acdream/tests/AcDream.App.Tests/Rendering/LiveAppearanceAnimationTests.cs
Erik 69a2ca0c6d refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00

205 lines
7.3 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Physics;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.Rendering;
public sealed class LiveAppearanceAnimationTests
{
[Fact]
public void Capture_UsesCanonicalRecordEntityAndAnimationOwner()
{
const uint guid = 0x70000002u;
var runtime = new AcDream.App.World.LiveEntityRuntime(
new AcDream.App.Streaming.GpuWorldState(),
new AcDream.App.World.DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
var record = runtime.RegisterLiveEntity(new AcDream.Core.Net.WorldSession.EntitySpawn(
guid,
Position: null,
SetupTableId: null,
AnimPartChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.AnimPartChange>(),
TextureChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.TextureChange>(),
SubPalettes: Array.Empty<AcDream.Core.Net.Messages.CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: null,
Name: "appearance fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: 1)).Record!;
WorldEntity entity = Entity(0x70000002u, 0x01000001u);
var state = new LiveEntityAnimationState
{
Entity = entity,
Setup = new Setup(),
Animation = new Animation(),
LowFrame = 0,
HighFrame = 0,
Framerate = 0f,
Scale = 1f,
PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
PartAvailability = Array.Empty<bool>(),
};
record.WorldEntity = entity;
record.AnimationRuntime = state;
LiveEntityAppearanceUpdateState captured = Assert.IsType<LiveEntityAppearanceUpdateState>(
LiveEntityAppearanceBinding.Capture(runtime, guid));
Assert.Same(entity, captured.Entity);
Assert.Same(state, captured.Animation);
}
[Fact]
public void RebindAppearance_PreservesEntitySequencerAndPlaybackState()
{
var setup = new Setup();
var animation = new Animation();
var sequencer = new AnimationSequencer(setup, new MotionTable(), new NullLoader());
var oldEntity = Entity(0x70000001u, 0x01000001u);
var state = new LiveEntityAnimationState
{
Entity = oldEntity,
Setup = setup,
Animation = animation,
LowFrame = 2,
HighFrame = 9,
Framerate = 30f,
Scale = 1f,
PartTemplate = [new LiveAnimationPartTemplate(0x01000001u, null, true)],
PartAvailability = [true],
CurrFrame = 6.5f,
Sequencer = sequencer,
};
IReadOnlyList<MeshRef> dressedParts =
[
new MeshRef(0x01000002u, Matrix4x4.Identity),
new MeshRef(0x01000003u, Matrix4x4.CreateTranslation(1f, 2f, 3f)),
];
oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
LiveEntityAppearanceBinding.RebindAnimation(
state,
oldEntity,
setup,
1.25f,
[
new LiveAnimationPartTemplate(0x01000002u, null, true),
new LiveAnimationPartTemplate(0x01000003u, null, true),
],
[true, true]);
Assert.Same(oldEntity, state.Entity);
Assert.Same(dressedParts, state.Entity.MeshRefs);
Assert.Same(sequencer, state.Sequencer);
Assert.Equal(6.5f, state.CurrFrame);
Assert.Equal((2, 9, 30f), (state.LowFrame, state.HighFrame, state.Framerate));
Assert.Equal(1.25f, state.Scale);
Assert.Equal(new[] { 0x01000002u, 0x01000003u },
state.PartTemplate.Select(part => part.GfxObjId));
}
[Fact]
public void CollisionCommit_DelayedOldIncarnationCannotMutateGuidReplacement()
{
const uint guid = 0x70000010u;
const uint cell = 0x01010001u;
var spatial = new GpuWorldState();
spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
var runtime = new LiveEntityRuntime(
spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
WorldSession.EntitySpawn first = Spawn(guid, cell, instance: 1);
runtime.RegisterLiveEntity(first);
WorldEntity oldEntity = runtime.MaterializeLiveEntity(
guid,
cell,
id => new WorldEntity
{
Id = id,
ServerGuid = guid,
SourceGfxObjOrSetupId = 0x02000010u,
Position = Vector3.One,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = cell,
})!;
var registry = new ShadowObjectRegistry();
registry.Register(
oldEntity.Id,
0x01000010u,
oldEntity.Position,
oldEntity.Rotation,
radius: 0.5f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: cell,
seedCellId: cell,
isStatic: false);
var builder = new LiveEntityCollisionBuilder(
_ => false,
_ => null,
new LiveEntityDefaultPoseResolver(
_ => null,
new NullLoader(),
dumpMotion: false));
LiveEntityAppearanceCollisionUpdate update =
Assert.IsType<LiveEntityAppearanceCollisionUpdate>(
LiveEntityAppearanceBinding.PrepareCollision(
runtime,
builder,
oldEntity,
new Setup(),
Array.Empty<uint>(),
first,
Vector3.Zero));
runtime.RegisterLiveEntity(Spawn(guid, cell, instance: 2));
Assert.False(LiveEntityAppearanceBinding.CommitCollision(
runtime,
registry,
update));
Assert.Equal(1, registry.RetainedRegistrationCount);
}
private static WorldSession.EntitySpawn Spawn(uint guid, uint cell, ushort instance) => new(
guid,
new CreateObject.ServerPosition(cell, 1f, 1f, 1f, 1f, 0f, 0f, 0f),
0x02000010u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: 1f,
Name: "appearance collision fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: instance);
private static WorldEntity Entity(uint id, uint gfxObjId) => new()
{
Id = id,
ServerGuid = 0x50000001u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = [new MeshRef(gfxObjId, Matrix4x4.Identity)],
};
private sealed class NullLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}