acdream/tests/AcDream.Core.Tests/Streaming/GpuWorldStateActivatorTests.cs
Erik 8dd996053d refactor(world): separate live lifetime from spatial buckets
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners.

Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects.

Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 07:47:03 +02:00

168 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
using AcDream.Core.Physics;
using AcDream.Core.Vfx;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
using DatPhysicsScript = DatReaderWriter.DBObjs.PhysicsScript;
namespace AcDream.Core.Tests.Streaming;
/// <summary>
/// Phase C.1.5b: verifies <see cref="GpuWorldState"/> fires
/// <see cref="EntityScriptActivator.OnCreate"/> /
/// <see cref="EntityScriptActivator.OnRemove"/> from the four
/// dat-hydration paths (AddLandblock, AddEntitiesToExistingLandblock,
/// RemoveLandblock, RemoveEntitiesFromLandblock), and that the
/// pending-bucket merge in AddLandblock does NOT double-fire for live
/// entities, whose logical activation belongs to LiveEntityRuntime.
/// </summary>
public sealed class GpuWorldStateActivatorTests
{
private sealed class RecordingSink : IAnimationHookSink
{
public List<(uint EntityId, Vector3 Pos, AnimationHook Hook)> Calls = new();
public void OnHook(uint entityId, Vector3 worldPos, AnimationHook hook)
=> Calls.Add((entityId, worldPos, hook));
}
private sealed record Pipeline(
GpuWorldState State,
PhysicsScriptRunner Runner,
ParticleHookSink Sink,
RecordingSink Recording);
private static Pipeline BuildPipeline(uint scriptId)
{
var script = new DatPhysicsScript();
script.ScriptData.Add(new PhysicsScriptData
{
StartTime = 0.0,
Hook = new CreateParticleHook { EmitterInfoId = 100u, Offset = new Frame() },
});
var table = new Dictionary<uint, DatPhysicsScript> { [scriptId] = script };
var registry = new EmitterDescRegistry();
var system = new ParticleSystem(registry);
var sink = new ParticleHookSink(system);
var recording = new RecordingSink();
var runner = new PhysicsScriptRunner(id => table.TryGetValue(id, out var s) ? s : null, recording);
var activator = new EntityScriptActivator(runner, sink,
_ => new ScriptActivationInfo(scriptId, Array.Empty<Matrix4x4>()));
var state = new GpuWorldState(entityScriptActivator: activator);
return new Pipeline(state, runner, sink, recording);
}
private static LoadedLandblock MakeStubLandblock(uint canonicalId, params WorldEntity[] entities)
=> new(canonicalId, new LandBlock(), entities);
private static WorldEntity DatHydrated(uint id, Vector3 pos) => new()
{
Id = id,
ServerGuid = 0u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = pos,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
private static WorldEntity Live(uint serverGuid, Vector3 pos) => new()
{
Id = serverGuid,
ServerGuid = serverGuid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = pos,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
[Fact]
public void AddLandblock_FiresActivatorForDatHydratedEntity()
{
var p = BuildPipeline(scriptId: 0xAAu);
var entity = DatHydrated(id: 0x40A9B401u, pos: new Vector3(1, 2, 3));
var lb = MakeStubLandblock(0xA9B4FFFFu, entity);
p.State.AddLandblock(lb);
// Tick fires the CreateParticleHook into RecordingSink.
p.Runner.Tick(0.001f);
Assert.Single(p.Recording.Calls);
Assert.Equal(0x40A9B401u, p.Recording.Calls[0].EntityId);
Assert.Equal(new Vector3(1, 2, 3), p.Recording.Calls[0].Pos);
}
[Fact]
public void PendingLiveProjection_DoesNotFireLogicalActivator()
{
// Live entity (ServerGuid!=0) arrives via spatial projection first —
// OnCreate fires once at that point. Then AddLandblock for the
// same canonical id pulls the pending entity into the loaded list.
// The new fire-site MUST NOT call OnCreate again (the live entity
// is filtered out by ServerGuid != 0).
var p = BuildPipeline(scriptId: 0xAAu);
var live = Live(serverGuid: 0xCAFEu, pos: Vector3.Zero);
p.State.PlaceLiveEntityProjection(0xA9B4FFFFu, live);
var emptyLb = MakeStubLandblock(0xA9B4FFFFu);
p.State.AddLandblock(emptyLb);
p.Runner.Tick(0.001f);
Assert.Empty(p.Recording.Calls);
}
[Fact]
public void RemoveLandblock_FiresOnRemoveForDatHydratedEntity()
{
var p = BuildPipeline(scriptId: 0xAAu);
var entity = DatHydrated(id: 0x40A9B401u, pos: Vector3.Zero);
var lb = MakeStubLandblock(0xA9B4FFFFu, entity);
p.State.AddLandblock(lb);
// Don't Tick: Play queued the script in _active immediately; ticking
// would fire its single StartTime=0 hook and self-remove the script
// before we can observe RemoveLandblock cleaning it up.
Assert.Equal(1, p.Runner.ActiveScriptCount);
p.State.RemoveLandblock(0xA9B4FFFFu);
Assert.Equal(0, p.Runner.ActiveScriptCount);
}
[Fact]
public void AddEntitiesToExistingLandblock_FiresActivatorForEachPromoted()
{
var p = BuildPipeline(scriptId: 0xAAu);
var emptyLb = MakeStubLandblock(0xA9B4FFFFu);
p.State.AddLandblock(emptyLb);
var promoted = new[]
{
DatHydrated(id: 0x40A9B401u, pos: Vector3.Zero),
DatHydrated(id: 0x40A9B402u, pos: Vector3.UnitX),
};
p.State.AddEntitiesToExistingLandblock(0xA9B4FFFFu, promoted);
p.Runner.Tick(0.001f);
Assert.Equal(2, p.Recording.Calls.Count);
}
[Fact]
public void RemoveEntitiesFromLandblock_FiresOnRemoveForDatHydratedEntities()
{
var p = BuildPipeline(scriptId: 0xAAu);
var entity = DatHydrated(id: 0x40A9B401u, pos: Vector3.Zero);
var lb = MakeStubLandblock(0xA9B4FFFFu, entity);
p.State.AddLandblock(lb);
// Don't Tick: see comment in RemoveLandblock_FiresOnRemoveForDatHydratedEntity.
Assert.Equal(1, p.Runner.ActiveScriptCount);
p.State.RemoveEntitiesFromLandblock(0xA9B4FFFFu);
Assert.Equal(0, p.Runner.ActiveScriptCount);
}
}