GameWindow.RemoveLiveEntityByServerGuid now invalidates the entity's cache entry next to the existing _animatedEntities.Remove(). Fires for DeleteObject (0xF747) and the dedup leg of ObjDescEvent (0xF625). Adds test #15 (despawn-respawn under reused id repopulates fresh) per spec section 7.5 — pins the audit's ObjDescEvent-as-despawn-respawn contract. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
209 lines
7.3 KiB
C#
209 lines
7.3 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Meshing;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public class EntityClassificationCacheTests
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{
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[Fact]
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public void TryGet_EmptyCache_ReturnsFalse()
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{
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var cache = new EntityClassificationCache();
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bool found = cache.TryGet(entityId: 42, out var entry);
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Assert.False(found);
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Assert.Null(entry);
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}
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[Fact]
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public void Populate_ThenTryGet_ReturnsBatchesInOrder()
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{
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var cache = new EntityClassificationCache();
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var batches = new[]
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{
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MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAA),
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MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texHandle: 0xBB),
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};
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cache.Populate(entityId: 100, landblockHint: 0xA9B40000u, batches);
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Assert.True(cache.TryGet(100, out var entry));
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Assert.NotNull(entry);
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Assert.Equal(100u, entry!.EntityId);
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Assert.Equal(0xA9B40000u, entry.LandblockHint);
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Assert.Equal(batches, entry.Batches);
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}
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[Fact]
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public void Populate_OverridesExistingEntry()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(100, 0u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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cache.Populate(100, 0u, new[] { MakeCachedBatch(2, 0, 12, 0xCC) });
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Assert.True(cache.TryGet(100, out var entry));
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Assert.NotNull(entry);
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Assert.Single(entry!.Batches);
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Assert.Equal(0xCCu, entry.Batches[0].BindlessTextureHandle);
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}
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[Fact]
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public void Count_TracksLiveEntries()
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{
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var cache = new EntityClassificationCache();
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Assert.Equal(0, cache.Count);
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cache.Populate(1, 0u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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Assert.Equal(1, cache.Count);
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cache.Populate(2, 0u, new[] { MakeCachedBatch(2, 0, 6, 0xAA) });
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Assert.Equal(2, cache.Count);
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// Re-populate same id — should not double-count.
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cache.Populate(1, 0u, new[] { MakeCachedBatch(3, 0, 6, 0xBB) });
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Assert.Equal(2, cache.Count);
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}
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[Fact]
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public void Populate_WithEmptyBatches_StoresEmptyEntry()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(entityId: 7, landblockHint: 0u, System.Array.Empty<CachedBatch>());
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Assert.True(cache.TryGet(7, out var entry));
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Assert.NotNull(entry);
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Assert.Empty(entry!.Batches);
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}
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[Fact]
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public void Populate_SetupMultiPart_StoresFlatBatchPerSubPart()
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{
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// Synthetic Setup with 3 subParts × 2 batches each = 6 flat entries.
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// This pins the spec §3 Q4 decision: pre-flatten Setup multi-parts at
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// populate time so the per-frame hot path is branchless.
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var cache = new EntityClassificationCache();
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var batches = new CachedBatch[6];
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for (int subPart = 0; subPart < 3; subPart++)
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for (int b = 0; b < 2; b++)
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{
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batches[subPart * 2 + b] = MakeCachedBatch(
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ibo: (uint)(subPart + 1),
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firstIndex: (uint)(b * 6),
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indexCount: 6,
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texHandle: (ulong)(0x100 + subPart * 2 + b));
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}
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cache.Populate(99, 0u, batches);
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Assert.True(cache.TryGet(99, out var entry));
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Assert.NotNull(entry);
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Assert.Equal(6, entry!.Batches.Length);
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Assert.Equal(0x100u, entry.Batches[0].BindlessTextureHandle);
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Assert.Equal(0x105u, entry.Batches[5].BindlessTextureHandle);
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}
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[Fact]
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public void InvalidateEntity_RemovesEntry()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(100, 0u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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Assert.True(cache.TryGet(100, out _));
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cache.InvalidateEntity(100);
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Assert.False(cache.TryGet(100, out var entry));
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Assert.Null(entry);
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Assert.Equal(0, cache.Count);
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}
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[Fact]
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public void InvalidateEntity_OnMissingId_NoThrow()
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{
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var cache = new EntityClassificationCache();
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var ex = Record.Exception(() => cache.InvalidateEntity(99999));
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Assert.Null(ex);
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Assert.Equal(0, cache.Count);
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}
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[Fact]
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public void InvalidateLandblock_RemovesAllMatchingEntries()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(1, 0xA9B40000u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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cache.Populate(2, 0xA9B40000u, new[] { MakeCachedBatch(2, 0, 6, 0xBB) });
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cache.Populate(3, 0xA9B40000u, new[] { MakeCachedBatch(3, 0, 6, 0xCC) });
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Assert.Equal(3, cache.Count);
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cache.InvalidateLandblock(0xA9B40000u);
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Assert.Equal(0, cache.Count);
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Assert.False(cache.TryGet(1, out _));
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Assert.False(cache.TryGet(2, out _));
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Assert.False(cache.TryGet(3, out _));
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}
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[Fact]
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public void InvalidateLandblock_LeavesNonMatchingEntries()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(1, 0xA9B40000u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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cache.Populate(2, 0xA9B50000u, new[] { MakeCachedBatch(2, 0, 6, 0xBB) });
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cache.Populate(3, 0xA9B40000u, new[] { MakeCachedBatch(3, 0, 6, 0xCC) });
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cache.InvalidateLandblock(0xA9B40000u);
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Assert.Equal(1, cache.Count);
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Assert.False(cache.TryGet(1, out _));
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Assert.True(cache.TryGet(2, out var keep));
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Assert.NotNull(keep);
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Assert.Equal(0xA9B50000u, keep!.LandblockHint);
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Assert.False(cache.TryGet(3, out _));
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}
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[Fact]
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public void InvalidateLandblock_OnMissingLb_NoThrow()
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{
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var cache = new EntityClassificationCache();
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cache.Populate(1, 0xA9B40000u, new[] { MakeCachedBatch(1, 0, 6, 0xAA) });
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var ex = Record.Exception(() => cache.InvalidateLandblock(0xDEADBEEFu));
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Assert.Null(ex);
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Assert.Equal(1, cache.Count);
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}
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[Fact]
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public void DespawnRespawn_UnderReusedId_RepopulatesFresh()
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{
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// Pins the audit's ObjDescEvent contract (audit section 1):
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// ObjDescEvent is despawn + respawn (with a NEW local entity.Id),
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// never an in-place mutation. Even when an id IS reused
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// (theoretical — _liveEntityIdCounter is monotonic in practice),
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// the cache must serve fresh data after invalidation.
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var cache = new EntityClassificationCache();
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var batchesV1 = new[] { MakeCachedBatch(1, 0, 6, 0xAA) };
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var batchesV2 = new[] { MakeCachedBatch(2, 6, 12, 0xCC) };
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cache.Populate(100, 0xA9B40000u, batchesV1);
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cache.InvalidateEntity(100);
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cache.Populate(100, 0xA9B40000u, batchesV2);
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Assert.True(cache.TryGet(100, out var entry));
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Assert.NotNull(entry);
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Assert.Equal(batchesV2, entry!.Batches);
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Assert.Equal(0xCCu, entry.Batches[0].BindlessTextureHandle);
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}
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private static CachedBatch MakeCachedBatch(
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uint ibo, uint firstIndex, int indexCount, ulong texHandle)
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{
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var key = new GroupKey(
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Ibo: ibo,
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FirstIndex: firstIndex,
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BaseVertex: 0,
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IndexCount: indexCount,
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BindlessTextureHandle: texHandle,
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TextureLayer: 0,
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Translucency: TranslucencyKind.Opaque);
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return new CachedBatch(key, texHandle, Matrix4x4.Identity);
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}
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}
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