acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkProductionFrameContextTests.cs
Erik b10ad662b0 feat(render) Campaign FW3.1: production walk world data behind the seam
The retail frame walk's world model now materializes from production
landblock-build owners through the legal IDatReaderWriter seam, with
zero frame wiring (FW3.2 roots the frame):

- WalkCellFactory: WalkCell built in the SAME pass as LoadedCell
  (EnvCellLandblockBuild.BuildVisibilityCell) from the raw portal
  Flags/polygons/planes/stab lists already parsed there; stored as
  LoadedCell.Walk, committed atomically with the cell. The
  fixture-pinned decodes (inverse-0x2 portal side, 0xFFFF->0xFFFFFFFF
  exit widening) live here.
- WalkBuildingFactory + WalkBuildingRegistry: the production
  WalkBuilding build (drawing BSP with PORT nodes, degrade ladder,
  portal sides/stab lists, sort center, model frame) from the SAME
  LandBlockInfo the streaming build already fetches, under the
  factory's existing DAT lock - closing the gap where BuildingLoader
  drops every walk field at load.
- WalkLandscapeAssembler: the retail 51x51 viewer-centred grid
  (mid_radius 25) fed incrementally from landblock publish/retire;
  per-block z-slab (heightTable[max]+200 / [min]-1) computed
  worker-side in LandblockBuildFactory from the heights already in
  hand. O(1) SetViewer on same-block frames.
- WalkProductionFrameContext: the walk's frame contexts over
  CellVisibility + WalkBuildingRegistry with a generic
  inverse-view-projection ray caster (rays feed cross products only -
  scale-free) and the znear=0.1 CY plane.
- Publication: LandblockRenderPublisher owns both walk registries,
  publishing in the same AdvanceCompleteOne step as BuildingRegistry
  and retiring in RemoveBuildingRegistry - same commit, same
  retirement, no new ticket stage.

Conformance: ALL TEN oracle fixtures replay identically through the
PRODUCTION builders (WalkProductionWorldConformanceTests) - same
signatures as the test adapter, first run. Known gap documented for
FW3.2: far-tier landblocks carry no EnvCell transaction, so their
z-slab never reaches the assembler.

Suites: full Release build 0 warnings; Walk lane 186/1 skip;
hermetic 6,738/0 (+24); RuntimeDatAccessArchitectureTests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 13:19:22 +02:00

131 lines
5.6 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>Campaign FW3.1 — hermetic (no DAT) coverage of the production
/// frame context: cell resolution through <see cref="CellVisibility"/>,
/// building resolution through <see cref="WalkBuildingRegistry"/>, and the
/// CyPlane/ray-cast wiring. This proves the SEAM (does the context read the
/// right registries the right way); the ten-fixture conformance gate proves
/// the WORLD DATA those registries are fed is correct.</summary>
public sealed class WalkProductionFrameContextTests
{
private static Matrix4x4 SimpleViewProjection() =>
Matrix4x4.CreateLookAt(Vector3.Zero, Vector3.UnitY, Vector3.UnitZ)
* Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 4f / 3f, 0.1f, 1000f);
[Fact]
public void GetVisible_ResolvesThroughTheCommittedCellVisibilityRegistry()
{
var cellVisibility = new CellVisibility();
var walkCell = new WalkCell { CellId = 0xA9B40100u };
var loaded = new LoadedCell { CellId = 0xA9B40100u, Walk = walkCell };
cellVisibility.CommitLandblock(0xA9B4FFFFu, new[] { loaded });
var ctx = new WalkProductionFrameContext(
cellVisibility, new WalkBuildingRegistry(), Vector3.Zero, Vector3.UnitY,
SimpleViewProjection(), 1024f, 768f);
Assert.Same(walkCell, ctx.GetVisible(0xA9B40100u));
Assert.Null(ctx.GetVisible(0xA9B40101u));
}
[Fact]
public void GetVisible_ReturnsNullWhenTheCommittedCellHasNoWalkModel()
{
// A hand-built LoadedCell that never went through
// EnvCellLandblockBuildBuilder.BuildVisibilityCell (test-only
// shortcut some existing fixtures take) — Walk stays null.
var cellVisibility = new CellVisibility();
var loaded = new LoadedCell { CellId = 0xA9B40100u };
cellVisibility.CommitLandblock(0xA9B4FFFFu, new[] { loaded });
var ctx = new WalkProductionFrameContext(
cellVisibility, new WalkBuildingRegistry(), Vector3.Zero, Vector3.UnitY,
SimpleViewProjection(), 1024f, 768f);
Assert.Null(ctx.GetVisible(0xA9B40100u));
}
[Fact]
public void ObjectToClipAndViewpointIn_UseTheCellsOwnTransforms()
{
var cell = new WalkCell
{
CellId = 1,
WorldTransform = Matrix4x4.CreateTranslation(10f, 0f, 0f),
InverseWorldTransform = Matrix4x4.CreateTranslation(-10f, 0f, 0f),
};
Matrix4x4 vp = SimpleViewProjection();
var ctx = new WalkProductionFrameContext(
new CellVisibility(), new WalkBuildingRegistry(), new Vector3(10f, 0f, 0f), Vector3.UnitY,
vp, 1024f, 768f);
Assert.Equal(cell.WorldTransform * vp, ctx.ObjectToClip(cell));
Assert.Equal(Vector3.Zero, ctx.ViewpointIn(cell));
}
[Fact]
public void ViewpointInBuilding_ResolvesThroughWalkBuildingRegistry()
{
var registry = new WalkBuildingRegistry();
var building = new WalkBuilding { PositionCellId = 1 };
Matrix4x4 world = Matrix4x4.CreateTranslation(5f, 0f, 0f);
Matrix4x4.Invert(world, out Matrix4x4 inverse);
registry.Publish(0xA9B4FFFFu, new[] { new WalkBuildingFactory.Entry(building, world, inverse) });
var ctx = new WalkProductionFrameContext(
new CellVisibility(), registry, new Vector3(5f, 0f, 0f), Vector3.UnitY,
SimpleViewProjection(), 1024f, 768f);
Assert.Equal(Vector3.Zero, ctx.ViewpointInBuilding(building));
}
[Fact]
public void ViewpointInBuilding_ThrowsWhenTheBuildingIsNotCommitted()
{
// Fail loud (the PV3 post-mortem rule): a walk/registry desync must
// never resolve to a silently-skipped building.
var ctx = new WalkProductionFrameContext(
new CellVisibility(), new WalkBuildingRegistry(), Vector3.Zero, Vector3.UnitY,
SimpleViewProjection(), 1024f, 768f);
var unregistered = new WalkBuilding { PositionCellId = 1 };
Assert.Throws<InvalidOperationException>(() => ctx.ViewpointInBuilding(unregistered));
}
[Fact]
public void ViewerDistanceTo_MeasuresToTheBuildingsTransformedSortCenter()
{
var registry = new WalkBuildingRegistry();
var building = new WalkBuilding { PositionCellId = 1, SortCenter = new Vector3(0f, 3f, 0f) };
Matrix4x4 world = Matrix4x4.CreateTranslation(0f, 10f, 0f);
Matrix4x4.Invert(world, out Matrix4x4 inverse);
registry.Publish(0xA9B4FFFFu, new[] { new WalkBuildingFactory.Entry(building, world, inverse) });
var ctx = new WalkProductionFrameContext(
new CellVisibility(), registry, Vector3.Zero, Vector3.UnitY,
SimpleViewProjection(), 1024f, 768f);
Assert.Equal(13f, ctx.ViewerDistanceTo(building));
}
[Fact]
public void CyPlane_MatchesTheRetailNearPlaneFormula()
{
Vector3 forward = Vector3.UnitY;
var eye = new Vector3(0f, 5f, 0f);
var ctx = new WalkProductionFrameContext(
new CellVisibility(), new WalkBuildingRegistry(), eye, forward,
SimpleViewProjection(), 1024f, 768f);
Assert.Equal(forward, ctx.CyPlane.Normal);
Assert.Equal(-Vector3.Dot(eye, forward) - WalkProductionFrameContext.ZNear, ctx.CyPlane.D);
}
[Fact]
public void Constructor_RejectsANonInvertibleViewProjection()
{
Assert.Throws<ArgumentException>(() => new WalkProductionFrameContext(
new CellVisibility(), new WalkBuildingRegistry(), Vector3.Zero, Vector3.UnitY,
default, 1024f, 768f));
}
}