acdream/tests
Erik 003443cd1a feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper
Per Phase A.5 spec §4.6 Change #1: when an LB is invisible AND
animatedEntityIds is non-empty, the inner loop walked every entity
in the LB just to find the few animated ones. At ~10.7K entities
(N1=4) that is wasted iteration cost per frame.

Extracted a pure-CPU internal static WalkEntities helper. When LB
is invisible: iterate animatedEntityIds directly and look each up
in a per-LB AnimatedById dictionary (typically <50 animated vs
~10K total). When LB is visible: walk all entities as before.

GpuWorldState.LandblockEntries now yields an AnimatedById map as a
5th tuple field alongside the AABB tuple. Dictionary is built on
each yield (cheap — ~132 entities/LB max). A caching layer is out
of A.5 scope.

WbDrawDispatcher.Draw signature updated to consume the 5-tuple.
GameWindow.cs call site passes _worldState.LandblockEntries which
now yields the 5-tuple — no change needed there.

8 new tests in WbDrawDispatcherBucketingTests cover T17 Change #1
(invisible LB / animated set / neverCull / null frustum) and
T18 Change #2 guard tests (cached AABB / dirty flag / animated bypass).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:18:02 +02:00
..
AcDream.Core.Net.Tests feat(net): wire 0xF625 ObjDescEvent for live appearance updates 2026-05-06 10:46:14 +02:00
AcDream.Core.Tests feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper 2026-05-10 08:18:02 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders 2026-04-27 06:22:35 +02:00