LandblockLoader.BuildEntitiesFromInfo restarted nextId at 1 per landblock, producing colliding entity.Id values across landblocks. EntityClassificationCache keys by entity.Id alone, so cross-LB collisions caused cache pollution: multiple stabs sharing id=1 -> cache entry for id=1 ended up with the CONCATENATION of multiple entities' batches -> buildings rendered up in the air with wrong textures (visual gate observation 2026-05-10). Audit at docs/research/2026-05-10-tier1-mutation-audit.md did not verify entity.Id uniqueness - that was an unchecked assumption. Cache design trusted entity.Id was globally unique; for stabs it wasn't. Fix: optional landblockId parameter on BuildEntitiesFromInfo. When non-zero, stab Ids are namespaced as 0xC0XXYY00 + nextId, matching the scenery (0x80XXYY00) and interior (0x40XXYY00) namespacing already in GameWindow.cs. The 0xC0 top byte distinguishes stabs from those. Existing tests pass landblockId=0 and keep their legacy starting-from-1 behavior. Known latent: if any one landblock has >256 stabs, nextId overflows the low byte. Same pattern + same limitation as scenery/interior. Out of scope for the immediate Tier 1 cache bug; not affecting current Holtburg play. Adds 2 regression tests pinning the namespacing + the legacy fallback. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
165 lines
5.5 KiB
C#
165 lines
5.5 KiB
C#
using System.Numerics;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.World;
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public class LandblockLoaderTests
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{
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private static LandBlock BuildFlatLandBlock()
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{
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var block = new LandBlock
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{
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HasObjects = true,
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Terrain = new TerrainInfo[81],
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Height = new byte[81],
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};
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for (int i = 0; i < 81; i++)
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{
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block.Terrain[i] = (ushort)0;
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block.Height[i] = 0;
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}
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return block;
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}
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[Fact]
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public void BuildEntitiesFromInfo_StabsAndBuildings_AreMappedToEntities()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x01000042u, // GfxObj id
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Frame = new Frame
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{
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Origin = new Vector3(10, 20, 5),
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Orientation = Quaternion.Identity,
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},
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},
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new Stab
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{
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Id = 0x02000099u, // Setup id
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Frame = new Frame
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{
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Origin = new Vector3(30, 40, 10),
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Orientation = Quaternion.Identity,
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},
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},
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},
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x020000AAu, // Setup for a building
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Frame = new Frame
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{
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Origin = new Vector3(50, 60, 0),
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Orientation = Quaternion.Identity,
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Equal(3, entities.Count);
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x01000042u && e.Position == new Vector3(10, 20, 5));
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x02000099u && e.Position == new Vector3(30, 40, 10));
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x020000AAu && e.Position == new Vector3(50, 60, 0));
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}
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[Fact]
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public void BuildEntitiesFromInfo_AssignsMonotonicIds()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x01000002u, Frame = new Frame() },
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new Stab { Id = 0x01000003u, Frame = new Frame() },
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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var ids = entities.Select(e => e.Id).OrderBy(i => i).ToArray();
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Assert.Equal(3, ids.Distinct().Count()); // all unique
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}
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[Fact]
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public void BuildEntitiesFromInfo_UnsupportedIdType_IsSkipped()
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{
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// 0x03xxxxxx is neither GfxObj (0x01) nor Setup (0x02).
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x03000002u, Frame = new Frame() }, // skipped
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new Stab { Id = 0x02000003u, Frame = new Frame() },
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Equal(2, entities.Count);
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Assert.DoesNotContain(entities, e => e.SourceGfxObjOrSetupId == 0x03000002u);
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}
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[Fact]
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public void BuildEntitiesFromInfo_Empty_ReturnsEmpty()
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{
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var entities = LandblockLoader.BuildEntitiesFromInfo(new LandBlockInfo());
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Assert.Empty(entities);
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}
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[Fact]
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public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
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{
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// Regression: cross-LB stab Id collision was the cause of visual
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// glitches in Tier 1 cache (commit <THIS_COMMIT>) — buildings rendered
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// up in the air with wrong textures because cache was keyed by
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// entity.Id and stab Ids restarted at 1 per landblock.
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x01000002u, Frame = new Frame() },
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},
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};
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var entitiesLbA = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B40000u);
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var entitiesLbB = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B50000u);
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// No two entities across LB A and LB B share the same Id.
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var idsA = entitiesLbA.Select(e => e.Id).ToArray();
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var idsB = entitiesLbB.Select(e => e.Id).ToArray();
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Assert.Empty(idsA.Intersect(idsB));
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// The namespace top byte is 0xC0 for stabs (distinct from 0x80 scenery,
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// 0x40 interior, low-range live entities).
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Assert.All(idsA, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
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Assert.All(idsB, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
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}
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[Fact]
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public void BuildEntitiesFromInfo_LegacyZeroLandblockId_StartsAtOne()
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{
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// Backward compat: existing callers (tests pre-fix) call without a
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// landblockId and get the legacy "starts at 1" behavior.
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var info = new LandBlockInfo
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{
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Objects = { new Stab { Id = 0x01000001u, Frame = new Frame() } },
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Single(entities);
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Assert.Equal(1u, entities[0].Id);
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}
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}
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