acdream/tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

540 lines
21 KiB
C#

using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Selection;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public class PaperdollControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x40000005u;
private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
private const uint ChestSlot = 0x100001E2u; // ChestWear 0x2
private const uint ChestArmorSlot = 0x100005ACu; // ChestArmor 0x200
private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
private const uint BlueAetheriaSlot = 0x10000595u;
private const uint YellowAetheriaSlot = 0x10000596u;
private const uint RedAetheriaSlot = 0x10000597u;
private sealed class RootElement : UiElement { }
private static (ImportedLayout layout, Dictionary<uint, UiItemList> lists) BuildLayout()
{
var ids = new[]
{
HeadSlot, ChestSlot, ChestArmorSlot, ShieldSlot, WeaponSlot, FingerLSlot,
BlueAetheriaSlot, YellowAetheriaSlot, RedAetheriaSlot,
};
var lists = new Dictionary<uint, UiItemList>();
var byId = new Dictionary<uint, UiElement>();
var root = new RootElement { Width = 224, Height = 214 };
foreach (var id in ids)
{
var list = new UiItemList { Width = 32, Height = 32 };
lists[id] = list; byId[id] = list; root.AddChild(list);
}
return (new ImportedLayout(root, byId), lists);
}
private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u,
SelectionState? selection = null,
IReadOnlyDictionary<uint, uint>? emptySlotSprites = null,
List<(uint item, uint container, int placement)>? puts = null,
List<string>? systemMessages = null,
List<uint>? examines = null,
Action<ItemInteractionController>? configureInteraction = null)
{
var itemInteraction = new ItemInteractionController(
objects,
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
() => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)),
sendDrop: null,
sendExamine: examines is null ? null : examines.Add,
sendPutItemInContainer: puts is null
? null
: (item, container, placement) => puts.Add((item, container, placement)),
systemMessage: systemMessages is null ? null : systemMessages.Add);
configureInteraction?.Invoke(itemInteraction);
return PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
itemInteraction: itemInteraction,
emptySlotSprite: emptySlot,
selection: selection ?? new SelectionState(),
emptySlotSprites: emptySlotSprites);
}
private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
}
private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
t.MoveItem(guid, Pack, newSlot: 0);
}
private static WeenieData WorldReplacement(uint guid) => new(
Guid: guid,
Name: "replacement",
Type: ItemType.Misc,
WeenieClassId: 1,
IconId: 0,
IconOverlayId: 0,
IconUnderlayId: 0,
Effects: 0,
Value: null,
StackSize: null,
StackSizeMax: null,
Burden: null,
ContainerId: null,
WielderId: null,
ValidLocations: null,
CurrentWieldedLocation: null,
Priority: null,
ItemsCapacity: null,
ContainersCapacity: null,
Structure: null,
MaxStructure: null,
Workmanship: null);
[Fact]
public void Populate_shows_equipped_item_in_its_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
}
[Fact]
public void RightClickEquippedSlot_selectsAndExaminesItem()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
var selection = new SelectionState();
var appraisals = new List<uint>();
Bind(
layout,
objects,
selection: selection,
examines: appraisals);
UiItemSlot cell = lists[HeadSlot].Cell;
cell.OnEvent(new UiEvent(0u, cell, UiEventType.RightClick));
Assert.Equal(0xA01u, selection.SelectedObjectId);
Assert.True(cell.Selected);
Assert.Equal(new uint[] { 0xA01u }, appraisals);
}
[Fact]
public void SessionTableClearRemovesOldEquipmentAndLocksAetheriaSlots()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)AetheriaUnlockState.Blue);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId);
Assert.True(lists[BlueAetheriaSlot].Visible);
objects.Clear();
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
Assert.False(lists[BlueAetheriaSlot].Visible);
}
[Fact]
public void GenerationReplacementRemovesOldEquippedProjection()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId);
objects.ReplaceGeneration(WorldReplacement(0xA01u), generation: 2);
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
}
[Fact]
public void MouseDownEquippedItem_updatesSharedSelection()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
var selection = new SelectionState();
Bind(layout, objects, selection: selection);
UiItemSlot cell = lists[HeadSlot].Cell;
cell.OnEvent(new UiEvent(0u, cell, UiEventType.MouseDown));
Assert.Equal(0xA01u, selection.SelectedObjectId);
Assert.True(lists[HeadSlot].Cell.Selected);
}
[Fact]
public void DragLift_selectsEquippedItem_beforeWaitingVisual()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
var selection = new SelectionState();
var ctrl = Bind(layout, objects, selection: selection);
var cell = lists[HeadSlot].Cell;
var payload = new ItemDragPayload(0xA01u, ItemDragSource.Equipment, 0, cell);
ctrl.OnDragLift(lists[HeadSlot], cell, payload);
Assert.Equal(0xA01u, selection.SelectedObjectId);
Assert.True(cell.Selected);
}
[Fact]
public void Populate_matches_a_weapon_into_the_composite_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
Bind(layout, objects);
Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
}
[Fact]
public void OnDragOver_accepts_only_valid_locations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
var ctrl = Bind(layout, objects);
var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
Assert.Equal(ItemDragAcceptance.Accept,
ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
Assert.Equal(ItemDragAcceptance.Reject,
ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
}
[Fact]
public void ShortcutAlias_isNeutral_andNeverWieldsThroughPaperdoll()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC02u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(
0xC02u, ItemDragSource.ShortcutBar, 2, lists[HeadSlot].Cell);
Assert.Equal(ItemDragAcceptance.None,
ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload));
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(0xC02u)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_wields_optimistically_and_sends_wire()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId)
Assert.Single(wields);
Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
}
[Fact]
public void HandleDropRelease_pendingPickupRejectsWieldWithoutOptimisticMutation()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint pickup = 0x70000D02u;
const uint helm = 0x50000D03u;
SeedPackItem(objects, helm, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var messages = new List<string>();
ItemInteractionController? interaction = null;
var ctrl = Bind(
layout,
objects,
wields,
systemMessages: messages,
configureInteraction: value => interaction = value);
Assert.True(interaction!.TryBeginPendingBackpackPlacement(
pickup,
Player,
0,
out _));
ctrl.HandleDropRelease(
lists[HeadSlot],
lists[HeadSlot].Cell,
new ItemDragPayload(helm, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell));
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(helm)!.CurrentlyEquippedLocation);
Assert.Equal(new[] { ItemInteractionController.InventoryRequestBusyMessage }, messages);
}
[Fact]
public void HandleDropRelease_weaponSlot_delegatesToConfirmedAutoWieldTransaction()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint bow = 0xD11u;
const uint sword = 0xD12u;
SeedEquipped(objects, bow, EquipMask.MissileWeapon);
objects.Get(bow)!.Name = "Shortbow";
SeedPackItem(objects, sword, EquipMask.MeleeWeapon);
objects.Get(sword)!.Name = "Katar";
var wields = new List<(uint item, uint mask)>();
var puts = new List<(uint item, uint container, int placement)>();
var messages = new List<string>();
var ctrl = Bind(
layout,
objects,
wields,
puts: puts,
systemMessages: messages);
var payload = new ItemDragPayload(
sword,
ItemDragSource.Inventory,
0,
lists[WeaponSlot].Cell);
ctrl.HandleDropRelease(lists[WeaponSlot], lists[WeaponSlot].Cell, payload);
Assert.Equal(new[] { (bow, Player, 0) }, puts);
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(sword)!.CurrentlyEquippedLocation);
Assert.Equal(new[] { "Moving Shortbow to your backpack" }, messages);
objects.MoveItem(bow, Player, 0, EquipMask.None);
Assert.Equal(new[] { (sword, (uint)EquipMask.MeleeWeapon) }, wields);
Assert.Equal(EquipMask.MeleeWeapon,
objects.Get(sword)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
}
[Fact]
public void HandleDropRelease_onAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
SeedPackItem(objects, 0xE02u, coatMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE02u, ItemDragSource.Inventory, 0, lists[ChestSlot].Cell);
ctrl.HandleDropRelease(lists[ChestSlot], lists[ChestSlot].Cell, payload);
Assert.Equal((uint)coatMask, wields[0].mask);
Assert.Equal(coatMask, objects.Get(0xE02u)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_onArmorAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask hauberkMask =
EquipMask.ChestArmor
| EquipMask.AbdomenArmor
| EquipMask.UpperArmArmor
| EquipMask.LowerArmArmor;
SeedPackItem(objects, 0xE03u, hauberkMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE03u, ItemDragSource.Inventory, 0, lists[ChestArmorSlot].Cell);
ctrl.HandleDropRelease(lists[ChestArmorSlot], lists[ChestArmorSlot].Cell, payload);
Assert.Equal((uint)hauberkMask, wields[0].mask);
Assert.Equal(hauberkMask, objects.Get(0xE03u)!.CurrentlyEquippedLocation);
}
[Fact]
public void Empty_equip_slot_shows_the_configured_frame() // visible frame so all positions are usable (Slice 1; the doll is Slice 2)
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u);
Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite);
}
[Fact]
public void PerLocation_empty_sprites_override_the_generic_fallback()
{
var (layout, lists) = BuildLayout();
var sprites = new Dictionary<uint, uint>
{
[HeadSlot] = 0x06006D7Fu,
[ChestSlot] = 0x060032C5u,
[ChestArmorSlot] = 0x06006D7Bu,
[ShieldSlot] = 0x06000F6Cu,
[WeaponSlot] = 0x06000F66u,
[FingerLSlot] = 0x06000F5Au,
};
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u, emptySlotSprites: sprites);
foreach (var (element, sprite) in sprites)
Assert.Equal(sprite, lists[element].Cell.EmptySprite);
}
[Fact]
public void Aetheria_slots_default_hidden_without_unlock_property()
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.False(lists[BlueAetheriaSlot].Visible);
Assert.False(lists[YellowAetheriaSlot].Visible);
Assert.False(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Aetheria_slots_follow_independent_player_unlock_bits_at_login()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Red));
Bind(layout, objects);
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.False(lists[YellowAetheriaSlot].Visible);
Assert.True(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Live_aetheria_property_update_unlocks_new_slots()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
Bind(layout, objects);
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Yellow));
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.True(lists[YellowAetheriaSlot].Visible);
Assert.False(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Unlocked_aetheria_slot_populates_its_equipped_sigil()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)AetheriaUnlockState.Blue);
SeedEquipped(objects, 0xA37u, EquipMask.SigilOne);
Bind(layout, objects);
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.Equal(0xA37u, lists[BlueAetheriaSlot].Cell.ItemId);
}
[Fact]
public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects); // slots empty at bind
SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
}
[Fact]
public void Confirmed_unwield_to_side_bag_clears_slot_from_old_wielder_state()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint helm = 0xF03u, sideBag = 0x50000020u;
Bind(layout, objects);
objects.AddOrUpdate(new ClientObject { ObjectId = helm });
Assert.True(objects.ApplyServerMove(
helm,
newContainerId: 0u,
newWielderId: Player,
newEquipLocation: EquipMask.HeadWear));
Assert.Equal(helm, lists[HeadSlot].Cell.ItemId);
Assert.True(objects.ApplyServerMove(
helm,
newContainerId: sideBag,
newWielderId: 0u));
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
}
[Fact]
public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects);
const uint npc = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
});
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
}
}