Zero);
Assert.Equal(2, mgr.ActiveCount);
Assert.Same(sun, mgr.Active[0]);
}
[Fact]
public void Tick_UnlitLight_Excluded()
{
var mgr = new LightManager();
var light = MakePoint(Vector3.Zero, 100f, lit: false);
mgr.Register(light);
mgr.Tick(Vector3.Zero);
Assert.Equal(0, mgr.ActiveCount);
// Toggle lit: should now appear.
light.IsLit = true;
mgr.Tick(Vector3.Zero);
Assert.Equal(1, mgr.ActiveCount);
}
[Fact]
public void UnregisterByOwner_RemovesAttachedLights()
{
var mgr = new LightManager();
mgr.Register(MakePoint(Vector3.Zero, 5f, ownerId: 42));
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, ownerId: 42));
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, ownerId: 99));
mgr.UnregisterByOwner(42);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void DistSq_UpdatedEachTick()
{
var mgr = new LightManager();
var light = MakePoint(new Vector3(3, 0, 4), 10f); // dist 5
mgr.Register(light);
mgr.Tick(Vector3.Zero);
Assert.Equal(25f, light.DistSq, 2);
mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4
Assert.Equal(16f, light.DistSq, 2);
}
// ── Fix B: per-object selection (minimize_object_lighting) ────────────────
[Fact]
public void BuildPointLightSnapshot_ExcludesDirectionalAndUnlit()
{
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // in
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, lit: false)); // unlit → out
mgr.Register(new LightSource { Kind = LightKind.Directional }); // sun → out
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Single(mgr.PointSnapshot);
Assert.Equal(1f, mgr.PointSnapshot[0].WorldPosition.X, 3);
}
[Fact]
public void BuildPointLightSnapshot_IndexStable_InBudget()
{
var mgr = new LightManager();
// Registration order preserved when under MaxGlobalLights (no sort).
mgr.Register(MakePoint(new Vector3(100, 0, 0), 5f)); // far
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // near
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(2, mgr.PointSnapshot.Count);
Assert.Equal(100f, mgr.PointSnapshot[0].WorldPosition.X, 3); // index 0 = first registered
Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
}
// ── Resident collection (#176 corrected reading, 2026-07-06) ───────────────
// Retail collects the pool from ALL RESIDENT EnvCells each frame:
// CEnvCell::add_dynamic_lights (0x0052d410) walks the WHOLE static
// CEnvCell::visible_cell_table — the loaded-cell registry add_visible_cell
// (0x0052de40) fills from each activated cell + its dat visible-cell list. It
// is NOT the per-frame portal flood; camera gaze cannot change the pool. The
// earlier flood-scoped port (c500912b) made the under-room portal purples
// enter/leave the pool as the camera turned — the #176 seam-floor blink.
[Fact]
public void PointSnapshot_ResidentCollection_CellTagDoesNotFilter()
{
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u)); // "visible" room
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // under-room
mgr.Register(MakePoint(new Vector3(3, 0, 0), 5f, cellId: 0u)); // cell-less (viewer fill)
mgr.BuildPointLightSnapshot(Vector3.Zero);
// ALL resident lights are candidates. The under-room portal light reaching
// the corridor's pool is retail-correct — the live cdb capture
// (tools/cdb/issue176-floor-light.cdb) showed retail applying the
// intensity-100 purples to EVERY Hub cell; the faceted purple wedge is
// faithful, only its gaze-coupled blinking was ours.
Assert.Equal(3, mgr.PointSnapshot.Count);
}
[Fact]
public void PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics()
{
var mgr = new LightManager();
// More statics than the cap, ALL nearer the player than every dynamic.
for (int i = 0; i < LightManager.MaxGlobalLights + 20; i++)
mgr.Register(MakePoint(new Vector3(i * 0.01f, 0, 0), 5f, ownerId: (uint)(i + 1)));
// 7 dynamics farther out (retail's dynamics live in their own 7-slot pool —
// Render::add_dynamic_light 0x0054d420 — statics can never crowd them out).
var dyns = new LightSource[7];
for (int i = 0; i < dyns.Length; i++)
{
dyns[i] = MakeDynamic(new Vector3(50f + i, 0, 0), range: 9f);
mgr.Register(dyns[i]);
}
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count);
foreach (var d in dyns)
Assert.Contains(d, mgr.PointSnapshot);
}
[Fact]
public void PointSnapshot_OverCap_KeepsNearestThePlayer()
{
var mgr = new LightManager();
// A big cluster far from the player (where a chase camera might sit) and
// one torch beside the player. Retail sorts by distance to
// Render::player_pos (insert_light 0x0054d1b0) — the near-player torch
// must survive the cap no matter how many far lights exist.
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), 5f, ownerId: (uint)(i + 1)));
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00Du);
mgr.Register(torch);
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
Assert.Contains(torch, mgr.PointSnapshot);
}
[Fact]
public void PointSnapshot_OverCap_EqualDistancesPreserveLegacyOrderExactly()
{
var manager = new LightManager();
var registered = new List<LightSource>();
for (int index = 0;
index < LightManager.MaxGlobalLights + 9;
index++)
{
LightSource light = MakePoint(
new Vector3(3f, 4f, 0f),
range: 10f,
ownerId: checked((uint)index + 1));
registered.Add(light);
manager.Register(light);
}
LightSource[] expected = FullSortOracle(
registered,
Vector3.Zero,
visibleCells: null);
manager.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(expected, manager.PointSnapshot);
Assert.True(manager.LastPointSnapshotUsedTieFallback);
Assert.False(manager.LastPointSnapshotUsedBoundedSelection);
manager.BuildPointLightSnapshot(Vector3.Zero);
long before = GC.GetAllocatedBytesForCurrentThread();
for (int iteration = 0; iteration < 25; iteration++)
manager.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(
0,
GC.GetAllocatedBytesForCurrentThread() - before);
}
[Fact]
public void PointSnapshot_BoundedSelectorMatchesCompleteSortRandomized()
{
var random = new Random(0x54D1B0);
for (int scenario = 0; scenario < 64; scenario++)
{
var manager = new LightManager();
var registered = new List<LightSource>();
int count = 180 + random.Next(420);
for (int index = 0; index < count; index++)
{
// Discrete coordinates deliberately create many distance ties.
var position = new Vector3(
random.Next(-12, 13),
random.Next(-12, 13),
random.Next(-3, 4));
LightSource light = MakePoint(
position,
range: 20f,
ownerId: checked((uint)index + 1),
lit: random.Next(13) != 0,
cellId: random.Next(5) == 0
? 0u
: checked((uint)(0xAAAA0100 + random.Next(1, 4))));
light.IsDynamic = random.Next(7) == 0;
if (random.Next(17) == 0)
light.Kind = LightKind.Directional;
registered.Add(light);
manager.Register(light);
}
IReadOnlySet<uint>? visibleCells = scenario % 2 == 0
? new HashSet<uint>
{
0xAAAA0101u,
0xAAAA0103u,
}
: null;
Vector3 player = new(
random.Next(-4, 5),
random.Next(-4, 5),
random.Next(-2, 3));
LightSource[] expected = FullSortOracle(
registered,
player,
visibleCells);
manager.BuildPointLightSnapshot(player, visibleCells);
Assert.Equal(expected, manager.PointSnapshot);
}
}
[Fact]
public void PointSnapshot_TownNetworkScale463_MatchesCompleteSort()
{
var manager = new LightManager();
var registered = new List<LightSource>(463);
const uint fountainRoom = 0x00070144u;
const uint corridor = 0x00070145u;
for (int index = 0; index < 463; index++)
{
LightSource light = MakePoint(
new Vector3(
index + 0.125f,
index * 0.001f,
index * 0.0001f),
range: 15f,
ownerId: checked((uint)index + 1),
cellId: index % 3 == 0
? fountainRoom
: corridor);
light.IsDynamic = index % 61 == 0;
registered.Add(light);
manager.Register(light);
}
IReadOnlySet<uint> visibleCells =
new HashSet<uint> { fountainRoom, corridor };
Vector3 player = new(4.25f, -1.5f, 0.7f);
LightSource[] expected = FullSortOracle(
registered,
player,
visibleCells);
manager.BuildPointLightSnapshot(player, visibleCells);
Assert.Equal(LightManager.MaxGlobalLights, manager.PointSnapshot.Count);
Assert.Equal(expected, manager.PointSnapshot);
Assert.True(manager.LastPointSnapshotUsedBoundedSelection);
Assert.False(manager.LastPointSnapshotUsedTieFallback);
}
[Fact]
public void PointSnapshot_WarmedOverflowPathAllocatesZero()
{
var manager = new LightManager();
for (int index = 0; index < 463; index++)
{
LightSource light = MakePoint(
new Vector3(
index + 0.125f,
index * 0.001f,
index * 0.0001f),
range: 15f,
ownerId: checked((uint)index + 1));
light.IsDynamic = index % 53 == 0;
manager.Register(light);
}
manager.BuildPointLightSnapshot(Vector3.Zero);
manager.BuildPointLightSnapshot(Vector3.Zero);
Assert.True(manager.LastPointSnapshotUsedBoundedSelection);
Assert.False(manager.LastPointSnapshotUsedTieFallback);
long before = GC.GetAllocatedBytesForCurrentThread();
for (int iteration = 0; iteration < 100; iteration++)
manager.BuildPointLightSnapshot(Vector3.Zero);
long allocated =
GC.GetAllocatedBytesForCurrentThread() - before;
Assert.Equal(0, allocated);
}
// ── Visible-cell scoping (A7.L1, 2026-07-09 — the Town Network starvation fix) ──
// BuildPointLightSnapshot's player-nearest cap sorts by raw Euclidean distance,
// which is not a reliable proxy for "same room" in a dense, maze-like hub: a
// fixture on the other side of a wall can be geometrically closer than the
// player's own room's torches. The Town Network fountain room (463 registered
// fixtures, cap 128) went dark because far-denser, closer-in-a-straight-line
// corridor fixtures won the cap over the room's own lights. Filtering candidacy
// by the frame's actual visible-cell set (the render already computes this)
// fixes it without touching the distance-sort anchor (still the PLAYER, per the
// #176 correction — camera anchoring is what caused the earlier flicker).
[Fact]
public void BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell()
{
var mgr = new LightManager();
// A different, NOT-visible cell packed with fixtures that are, in raw
// straight-line distance, closer to the player than the room's own
// torches (e.g. a corridor on the other side of a wall).
const uint otherCellId = 0xAAAA0102u;
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
mgr.Register(MakePoint(new Vector3(1f + i * 0.001f, 1f, 0), range: 5f, ownerId: (uint)(i + 1), cellId: otherCellId));
// The player's own room: a handful of torches, each FARTHER in raw
// distance than every "other cell" fixture above, but the only cell
// actually visible from the player's viewpoint this frame.
const uint roomCellId = 0xAAAA0101u;
var roomTorches = new LightSource[5];
for (int i = 0; i < roomTorches.Length; i++)
{
roomTorches[i] = MakePoint(new Vector3(50f + i, 0, 0), range: 15f, cellId: roomCellId);
mgr.Register(roomTorches[i]);
}
var visibleCells = new HashSet<uint> { roomCellId };
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero, visibleCells);
foreach (var torch in roomTorches)
Assert.Contains(torch, mgr.PointSnapshot);
}
[Fact]
public void BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded()
{
// The viewer fill light (CellId==0) must survive scoping unconditionally —
// retail's per-frame add_dynamic_light(&viewer_light, ...) is unconditional
// (LightManager.UpdateViewerLight's doc comment).
var mgr = new LightManager();
var viewerFill = MakePoint(new Vector3(0, 0, 2), range: 15f, cellId: 0u);
mgr.Register(viewerFill);
var otherRoom = MakePoint(new Vector3(2, 0, 0), range: 5f, cellId: 0xBEEFu);
mgr.Register(otherRoom);
var visibleCells = new HashSet<uint> { 0xF00Du }; // neither light's cell
mgr.BuildPointLightSnapshot(Vector3.Zero, visibleCells);
Assert.Contains(viewerFill, mgr.PointSnapshot);
Assert.DoesNotContain(otherRoom, mgr.PointSnapshot);
}
[Fact]
public void BuildPointLightSnapshot_NoVisibleCellsArg_UnscopedLegacyBehavior()
{
// Outdoor / no-clipRoot callers omit visibleCells — every registered lit
// light stays a candidate, exactly the pre-A7.L1 behavior.
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAAu));
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xBBBBu));
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(2, mgr.PointSnapshot.Count);
}
[Fact]
public void SelectForObject_EmptySnapshot_ReturnsZero()
{
Span<int> idx = stackalloc int[8];
int n = LightManager.SelectForObject(System.Array.Empty<LightSource>(), Vector3.Zero, 1f, idx);
Assert.Equal(0, n);
}
[Fact]
public void SelectForObject_InRange_Selected()
{
var snapshot = new[] { MakePoint(new Vector3(3, 0, 0), range: 5f) }; // dist 3 < range 5
Span<int> idx = stackalloc int[8];
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
Assert.Equal(1, n);
Assert.Equal(0, idx[0]);
}
[Fact]
public void SelectForObject_OutOfRange_Excluded()
{
// dist 10, range 5, radius 0 → 10 >= 5 → excluded.
var snapshot = new[] { MakePoint(new Vector3(10, 0, 0), range: 5f) };
Span<int> idx = stackalloc int[8];
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
Assert.Equal(0, n);
}
[Fact]
public void SelectForObject_ObjectRadiusExtendsReach()
{
// dist 7, range 5: out of reach at radius 0, but a radius-3 object sphere
// overlaps (7 < 5+3). The whole object catches the light — retail uses the
// object's bounding sphere, not its centre point.
var snapshot = new[] { MakePoint(new Vector3(7, 0, 0), range: 5f) };
Span<int> idx = stackalloc int[8];
Assert.Equal(0, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx));
Assert.Equal(1, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 3f, idx));
}
[Fact]
public void SelectForObject_MoreThan8_KeepsNearest8()
{
// 10 candidate lights all in range; expect the 8 nearest the object centre,
// ascending by distance, with the two farthest dropped.
var snapshot = new LightSource[10];
for (int i = 0; i < 10; i++)
snapshot[i] = MakePoint(new Vector3(i + 1, 0, 0), range: 100f); // dist i+1, all in range
Span<int> idx = stackalloc int[8];
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
Assert.Equal(8, n);
// Nearest-first: index 0 (dist 1) … index 7 (dist 8). The two farthest
// (indices 8,9 / dist 9,10) are evicted.
for (int k = 0; k < 8; k++)
Assert.Equal(k, idx[k]);
}
[Fact]
public void SelectForObject_CameraIndependent_DependsOnlyOnObjectCentre()
{
// Same snapshot, same object centre → identical selection regardless of
// where any "camera" is (the method takes no camera). This is the property
// that kills the "lights up as I approach" popping.
var snapshot = new[]
{
MakePoint(new Vector3(2, 0, 0), range: 10f),
MakePoint(new Vector3(20, 0, 0), range: 10f), // out of reach of centre 0
};
Span<int> a = stackalloc int[8];
Span<int> b = stackalloc int[8];
int na = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, a);
int nb = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, b);
Assert.Equal(1, na);
Assert.Equal(na, nb);
Assert.Equal(a[0], b[0]);
}
// ── SelectForCell — retail minimize_envcell_lighting (all dynamics on every cell) ──
[Fact]
public void SelectForCell_AppliesAllDynamicLights_EvenOutOfReach()
{
// Retail enables the WHOLE dynamic subset for every cell (cdb-verified: the same
// portal lights on every Facility Hub cell) — including ones that don't reach it,
// since the shader's range cutoff zeroes those. Static lights still cull by reach.
var snapshot = new[]
{
MakePoint(new Vector3(1, 0, 0), range: 5f), // 0: static, reaches
MakeDynamic(new Vector3(100, 0, 0), range: 5f), // 1: dynamic, FAR (out of reach)
MakeDynamic(new Vector3(2, 0, 0), range: 5f), // 2: dynamic, near
MakePoint(new Vector3(50, 0, 0), range: 5f), // 3: static, far (out of reach)
};
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
int n = LightManager.SelectForCell(snapshot, Vector3.Zero, radius: 1f, sel);
bool d1 = false, d2 = false, s0 = false, s3 = false;
for (int i = 0; i < n; i++)
{
if (sel[i] == 1) d1 = true;
if (sel[i] == 2) d2 = true;
if (sel[i] == 0) s0 = true;
if (sel[i] == 3) s3 = true;
}
Assert.True(d1, "the FAR dynamic light must still be applied — retail enables all dynamics");
Assert.True(d2, "the near dynamic light is applied");
Assert.True(s0, "the near static light reaches the cell → selected");
Assert.False(s3, "the far static light doesn't reach → not selected");
}
[Fact]
public void SelectForCell_SameDynamicSet_ForCellsFarApart_NoFlap()
{
// The stability retail has and we lacked: two cells far apart get the SAME dynamic
// set. A per-cell sphere-overlap cull of dynamics (the old SelectForObject path) let
// that set differ/flip as the flood shifted → the floor lighting FLAPPED (#176).
var snapshot = new[]
{
MakeDynamic(new Vector3(0, 0, 0), range: 5f),
MakeDynamic(new Vector3(100, 0, 0), range: 5f),
};
Span<int> a = stackalloc int[8];
Span<int> b = stackalloc int[8];
int na = LightManager.SelectForCell(snapshot, new Vector3(0, 0, 0), 1f, a);
int nb = LightManager.SelectForCell(snapshot, new Vector3(500, 0, 0), 1f, b);
Assert.Equal(2, na); // both dynamics on the near cell
Assert.Equal(2, nb); // both dynamics on the far cell too — identical, no flap
}
/// <summary>
/// #176/#177 (2026-07-06, corrected same day) — the end-state pin. The pool is
/// retail's RESIDENT collection anchored at the PLAYER: a light in range of an
/// object near the player is selected no matter where a chase camera sits,
/// because the camera is not an input to <c>BuildPointLightSnapshot</c> at all
/// (the two prior camera-coupled pools — nearest-camera cap, then frame-flood
/// scoping <c>c500912b</c> — were each a #176 flicker mechanism). Here the
/// player stands by the torch while 400 fixtures cluster 200 m away where a
/// camera might look: the torch must always survive the cap and light the
/// object. See <c>docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md</c>
/// (corrected §1.3) — <c>CEnvCell::visible_cell_table</c> is the resident-cell
/// registry, and <c>Render::insert_light</c> (0x0054d1b0) sorts by distance to
/// <c>Render::player_pos</c>.
/// </summary>
[Fact]
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
{
var mgr = new LightManager();
// 400 fixtures clustered far away (in the direction a camera might sit),
// all in another cell. Under either old camera-coupled pool these could
// displace or gate the player-side torch; under the player anchor they are
// simply the farthest candidates.
const uint farRoom = 0xAAAA0102u;
for (int i = 0; i < 400; i++)
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1), cellId: farRoom));
// The target torch: beside the player, in the player's room.
const uint playerRoom = 0xAAAA0101u;
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00DF00Du, cellId: playerRoom);
mgr.Register(torch);
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
// The player (the ONLY positional input) stands at the origin. Rebuild
// twice to mirror consecutive frames of a rotating camera — the pool and
// the selection must be identical (no camera input exists to vary).
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
bool torchSelected1 = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
bool torchSelected2 = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
Assert.True(torchSelected1,
"an in-range light beside the player was evicted from the pool — " +
"per-cell lighting would pop (the #176/#177 mechanism)");
Assert.True(torchSelected2, "consecutive same-player builds must select identically");
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count); // cap applied to the far cluster
static bool SelectedContains(
System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
Span<int> indices, int count, LightSource target)
{
for (int i = 0; i < count; i++)
if (ReferenceEquals(snapshot[indices[i]], target)) return true;
return false;
}
}
private static LightSource[] FullSortOracle(
IReadOnlyList<LightSource> registered,
Vector3 player,
IReadOnlySet<uint>? visibleCells)
{
var ranked = new List<OracleRank>();
for (int index = 0; index < registered.Count; index++)
{
LightSource light = registered[index];
if (!light.IsLit || light.Kind == LightKind.Directional)
continue;
if (visibleCells is not null
&& light.CellId != 0
&& !visibleCells.Contains(light.CellId))
{
continue;
}
ranked.Add(new OracleRank(
light,
Vector3.DistanceSquared(light.WorldPosition, player)));
}
if (ranked.Count <= LightManager.MaxGlobalLights)
return ranked.Select(static item => item.Light).ToArray();
ranked.Sort(static (left, right) =>
{
if (left.Light.IsDynamic != right.Light.IsDynamic)
return left.Light.IsDynamic ? -1 : 1;
return left.DistanceSq.CompareTo(right.DistanceSq);
});
return ranked
.Take(LightManager.MaxGlobalLights)
.Select(static item => item.Light)
.ToArray();
}
private readonly record struct OracleRank(
LightSource Light,
float DistanceSq);
}