Delete the callerless portal-BFS research graph and spent renderer probe families while retaining the production RetailFrameWalk path, terrain diagnostics, membership invariant, and walk transcript. Mutation evidence (all restored): 1. Restored PortalVisibilityBuilder type -> AppAssembly_ContainsNoSupersededPortalGraphTypes first failed Assert.Empty with AcDream.App.Rendering.PortalVisibilityBuilder. 2. Restored ACDREAM_PROBE_FACILITY_STAIRS -> ProductionSource_ContainsNoDeletedRendererProbe_AndRetainsWalkTranscriptProof first failed Assert.Empty on RenderingDiagnostics.cs. 3. Added a second RetailFrameWalk field -> WalkFrameOwners_AreUnique first failed Assert.Single with _frameWalk and _mutatedSecondFrameWalk. 4. Added OrderBy to OrderedStream -> OrderedWalkStream_HasNoCrossStreamReorder first failed Assert.DoesNotContain on OrderBy(. 5. Added IDatReaderWriter parameter -> FrameTimeWalkOwners_HaveNoRawDatDependency first failed Assert.Empty on RetailFrameWalk.MutatedRawDatParameter.
631 lines
32 KiB
C#
631 lines
32 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Reflection;
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using System.Reflection.Emit;
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using AcDream.App.Composition;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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using AcDream.App.Rendering.Sky;
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using AcDream.App.Rendering.Walk;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Tests.Architecture;
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using AcDream.App.Tests.Rendering.Gpu;
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namespace AcDream.App.Tests.Rendering;
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public sealed class RetailPViewPassExecutorTests
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{
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[Fact]
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public void Extracted_contracts_retain_no_window_callbacks_or_visibility_owner()
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{
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Assert.DoesNotContain(
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typeof(RetailPViewFrameInput).GetProperties(),
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property => typeof(Delegate).IsAssignableFrom(property.PropertyType));
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FieldInfo[] fields = typeof(RetailPViewPassExecutor).GetFields(
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BindingFlags.Instance | BindingFlags.NonPublic);
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Assert.DoesNotContain(fields, field => field.FieldType == typeof(GameWindow));
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Assert.DoesNotContain(fields, field => field.FieldType == typeof(CellVisibility));
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Assert.DoesNotContain(fields, field => field.FieldType == typeof(RetailPViewFrameInput));
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Assert.DoesNotContain(fields, field => field.FieldType == typeof(RetailPViewFrameResult));
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Assert.DoesNotContain(fields, field => field.FieldType == typeof(ClipFrameAssembly));
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Assert.DoesNotContain(
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fields,
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field => typeof(Delegate).IsAssignableFrom(field.FieldType));
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}
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[Fact]
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public void Concrete_executor_accumulates_walk_terrain_batch_timing()
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{
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// S3 chunk 3 fix round 1 (F3): the walk leaf no longer brackets
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// itself with Begin()/Complete() (that stopwatch-restart pair would
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// push one timing SAMPLE per batch, not one per frame) — it times
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// itself with a raw Stopwatch.GetTimestamp() delta and hands the
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// elapsed ticks to AccumulateWalkBatch, which only accumulates.
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MethodInfo landscape = typeof(RetailPViewPassExecutor).GetMethod(
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"DrawWalkLandCellBatch",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> landscapeCalls = CompiledCallGraph.Read(landscape);
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int terrainDraw = RequiredCallIndex(
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landscapeCalls,
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typeof(TerrainModernRenderer),
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nameof(TerrainModernRenderer.DrawLandCells));
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int accumulate = RequiredCallIndex(
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landscapeCalls,
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typeof(TerrainDrawDiagnosticsController),
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nameof(TerrainDrawDiagnosticsController.AccumulateWalkBatch));
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Assert.True(terrainDraw < accumulate);
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Assert.DoesNotContain(
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landscapeCalls,
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call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
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&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Begin));
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Assert.DoesNotContain(
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landscapeCalls,
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call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
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&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Complete));
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}
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[Fact]
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public void Concrete_executor_pushes_the_walk_terrain_frame_sample_at_replay_end()
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{
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// S3 chunk 3 fix round 1 (F3): DrawWalkDrivenStatics is the ONE call
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// site of driver.Replay in production — CompleteWalkTerrainFrame
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// must run immediately after it, so the frame's sample is pushed
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// exactly once, at "the end of the walk replay".
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MethodInfo drawWalkDrivenStatics = typeof(RetailPViewRenderer).GetMethod(
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"DrawWalkDrivenStatics",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(drawWalkDrivenStatics);
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int replay = RequiredCallIndex(
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calls,
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typeof(AcDream.App.Rendering.Walk.WalkFrameDriver),
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nameof(AcDream.App.Rendering.Walk.WalkFrameDriver.Replay));
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int completeWalkFrame = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.CompleteWalkTerrainFrame));
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Assert.True(replay < completeWalkFrame);
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}
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[Fact]
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public void Frame_composition_constructs_one_walk_executor()
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{
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MethodInfo compose = typeof(FrameRootCompositionPhase).GetMethod(
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"ComposeCore",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(compose);
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int executor = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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".ctor");
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int renderer = RequiredCallIndex(
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calls,
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typeof(WorldScenePViewRenderer),
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".ctor");
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Assert.True(executor < renderer);
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Assert.Single(
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calls,
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call => call.Target.DeclaringType == typeof(RetailPViewPassExecutor)
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&& call.Target.Name == ".ctor");
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Assert.Single(
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calls,
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call => call.Target.DeclaringType == typeof(WorldScenePViewRenderer)
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&& call.Target.Name == ".ctor");
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}
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/// <summary>
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/// S3 chunk 1 fix round 2 (§11.6 H1): the weather MESH draw + its OC
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/// print moved OUT of <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/>
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/// entirely — S3 chunk 4 (O3) relocated the print to
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/// <c>WalkFrameDriver.OnWeatherTurn</c>, fired at Collect time by
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/// <c>RetailFrameWalk.DrawLandscape</c> (see the real transcript pins in
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/// <c>WalkFrameDriverTranscriptTests</c>: <c>Collect_OutdoorRoot_...</c>
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/// and <c>Collect_InteriorRoot_...</c>). This method now draws the
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/// weather MESH and the rain PARTICLES only — the former per-outside-
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/// view-slice loop that used to run before this call (the walk's own
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/// screen-space terrain-clip writer + its per-frame clip-routing reset
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/// call + the old <c>DrawLandscapeSliceLate</c> leaf) is deleted outright (§10.2): retail
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/// draws the weather mesh and its
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/// rain particles ONCE, unclipped, never once per doorway aperture.
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/// MUTATION: re-inlining a
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/// <c>WalkTranscriptDump.PrintObjectCellTurn</c> call back into this
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/// method makes the <c>Assert.DoesNotContain</c> below fail; deleting
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/// either the mesh or the particle call makes the matching
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/// <c>Assert.Single</c> fail (zero matches instead of one).
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/// </summary>
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[Fact]
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public void DrawWeatherOnce_DrawsTheWeatherMeshAndParticlesButNeverPrints()
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{
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MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod(
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nameof(RetailPViewPassExecutor.DrawWeatherOnce),
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BindingFlags.Instance | BindingFlags.Public)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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Assert.Single(
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calls,
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call => call.Target.DeclaringType == typeof(SkyRenderer)
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&& call.Target.Name == nameof(SkyRenderer.RenderWeather));
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Assert.Single(
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calls,
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call => call.Target.DeclaringType == typeof(ParticleRenderer)
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&& call.Target.Name == nameof(ParticleRenderer.Draw));
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Assert.DoesNotContain(
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calls,
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call => call.Target.DeclaringType == typeof(WalkTranscriptDump));
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}
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/// <summary>
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/// S4-c2 fix round 2 (M6): supplemental structure pin linking the real
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/// cell submitter to the retained-batch scan and the functional production
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/// dispatcher proved by <c>EnvCellAlphaDrawSourceTests</c>. The per-subset
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/// <see cref="RetailAlphaMeshRouter"/> calls now correctly live inside
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/// <see cref="EnvCellRenderer.GetTransparentRoutes"/> (one call per real
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/// retained batch), not here once per whole cell. Mutation check: bypassing
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/// that scan for a hand-coded cell-wide mask removes the required call and
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/// fails before the dispatch-order assertion.
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/// </summary>
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[Fact]
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public void SubmitOrDrawTransparentCellShell_ScansRetainedBatchesBeforeProductionDispatch()
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{
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MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod(
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"SubmitOrDrawTransparentCellShell",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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int detailProbe = RequiredCallIndex(
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calls, typeof(EnvCellRenderer), "get_TransparentDetailEnabled");
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int scan = RequiredCallIndex(
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calls, typeof(EnvCellRenderer), nameof(EnvCellRenderer.GetTransparentRoutes));
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int dispatch = RequiredCallIndex(
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calls, typeof(RetailPViewPassExecutor), nameof(RetailPViewPassExecutor.DispatchTransparentCellShell));
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Assert.True(detailProbe < scan);
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Assert.True(scan < dispatch);
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}
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/// <summary>
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/// S3 chunk 4 (§10.2): the former per-outside-view-slice loop
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/// (the walk's own screen-space terrain-clip writer + its per-frame
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/// clip-routing reset call + the old <c>DrawLandscapeSliceLate</c> leaf,
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/// one call per active landscape view) is deleted — <c>DrawLandscapeDynamicsPhase</c> now calls
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/// <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/> exactly once,
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/// conditional on <see cref="AcDream.App.Rendering.Walk.WalkFrameDriver.WeatherTurnFired"/>
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/// (see <see cref="DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired"/>
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/// — the L1 pin), with no loop of any kind around it. This
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/// <c>Assert.Single</c> alone proved insufficient at fix round 1 (K1):
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/// it counts DISTINCT call-site offsets, so it stays green even with a
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/// <c>foreach</c> wrapped around the one call site (the exact round-1
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/// regression this file's review caught) — see
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/// <see cref="DrawLandscapeDynamicsPhase_DrawWeatherOnceCallSiteHasNoEnclosingBackwardBranch"/>
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/// for the pin that actually rules that out. Kept as a cheap first-line
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/// check: MUTATION: adding a second, textually distinct call site (e.g.
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/// a duplicated call, not a loop) makes <c>Assert.Single</c> fail.
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/// </summary>
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[Fact]
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public void DrawLandscapeDynamicsPhase_CallsDrawWeatherOnceExactlyOnce()
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{
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MethodInfo method = typeof(RetailPViewRenderer).GetMethod(
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"DrawLandscapeDynamicsPhase",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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Assert.Single(
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calls,
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call => call.Target.DeclaringType == typeof(RetailPViewPassExecutor)
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&& call.Target.Name == nameof(RetailPViewPassExecutor.DrawWeatherOnce));
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}
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/// <summary>
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/// S3 chunk 4 fix round 1 (K1, blocking): the real loop-shape pin.
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/// <see cref="DrawLandscapeDynamicsPhase_CallsDrawWeatherOnceExactlyOnce"/>'s
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/// <c>Assert.Single</c> over call-site offsets still passes when the ONE
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/// call site sits inside a <c>foreach</c> — an IL-offset ORDER pin has
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/// now failed three times to be discriminating for this exact class of
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/// regression, so this asks the LOOP-SHAPE question directly: does any
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/// BACKWARD branch (a branch whose target offset is lower than its own
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/// offset — the shape every C# loop compiles to, whether
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/// <c>for</c>/<c>foreach</c>/<c>while</c>) enclose the
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/// <c>DrawWeatherOnce</c> call's own IL offset? A call sitting strictly
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/// between a backward branch's target and its own offset is inside that
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/// loop's body and can run more than once per method invocation; a call
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/// outside every backward branch's span cannot. MUTATION: wrap the call
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/// in <c>foreach (var slice in clipAssembly.OutsideViewSlices)</c> —
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/// the compiled <c>foreach</c> emits a backward branch (the
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/// condition-check jump back to the loop body) whose span now contains
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/// the call's offset, so this test fails; restore the single
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/// unconditional call to make it pass again. Note for reviewers (added
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/// at S3 landing hygiene, H4, matching <see cref="DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch"/>'s
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/// own note): <see cref="CompiledCallGraph.ReadBranches"/> reads only
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/// <c>br</c>/<c>brtrue</c>/<c>brfalse</c>-family single-target branches —
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/// it does not decode a compiled <c>switch</c> jump table, but no C# loop
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/// construct (<c>for</c>/<c>foreach</c>/<c>while</c>/<c>do</c>) ever
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/// compiles to one, so this pin's blind spot is not a loop shape it
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/// could miss.
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/// </summary>
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[Fact]
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public void DrawLandscapeDynamicsPhase_DrawWeatherOnceCallSiteHasNoEnclosingBackwardBranch()
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{
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MethodInfo method = typeof(RetailPViewRenderer).GetMethod(
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"DrawLandscapeDynamicsPhase",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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int callIndex = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.DrawWeatherOnce));
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int callOffset = calls[callIndex].Offset;
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IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
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Assert.DoesNotContain(
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branches,
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branch => branch.TargetOffset < branch.Offset
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&& branch.TargetOffset <= callOffset
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&& callOffset < branch.Offset);
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}
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/// <summary>
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/// S3 chunk 4 fix round 2 (L1, BLOCKING). Round 1's three-lens review
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/// found that neither existing pin above actually looks at the
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/// production CONDITION gating <c>DrawWeatherOnce</c>: restoring the
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/// pre-fix gate <c>if (clipAssembly.OutsideViewSlices.Length != 0)</c> —
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/// the exact regression K2 was supposed to close — leaves both green,
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/// because both only ask "is the call site shaped correctly", never
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/// "does the call site read <c>WalkFrameDriver.WeatherTurnFired</c>".
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/// This pin reads the compiled condition directly: with <c>c</c> the
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/// index of the <c>DrawWeatherOnce</c> call, (a) <c>calls[c-1]</c> must
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/// be the <c>WeatherTurnFired</c> getter — the LAST call before the draw
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/// — and (b) exactly one branch must sit strictly between that getter
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/// call and the draw call, be a <c>brfalse</c>/<c>brfalse.s</c>, and
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/// jump FORWARD past the draw call — the compiled shape of
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/// <c>if (walkDriver.WeatherTurnFired) passes.DrawWeatherOnce(ctx);</c>
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/// and nothing else (an inverted test, an unconditional call, or a
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/// different condition entirely all fail one of the two checks).
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/// MUTATION M1 (restores the pre-fix regression): change the gate back
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/// to <c>if (clipAssembly.OutsideViewSlices.Length != 0)</c> — check (a)
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/// fails because <c>calls[c-1]</c> is no longer the
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/// <c>WeatherTurnFired</c> getter. MUTATION M2 (drops the gate
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/// entirely): make the call unconditional — check (b) fails because no
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/// branch sits between the getter call and the draw call (in fact the
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/// getter call itself disappears with the gate, so check (a) fails
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/// first). MUTATION M3 (inverts the condition): change the gate to
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/// <c>if (!walkDriver.WeatherTurnFired)</c> — <c>calls[c-1]</c> is still
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/// the getter (check (a) passes), but the compiler emits a
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/// <c>brtrue</c>/<c>brtrue.s</c> to skip the draw instead of a
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/// <c>brfalse</c>/<c>brfalse.s</c>, so check (b)'s opcode filter finds
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/// nothing and <c>Assert.Single</c> fails on zero matches.
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/// </summary>
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[Fact]
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public void DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired()
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{
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MethodInfo method = typeof(RetailPViewRenderer).GetMethod(
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"DrawLandscapeDynamicsPhase",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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int callIndex = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.DrawWeatherOnce));
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Assert.True(callIndex > 0, "Expected a call before DrawWeatherOnce — the gate condition.");
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CompiledCall condition = calls[callIndex - 1];
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Assert.Equal(typeof(AcDream.App.Rendering.Walk.WalkFrameDriver), condition.Target.DeclaringType);
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Assert.Equal("get_WeatherTurnFired", condition.Target.Name);
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int conditionOffset = condition.Offset;
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int drawOffset = calls[callIndex].Offset;
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IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
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Assert.Single(
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branches,
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branch => branch.Offset > conditionOffset
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&& branch.Offset < drawOffset
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&& (branch.OpCode == OpCodes.Brfalse || branch.OpCode == OpCodes.Brfalse_S)
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&& branch.TargetOffset > drawOffset);
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}
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/// <summary>
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/// S3 landing hygiene (H5): strengthens the L1 pin above against a
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/// conjoined gate the post-hoc three-lens review found it does not
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/// reject. L1's check (b) only looks at branches STRICTLY BETWEEN the
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/// <c>WeatherTurnFired</c> getter call and the <c>DrawWeatherOnce</c>
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/// call — so <c>if (clipAssembly.OutsideViewSlices.Length != 0 &&
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/// walkDriver.WeatherTurnFired) passes.DrawWeatherOnce(ctx);</c> still
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/// passes it: the compiler evaluates <c>OutsideViewSlices.Length != 0</c>
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/// FIRST, so ITS OWN <c>brfalse</c> lands BEFORE the getter call's
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/// offset — outside L1's window — while <c>calls[c-1]</c> is still the
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/// getter (the added condition reads <c>OutsideViewSlices</c>, a
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/// property getter, then <c>.Length</c>, a non-call <c>ldlen</c>, so no
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/// OTHER call intervenes before the getter). This pin widens the window
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/// to start at the call immediately before the whole gate —
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/// <see cref="RetailPViewPassExecutor.DrawUnattachedSceneParticles"/>,
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/// the outdoor-emitters call the method's own comment names as the last
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/// call before the gate — and counts EVERY branch in that wider window
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/// with <c>Assert.Single</c>: production has exactly one, the forward
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/// <c>brfalse</c>/<c>brfalse.s</c> right after the getter. A conjoined
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/// gate's extra, earlier condition adds a second branch this wider
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/// window catches but L1's narrower one cannot.
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/// MUTATION: change the gate to <c>if
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/// (clipAssembly.OutsideViewSlices.Length != 0 &&
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/// walkDriver.WeatherTurnFired)</c> — the branch count in the window
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/// goes from 1 to 2 and <c>Assert.Single</c> fails (see the commit body
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/// for the exact recorded failure text).
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/// </summary>
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[Fact]
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public void DrawLandscapeDynamicsPhase_ExactlyOneBranchGuardsDrawWeatherOnce()
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{
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MethodInfo method = typeof(RetailPViewRenderer).GetMethod(
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"DrawLandscapeDynamicsPhase",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
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int particlesIndex = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.DrawUnattachedSceneParticles));
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int drawIndex = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.DrawWeatherOnce));
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int particlesOffset = calls[particlesIndex].Offset;
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int drawOffset = calls[drawIndex].Offset;
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IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
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CompiledBranch onlyGuard = Assert.Single(
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branches,
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branch => branch.Offset > particlesOffset && branch.Offset < drawOffset);
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Assert.True(
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onlyGuard.OpCode == OpCodes.Brfalse || onlyGuard.OpCode == OpCodes.Brfalse_S,
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$"Expected the sole branch between DrawUnattachedSceneParticles and "
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+ $"DrawWeatherOnce to be a brfalse, was {onlyGuard.OpCode}.");
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Assert.True(
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|
onlyGuard.TargetOffset > drawOffset,
|
|
"Expected the guard branch to skip forward past DrawWeatherOnce.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// S3 chunk 4 fix round 2 (L8): the identical loop-shape question K1
|
|
/// asked of <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/>'s call
|
|
/// site, applied to <see cref="RetailPViewPassExecutor.DrawWalkSky"/>'s
|
|
/// own <see cref="SkyRenderer.RenderSky"/> call — retail draws the sky
|
|
/// dome exactly once per frame too (K4's own doc comment on
|
|
/// <c>DrawWalkSky</c>), so nothing may wrap this call in a loop either.
|
|
/// Note for reviewers: <see cref="CompiledCallGraph.ReadBranches"/> reads
|
|
/// only <c>br</c>/<c>brtrue</c>/<c>brfalse</c>-family single-target
|
|
/// branches — it does not decode a compiled <c>switch</c> jump table,
|
|
/// but no C# loop construct (<c>for</c>/<c>foreach</c>/<c>while</c>/
|
|
/// <c>do</c>) ever compiles to one, so this pin's blind spot is not a
|
|
/// loop shape it could miss. MUTATION: wrapping the call in
|
|
/// <c>for (int i = 0; i < 2; i++) { _sky?.RenderSky(...); }</c> makes
|
|
/// this fail; restoring the single unconditional call makes it pass
|
|
/// again.
|
|
/// </summary>
|
|
[Fact]
|
|
public void DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch()
|
|
{
|
|
MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod(
|
|
"DrawWalkSky",
|
|
BindingFlags.Instance | BindingFlags.NonPublic)!;
|
|
IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
|
|
int callIndex = RequiredCallIndex(
|
|
calls,
|
|
typeof(SkyRenderer),
|
|
nameof(SkyRenderer.RenderSky));
|
|
int callOffset = calls[callIndex].Offset;
|
|
|
|
IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
|
|
Assert.DoesNotContain(
|
|
branches,
|
|
branch => branch.TargetOffset < branch.Offset
|
|
&& branch.TargetOffset <= callOffset
|
|
&& callOffset < branch.Offset);
|
|
}
|
|
|
|
/// <summary>
|
|
/// S3 chunk 1 fix round 2 (§11.6 H1): <see
|
|
/// cref="RetailPViewPassExecutor.ShouldDrawWeatherOnce"/> is
|
|
/// <see cref="DrawWeatherOnce_DrawsTheWeatherMeshAndPrintsExactlyOnce"/>'s
|
|
/// gate, extracted as a pure predicate so this suite can pin "no OC line
|
|
/// while the player stands indoors" without a live GL/DAT
|
|
/// <see cref="SkyRenderer"/> — combined with the two structural tests
|
|
/// above (moved out of the loop; drawn/printed exactly once per call),
|
|
/// this proves both halves of the spec's pin: an outdoor root (or an
|
|
/// interior root with several exit-view slices) prints exactly one OC
|
|
/// line, and an indoor player prints none. Retail's own check:
|
|
/// <c>SmartBox::is_player_outside</c> @0x00451e80,
|
|
/// <c>(player objcell_id & 0xFFFF) < 0x100</c>. MUTATION: negating
|
|
/// the <c>< 0x100</c> comparison (or dropping either bool AND) makes
|
|
/// one of the four rows below fail.
|
|
/// </summary>
|
|
[Theory]
|
|
[InlineData(true, true, 0xF4180003u, true)] // outdoor root, player outside a land cell -> draws
|
|
[InlineData(true, true, 0xA9B40100u, false)] // player indoors (local id >= 0x100) -> no draw
|
|
[InlineData(false, true, 0xF4180003u, false)] // RenderSky off -> no draw
|
|
[InlineData(true, false, 0xF4180003u, false)] // RenderWeather off -> no draw
|
|
public void ShouldDrawWeatherOnce_MatchesRetailIsPlayerOutsideGate(
|
|
bool renderSky, bool renderWeather, uint playerCellId, bool expected)
|
|
{
|
|
Assert.Equal(
|
|
expected,
|
|
RetailPViewPassExecutor.ShouldDrawWeatherOnce(renderSky, renderWeather, playerCellId));
|
|
}
|
|
|
|
/// <summary>
|
|
/// S4-c1 C1 (T2, seal half): <c>D3DPolyRender::DrawPortalPolyInternal</c>
|
|
/// @0x0059bc90's degenerate-input guard, ported at the exit-seal
|
|
/// enumeration (<c>DrawPortalDepthWrite</c> — the SAME loop that reads
|
|
/// <c>cell.PortalPolygons[index]</c>, the LOCAL portal-polygon
|
|
/// vertices, and is the only production caller of
|
|
/// <see cref="RetailPViewPassExecutor.DrawExitPortalMask"/>). A live
|
|
/// functional test of this private method needs a real
|
|
/// <see cref="PortalDepthMaskRenderer"/> the suite has no fake for (see
|
|
/// <c>WalkFrameDriverTests.OnPunchGeometry_RejectsWholePolygonOn...</c>
|
|
/// for the punch-fan half's functional proof instead), so this pin asks
|
|
/// the compiled-call-graph question this file's other tests already use
|
|
/// for exactly this situation: does
|
|
/// <see cref="AcDream.App.Rendering.Walk.WalkVisibilityMath.IsRejectedByPortalPolygonBoundaryGuard"/>
|
|
/// run BEFORE the vertex loop's <see cref="Vector3.Transform(Vector3,
|
|
/// Matrix4x4)"/> calls and BEFORE <see cref="PortalDepthMaskRenderer.DrawDepthFan"/>
|
|
/// (retail's reject -> transform -> clip -> count order — a hit
|
|
/// must never reach either), with a conditional branch gating that
|
|
/// order directly off the guard's own return value.
|
|
/// MUTATION: move the guard call to AFTER the transform loop (or
|
|
/// delete it) — either check below fails because the guard call index
|
|
/// is no longer the smallest, or (deletion) <see cref="RequiredCallIndex"/>
|
|
/// throws for finding no call at all.
|
|
/// </summary>
|
|
[Fact]
|
|
public void DrawPortalDepthWrite_RejectsDegenerateLocalPolygons_BeforeTransformOrSubmission()
|
|
{
|
|
MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod(
|
|
"DrawPortalDepthWrite",
|
|
BindingFlags.Instance | BindingFlags.NonPublic)!;
|
|
IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
|
|
|
|
int guardIndex = RequiredCallIndex(
|
|
calls,
|
|
typeof(AcDream.App.Rendering.Walk.WalkVisibilityMath),
|
|
nameof(AcDream.App.Rendering.Walk.WalkVisibilityMath.IsRejectedByPortalPolygonBoundaryGuard));
|
|
int transformIndex = RequiredCallIndex(calls, typeof(Vector3), nameof(Vector3.Transform));
|
|
int drawIndex = RequiredCallIndex(
|
|
calls, typeof(PortalDepthMaskRenderer), nameof(PortalDepthMaskRenderer.DrawDepthFan));
|
|
|
|
Assert.True(
|
|
guardIndex < transformIndex,
|
|
"The boundary guard must run BEFORE the world-transform loop "
|
|
+ "(retail's reject -> transform -> clip -> count order).");
|
|
Assert.True(
|
|
guardIndex < drawIndex,
|
|
"The boundary guard must run BEFORE the fan is submitted "
|
|
+ "(no draw, no `submitted` increment on a hit).");
|
|
|
|
int guardOffset = calls[guardIndex].Offset;
|
|
int transformOffset = calls[transformIndex].Offset;
|
|
IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
|
|
Assert.Contains(
|
|
branches,
|
|
branch => branch.Offset > guardOffset
|
|
&& branch.Offset < transformOffset
|
|
&& (branch.OpCode == OpCodes.Brtrue || branch.OpCode == OpCodes.Brtrue_S
|
|
|| branch.OpCode == OpCodes.Brfalse || branch.OpCode == OpCodes.Brfalse_S));
|
|
}
|
|
|
|
/// <summary>
|
|
/// S4-c1 fix round 1, F2: retail increments <c>portalsDrawnCount</c>
|
|
/// (0x59BD70-0x59BD74) BEFORE <c>polyClipFinish</c> runs (0x59BDB0) —
|
|
/// the counter records accepted ATTEMPTS, not successful GPU fans
|
|
/// (<c>oh1-depth-lifecycle.md</c>'s "Far-Z punches and true-depth exit
|
|
/// seals" section). A polygon that survives the boundary guard but has
|
|
/// fewer than 3 vertices is still COUNTED by
|
|
/// <see cref="RetailPViewPassExecutor.DrawExitPortalMask"/>'s returned
|
|
/// <c>submitted</c> total, even though
|
|
/// <see cref="PortalDepthMaskRenderer.DrawDepthFan"/> draws nothing (its
|
|
/// own <c>< 3</c> guard stands in for retail's post-clip
|
|
/// <c>var_4 >= 3</c> check). Round 0 dropped the count too — a
|
|
/// <c>< 3</c> continue ahead of both the boundary guard and the
|
|
/// count — never observed on authored dat data (every real portal
|
|
/// polygon has >= 3 vertices) but the wrong order all the same.
|
|
/// MUTATION (verified, S4-c1 fix round 2 R2-5b): restore the old
|
|
/// <c>localVertices.Length < 3</c> pre-filter ahead of the guard —
|
|
/// this pin's synthetic 2-vertex polygon is no longer counted and the
|
|
/// assertion fails (<c>submitted</c> comes back 0, not 1). Moving the
|
|
/// <c>submitted++</c> increment itself to AFTER
|
|
/// <see cref="PortalDepthMaskRenderer.DrawDepthFan"/> — the mutation
|
|
/// this doc comment used to name alongside the pre-filter one — does
|
|
/// NOT fail this pin: <c>DrawDepthFan</c> has no effect on the local
|
|
/// <c>submitted</c> counter either way, so the final returned count is
|
|
/// identical regardless of which side of that call the increment sits
|
|
/// on. That reordering is unobservable to any assertion on the return
|
|
/// value; only the pre-filter mutation is a genuine regression check.
|
|
/// </summary>
|
|
[Fact]
|
|
public void DrawExitPortalMask_CountsAnUnclippableTwoVertexPolygon_ButDrawsNothing()
|
|
{
|
|
var cell = new LoadedCell
|
|
{
|
|
CellId = 0xA9B40105u,
|
|
WorldTransform = Matrix4x4.Identity,
|
|
};
|
|
cell.Portals.Add(new CellPortalInfo(OtherCellId: 0xFFFF, PolygonId: 0, Flags: 0, OtherPortalId: 0));
|
|
// Ordinary (non-degenerate) coordinates — the boundary guard admits
|
|
// this polygon — but only TWO vertices: retail's post-clip
|
|
// `var_4 >= 3` check (this port's DrawDepthFan `< 3` guard) drops
|
|
// the fan submission even though the count already happened.
|
|
cell.PortalPolygons.Add(
|
|
[
|
|
new Vector3(1f, 1f, 0f),
|
|
new Vector3(2f, 1f, 0f),
|
|
]);
|
|
|
|
using var device = new RecordingGpuDevice();
|
|
var frames = new GpuDeviceFrameLifetime(device);
|
|
var scope = new VulkanWorldPassScope(sampleCount: 1);
|
|
using var portalDepthMask = new PortalDepthMaskRenderer(device, frames, scope);
|
|
// DrawPortalDepthWrite only reads _portalDepthMask, frame.Cells,
|
|
// frame.RootCell.IsOutdoorNode, and frame.ViewProjection — the same
|
|
// constructor-bypass pattern WalkOutsideViewReassemblyTests already
|
|
// uses for exercising a real leaf without a full GL/DAT renderer
|
|
// graph.
|
|
var executor = (RetailPViewPassExecutor)System.Runtime.CompilerServices.RuntimeHelpers
|
|
.GetUninitializedObject(typeof(RetailPViewPassExecutor));
|
|
typeof(RetailPViewPassExecutor)
|
|
.GetField("_portalDepthMask", BindingFlags.NonPublic | BindingFlags.Instance)!
|
|
.SetValue(executor, portalDepthMask);
|
|
var root = new LoadedCell { CellId = 0xF4180003u, IsOutdoorNode = false };
|
|
RetailPViewFrameInput frame = new RetailPViewFrameInput().Reset(
|
|
rootCell: root,
|
|
nearbyBuildingCells: null,
|
|
viewerEyePos: Vector3.Zero,
|
|
viewProjection: Matrix4x4.Identity,
|
|
cells: new SingleCellSource(cell),
|
|
camera: null!,
|
|
cameraWorldPosition: Vector3.Zero,
|
|
frustum: null,
|
|
playerLandblockId: null,
|
|
animatedEntityIds: null,
|
|
renderCenterLbX: 0,
|
|
renderCenterLbY: 0,
|
|
renderRadius: 0,
|
|
landblockEntries: Array.Empty<(uint, Vector3, Vector3,
|
|
IReadOnlyList<AcDream.Core.World.WorldEntity>,
|
|
IReadOnlyDictionary<uint, AcDream.Core.World.WorldEntity>?)>(),
|
|
renderSky: false,
|
|
renderWeather: false,
|
|
dayFraction: 0f,
|
|
activeDayGroup: null,
|
|
skyKeyframe: default,
|
|
environOverrideActive: false,
|
|
viewerCellId: 0,
|
|
playerCellId: 0,
|
|
playerViewPosition: Vector3.Zero,
|
|
cameraView: Matrix4x4.Identity,
|
|
cameraCellResolution: default);
|
|
|
|
int drawsBefore = device.Calls.OfType<GpuRecordedDraw>().Count();
|
|
int submitted = executor.DrawExitPortalMask(frame, cell.CellId, ReadOnlySpan<Vector4>.Empty);
|
|
int drawsAfter = device.Calls.OfType<GpuRecordedDraw>().Count();
|
|
|
|
Assert.Equal(1, submitted);
|
|
Assert.Equal(drawsBefore, drawsAfter);
|
|
}
|
|
|
|
private sealed class SingleCellSource(LoadedCell cell) : IRetailPViewCellSource
|
|
{
|
|
public LoadedCell? Find(uint cellId) => cellId == cell.CellId ? cell : null;
|
|
}
|
|
|
|
private static int RequiredCallIndex(
|
|
IReadOnlyList<CompiledCall> calls,
|
|
Type declaringType,
|
|
string methodName)
|
|
{
|
|
int index = CompiledCallGraph.IndexOf(calls, declaringType, methodName);
|
|
Assert.True(
|
|
index >= 0,
|
|
$"Expected call to {declaringType.Name}.{methodName}.");
|
|
return index;
|
|
}
|
|
}
|