acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkFrameDriverTests.cs
Erik 37febd1fe6 fix(render): FW4 slice 1 - interior outside-view slices come from the walk
The FW3 visual gate's stairwell/grass transition flash (grass briefly
covering floor openings at doorway crossings - the #119 family) was the
FW3 dual path leaking: the walk decided WHETHER terrain draws while the
old PortalVisibilityBuilder assembly decided WHERE (slice planes, count,
scissor), and punch fans indexed the old slice array with walk view
indices. The new ACDREAM_PROBE_WALK_ROOT apparatus pinned the boundary
frames: fat/degenerate old-apparatus exit views splash terrain over
interior pixels, the interior depth-clear preserves color, and cells
absent from the walk's flood never repaint. Retail has ONE visibility
structure and cannot produce this.

ClipFrameAssembler.ReassembleOutsideViewFromWalk now materializes the
walk's own outside_view (pixel screen points -> standard NDC -> the
existing ClipPlaneSet machinery) into the assembly's outside-view block
after Collect, ahead of the single PrepareClipFrame publication (moved
below the walk block). The Landscape event carries the walk's active
view count on the record's existing OutsideViewCount field (trace
mapping compares kind only - zero oracle-fixture churn) and the driver
fans exactly that many terrain slices; activeTerrainSliceCount is
deleted end to end. Outdoor roots keep the assembler's single
full-screen slice, asserted ==1.

Hermetic 6,762/0 (4 new materializer tests pin the y-flip and
plane-sign conventions), Walk lane 209/1, InstalledDat walk conformance
40/1. Seals/cell slices/look-in seeding stay on the old per-cell views
for the rest of FW4 (identical dat polygons; only the visible set can
differ).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 18:21:08 +02:00

856 lines
35 KiB
C#

using System.Collections.Concurrent;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Reflection;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Vk;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Walk;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.Content;
using AcDream.Core.Meshing;
using AcDream.Core.World;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Lib.IO;
using Microsoft.Extensions.Logging.Abstractions;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// Campaign FW stage FW3.2b-1: <see cref="WalkFrameDriver"/>'s headless
/// referee suite — proves that driving <see cref="RetailFrameWalk"/> with the
/// driver as its <see cref="IWalkEventSink"/> produces retail's own turn
/// order (shell-then-contents per cell, flush-before-every-leaf-action,
/// content-before-punch) through the REAL <see cref="WbDrawDispatcher.SubmitOrderedStream"/>
/// onto a <see cref="RecordingGpuDevice"/> — never a mock of the submission
/// path itself. No production wiring is exercised (<c>WorldSceneRenderer</c>
/// still does not construct this driver); every world-data/leaf-renderer
/// dependency here is a synthetic fake per plan §FW3.2b-1.
/// </summary>
public sealed class WalkFrameDriverTests
{
// ── Shared ordered log: BOTH the fake leaf renderer and the fake trace
// write into ONE list, so a single sequence assertion proves the FULL
// interleave (stream flushes interleaved with sky/terrain/shell/punch/
// alpha-barrier), not just each half in isolation. ─────────────────────
private sealed class RecordingLeafRenderer(List<string> log) : IWalkFrameLeafRenderer
{
public readonly List<WalkPolygon> Punches = new();
public void DrawSky() => log.Add("SKY");
public void DrawTerrainSlice(int sliceIndex) => log.Add($"TERRAIN:{sliceIndex}");
public void DrawCellShell(uint cellId) => log.Add($"SHELL:{cellId:x8}");
public void ClearInteriorDepth() => log.Add("CLEAR");
public void DrawExitSeals() => log.Add("SEALS");
public void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex)
{
Punches.Add(worldPolygon);
log.Add($"PUNCH:{worldPolygon.Vertices.Length}@v{activeViewIndex}");
}
public void AlphaBarrier(float viewerDistance) => log.Add($"ALPHA:{viewerDistance:F2}");
}
private sealed class RecordingTrace(List<string> log) : IWalkFrameDriverTrace
{
public void OnFlush(int commandCount, IReadOnlyList<WalkDrawStage> stages) =>
log.Add($"FLUSH:{commandCount}:{string.Join(',', stages.Distinct())}");
}
private sealed class FakeWorldData : IWalkFrameWorldData
{
public readonly Dictionary<uint, WalkFrameStaticRecords> CellStaticsByCell = new();
public readonly Dictionary<uint, WalkFrameStaticRecords> OutdoorStaticsByCell = new();
public readonly Dictionary<WalkBuilding, WalkFrameStaticRecords> ShellByBuilding = new();
public readonly Dictionary<WalkBuilding, Matrix4x4> WorldTransformByBuilding = new();
public WalkFrameStaticRecords GetCellStatics(uint cellId) =>
CellStaticsByCell.GetValueOrDefault(cellId, WalkFrameStaticRecords.Empty);
public WalkFrameStaticRecords GetOutdoorStatics(uint cellId) =>
OutdoorStaticsByCell.GetValueOrDefault(cellId, WalkFrameStaticRecords.Empty);
public WalkFrameStaticRecords GetBuildingShellStatics(WalkBuilding building) =>
ShellByBuilding.GetValueOrDefault(building, WalkFrameStaticRecords.Empty);
public Matrix4x4 GetBuildingWorldTransform(WalkBuilding building) =>
WorldTransformByBuilding.GetValueOrDefault(building, Matrix4x4.Identity);
}
// ── The walk-level test context (interior flood + building portal pass) ─
private sealed class Caster : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY) => new(screenX, screenY, 100f);
}
private sealed class TestContext : IWalkFrameContext, IRetailFrameWalkContext
{
public readonly Dictionary<uint, WalkCell> Cells = new();
public readonly Dictionary<WalkBuilding, float> ViewerDistances = new();
private readonly Matrix4x4 _viewProj;
private static readonly Vector2[] RootQuad =
[
new(0, 480), new(640, 480), new(640, 0), new(0, 0),
];
public TestContext()
{
Matrix4x4 view = Matrix4x4.CreateLookAt(
Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1f, 0.1f, 1000f);
_viewProj = view * proj;
}
public Vector3 ViewpointIn(WalkCell cell) => Vector3.Zero;
public Matrix4x4 ObjectToClip(WalkCell cell) => _viewProj;
public WalkCell? GetVisible(uint cellId) => Cells.GetValueOrDefault(cellId);
public IWalkRayCaster Rays { get; } = new Caster();
public Vector3 WorldViewpoint => Vector3.Zero;
public float ViewportWidth => 640f;
public float ViewportHeight => 480f;
public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
public float ViewerDistanceTo(WalkBuilding building) =>
ViewerDistances.GetValueOrDefault(building, 0f);
public IWalkFrameContext CellContext => this;
public WalkPlane CyPlane => new(new Vector3(0, 0, 1), 0f);
public void SetActiveView(WalkPortalView views, int index) { }
public int ClipBuildingPolygon(
WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
{
Span<WalkScreenPoint> projected = stackalloc WalkScreenPoint[polygon.Vertices.Length];
for (int i = 0; i < polygon.Vertices.Length; i++)
projected[i] = WalkScreenClip.TransformToScreen(
polygon.Vertices[i], _viewProj, ViewportWidth, ViewportHeight);
if (side != 0)
projected.Reverse();
return WalkScreenClip.ClipAgainstView(projected, RootQuad, output);
}
}
private static WalkPolygon Quad(float z, bool facingViewer = true) => new()
{
Vertices =
[
new Vector3(-0.5f, -0.5f, z), new Vector3(0.5f, -0.5f, z),
new Vector3(0.5f, 0.5f, z), new Vector3(-0.5f, 0.5f, z),
],
Plane = new WalkPlane(new Vector3(0, 0, facingViewer ? 1f : -1f), facingViewer ? -z : z),
};
// ── Deliverable: RunFrame drives an interior two-cell flood; shell
// precedes contents per cell, and a flush happens exactly at the point
// the NEXT cell's shell needs the stream clear (never before, never
// batched across cells within this stage's turn-by-turn discipline). ──
// ── Deliverable (2026-08-30 decomp correction): PView::DrawCells
// @0x005a4840's actual DRAW order for an interior root's OWN flood is
// NOT the order its DrawInside/DrawCells EVENTS fire in (breakpoint-
// entry order, matching the FW0 oracle traces) — retail draws
// LScape::draw FIRST (pc:432719, only when exit views survived), then
// the depth clear (pc:432731-432732), then the exit-portal seals
// (pc:432785-432786), and ONLY THEN the flood's own cells far-to-near.
// This case has a surviving exit view (ov=1): DC records the flood list
// (no draw), the landscape turn runs (flush no-op, sky, terrain), THEN
// clear, seals, and the two flood cells shell-then-contents. ──────────
[Fact]
public void RunFrame_InteriorFloodWithExitView_DrawsLandscapeThenClearSealsThenFloodCells()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
const ulong gfxObjA = 0x0200_0001UL;
const ulong gfxObjB = 0x0200_0002UL;
InjectRenderData(fx.Manager, gfxObjA, MakeFlatMesh(
MakeBatch(0x08100001u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
InjectRenderData(fx.Manager, gfxObjB, MakeFlatMesh(
MakeBatch(0x08100002u, TranslucencyKind.Opaque, 3, 4, 3, 2)));
var ctx = new TestContext();
var cell1 = new WalkCell
{
CellId = 0x100,
StabList = [0x101u],
Portals =
[
new WalkCellPortal
{
OtherCellId = 0x101, PolygonIndex = 0, PortalSide = 0, OtherPortalId = 0,
},
// The exit portal (retail's "world beyond the door") — this
// is what raises ov to 1 and makes DrawInside run the
// landscape turn before clear+seals+the flood cells.
new WalkCellPortal
{
OtherCellId = 0xFFFFFFFF, PolygonIndex = 1, PortalSide = 0, OtherPortalId = -1,
},
],
PortalPolygons = [Quad(-2f), Quad(-3f)],
};
var cell2 = new WalkCell
{
CellId = 0x101,
Portals = [new WalkCellPortal
{
OtherCellId = 0x100, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[cell1.CellId] = cell1;
ctx.Cells[cell2.CellId] = cell2;
var worldData = new FakeWorldData();
worldData.CellStaticsByCell[0x100] = new WalkFrameStaticRecords(
new[] { MakeRecord(101, 0, Vector3.Zero, [new MeshRef((uint)gfxObjA, Matrix4x4.Identity)]) }, 0x8C04u);
worldData.CellStaticsByCell[0x101] = new WalkFrameStaticRecords(
new[] { MakeRecord(102, 0, Vector3.Zero, [new MeshRef((uint)gfxObjB, Matrix4x4.Identity)]) }, 0x8C04u);
var leaf = new RecordingLeafRenderer(log);
var trace = new RecordingTrace(log);
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, worldData, trace);
var walk = new RetailFrameWalk();
// A minimal, no-op landscape (1x1 window, the one slot unpublished)
// — matches RetailFrameWalkTests' own exit-view fixture. LScape::draw
// still runs its full turn (sky/terrain) against it; there's simply
// nothing published to iterate blocks/cells/buildings for.
var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
using DrawScope draw = fx.BeginDraw();
driver.RunFrame(
walk, cameraCellId: cell1.CellId, cameraCell: cell1, landscape: landscape,
ctx, draw.Frame, draw.Pass, Matrix4x4.Identity, cameraWorldPosition: Vector3.Zero);
Assert.Equal(
new[]
{
"SKY", "TERRAIN:0", "CLEAR", "SEALS",
"SHELL:00000100", "FLUSH:1:CellStatic", "SHELL:00000101", "FLUSH:1:CellStatic",
},
log);
List<GpuRecordedMultiDrawIndirect> mdiCalls =
[.. fx.Device.Calls.OfType<GpuRecordedMultiDrawIndirect>()];
Assert.Equal(2, mdiCalls.Count);
Assert.All(mdiCalls, c => Assert.Equal(1u, c.DrawCount));
// Nothing dropped: every populated record reached exactly one indirect draw.
Assert.Equal(2, mdiCalls.Sum(c => (int)c.DrawCount));
}
// ── Deliverable: the ov==0 interior case — no exit view survives, so
// DrawInside never runs the landscape turn at all; retail's clear+seals
// still run unconditionally for the interior root's own flood, straight
// after the (draw-nothing) DC event. ───────────────────────────────────
[Fact]
public void RunFrame_InteriorFloodWithNoExitView_SkipsLandscapeButStillClearsAndSeals()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
const ulong gfxObjA = 0x0200_0003UL;
const ulong gfxObjB = 0x0200_0004UL;
InjectRenderData(fx.Manager, gfxObjA, MakeFlatMesh(
MakeBatch(0x08100003u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
InjectRenderData(fx.Manager, gfxObjB, MakeFlatMesh(
MakeBatch(0x08100004u, TranslucencyKind.Opaque, 3, 4, 3, 2)));
var ctx = new TestContext();
var cell1 = new WalkCell
{
CellId = 0x100,
StabList = [0x101u],
Portals = [new WalkCellPortal
{
OtherCellId = 0x101, PolygonIndex = 0, PortalSide = 0, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
var cell2 = new WalkCell
{
CellId = 0x101,
Portals = [new WalkCellPortal
{
OtherCellId = 0x100, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[cell1.CellId] = cell1;
ctx.Cells[cell2.CellId] = cell2;
var worldData = new FakeWorldData();
worldData.CellStaticsByCell[0x100] = new WalkFrameStaticRecords(
new[] { MakeRecord(101, 0, Vector3.Zero, [new MeshRef((uint)gfxObjA, Matrix4x4.Identity)]) }, 0x8C04u);
worldData.CellStaticsByCell[0x101] = new WalkFrameStaticRecords(
new[] { MakeRecord(102, 0, Vector3.Zero, [new MeshRef((uint)gfxObjB, Matrix4x4.Identity)]) }, 0x8C04u);
var leaf = new RecordingLeafRenderer(log);
var trace = new RecordingTrace(log);
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, worldData, trace);
var walk = new RetailFrameWalk();
using DrawScope draw = fx.BeginDraw();
driver.RunFrame(
walk, cameraCellId: cell1.CellId, cameraCell: cell1, landscape: new WalkLandscape(),
ctx, draw.Frame, draw.Pass, Matrix4x4.Identity, cameraWorldPosition: Vector3.Zero);
// No SKY/TERRAIN — ov==0 means DrawInside never calls DrawLandscape
// at all — but CLEAR/SEALS still fire unconditionally.
Assert.Equal(
new[] { "CLEAR", "SEALS", "SHELL:00000100", "FLUSH:1:CellStatic", "SHELL:00000101", "FLUSH:1:CellStatic" },
log);
List<GpuRecordedMultiDrawIndirect> mdiCalls =
[.. fx.Device.Calls.OfType<GpuRecordedMultiDrawIndirect>()];
Assert.Equal(2, mdiCalls.Count);
Assert.All(mdiCalls, c => Assert.Equal(1u, c.DrawCount));
// Nothing dropped: every populated record reached exactly one indirect draw.
Assert.Equal(2, mdiCalls.Sum(c => (int)c.DrawCount));
}
// ── Deliverable: a building turn's alpha barrier precedes its portal
// pass (retail RenderDeviceD3D::DrawBuilding @0x0059f2a0:
// FlushAlphaList(0f) -> CPhysicsPart::Draw(parts,1) [the portal walk]
// -> CPhysicsPart::Draw(parts,0) [the shell] @0x0059f30b-0x0059f345);
// the punch pass runs with nothing of THIS building's own queued yet
// (the shell is not appended until the whole portal pass completes);
// the look-in DC turn draws shell-then-contents exactly like an ordinary
// interior flood; the building's own shell content is appended and
// flushed only AFTER the portal pass, at frame end; and the punch
// polygon reaches the leaf renderer transformed building-local ->
// world. ─────────────────────────────────────────────────────────────
[Fact]
public void BeginEndFrame_BuildingTurnWithPunchAndLookIn_OrdersAlphaBarrierPortalPassThenShell()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
const ulong shellGfxObj = 0x0200_0010UL;
const ulong interiorGfxObj = 0x0200_0011UL;
InjectRenderData(fx.Manager, shellGfxObj, MakeFlatMesh(
MakeBatch(0x08100010u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
InjectRenderData(fx.Manager, interiorGfxObj, MakeFlatMesh(
MakeBatch(0x08100011u, TranslucencyKind.Opaque, 3, 4, 3, 2)));
var ctx = new TestContext();
var interior = new WalkCell
{
CellId = 0x104,
Portals = [new WalkCellPortal
{
OtherCellId = 0xFFFFFFFF, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[interior.CellId] = interior;
var building = new WalkBuilding
{
PositionCellId = 0xA9B4000Fu,
Portals =
[
new WalkBldPortal
{
PortalSide = 0, OtherCellId = 0x104, OtherPortalId = 0,
StabList = [0x104u],
},
],
// Viewpoint (0,0,0) is on the NEGATIVE side of this splitting
// plane (d=-5): the single PORT node's side==1 arm emits its
// portal exactly once per pass (WalkBuildingPortals.Walk).
DrawingBsp = new WalkBspNode
{
SplittingPlane = new WalkPlane(new Vector3(1, 0, 0), -5f),
InPortals = [new WalkPortalRef { PortalIndex = 0, Polygon = Quad(-2f) }],
},
};
ctx.ViewerDistances[building] = 12.5f;
var worldData = new FakeWorldData();
worldData.ShellByBuilding[building] = new WalkFrameStaticRecords(
new[] { MakeRecord(201, 0, Vector3.Zero, [new MeshRef((uint)shellGfxObj, Matrix4x4.Identity)]) }, 0x8C04u);
worldData.CellStaticsByCell[0x104] = new WalkFrameStaticRecords(
new[] { MakeRecord(202, 0, Vector3.Zero, [new MeshRef((uint)interiorGfxObj, Matrix4x4.Identity)]) }, 0x8C04u);
Matrix4x4 buildingWorld = Matrix4x4.CreateTranslation(10f, 0f, 0f);
worldData.WorldTransformByBuilding[building] = buildingWorld;
var leaf = new RecordingLeafRenderer(log);
var trace = new RecordingTrace(log);
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, worldData, trace);
var walk = new RetailFrameWalk();
var activeView = new WalkPortalView();
activeView.ResetForPush();
WalkCopyView.AppendFullViewportQuad(
activeView, ctx.Rays, ctx.WorldViewpoint, ctx.ViewportWidth, ctx.ViewportHeight);
Assert.Equal(1, activeView.ViewCount);
using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
walk.DrawBuilding(building, activeView, ctx, driver);
driver.EndFrame();
driver.Replay(draw.Frame, draw.Pass);
Assert.Equal(
new[] { "ALPHA:12.50", "PUNCH:4@v0", "SHELL:00000104", "FLUSH:1:LookInStatic", "FLUSH:1:BuildingShell" },
log);
// The punch polygon reached the leaf renderer in WORLD space: the
// building-local Quad(-2f) vertex (-0.5,-0.5,-2) translates by
// (10,0,0) under the caller-supplied building world transform.
WalkPolygon punch = Assert.Single(leaf.Punches);
Assert.Equal(new Vector3(9.5f, -0.5f, -2f), punch.Vertices[0]);
List<GpuRecordedMultiDrawIndirect> mdiCalls =
[.. fx.Device.Calls.OfType<GpuRecordedMultiDrawIndirect>()];
Assert.Equal(2, mdiCalls.Count);
Assert.Equal(2, mdiCalls.Sum(c => (int)c.DrawCount));
}
// ── Fail-loud: a DrawCells turn with no preceding DrawInside/Building
// turn is a walk/driver desync, not a silent skip. ─────────────────────
[Fact]
public void Emit_DrawCellsBeforeAnyDrawInsideOrBuildingTurn_ThrowsRatherThanSilentlyDropping()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
var ctx = new TestContext();
var driver = new WalkFrameDriver(fx.Dispatcher, new RecordingLeafRenderer(log), new FakeWorldData());
using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
Assert.Throws<InvalidOperationException>(
() => ((IWalkEventSink)driver).Emit(WalkEvent.DrawCells(0, [0x100u])));
}
// ── Fail-loud: BeginFrame is not re-entrant. ────────────────────────────
[Fact]
public void BeginFrame_CalledWhileAFrameIsAlreadyOpen_Throws()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
var ctx = new TestContext();
var driver = new WalkFrameDriver(fx.Dispatcher, new RecordingLeafRenderer(log), new FakeWorldData());
using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
Assert.Throws<InvalidOperationException>(
() => driver.BeginFrame(
ctx, Matrix4x4.Identity, Vector3.Zero));
driver.EndFrame();
// EndFrame cleared the open-frame guard: BeginFrame is usable again.
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
driver.EndFrame();
}
// ── Campaign FW3.4a fail-loud: Replay without a completed Collect (no
// BeginFrame/EndFrame at all, or BeginFrame with no matching EndFrame)
// has nothing recorded to draw — throw rather than silently drawing
// nothing, which would look like an empty frame instead of a misuse. ──
[Fact]
public void Replay_WithNoPrecedingCollect_Throws()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
var driver = new WalkFrameDriver(fx.Dispatcher, new RecordingLeafRenderer(log), new FakeWorldData());
using DrawScope draw = fx.BeginDraw();
Assert.Throws<InvalidOperationException>(() => driver.Replay(draw.Frame, draw.Pass));
}
[Fact]
public void Replay_WhileCollectIsStillOpen_Throws()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
var ctx = new TestContext();
var driver = new WalkFrameDriver(fx.Dispatcher, new RecordingLeafRenderer(log), new FakeWorldData());
using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
Assert.Throws<InvalidOperationException>(() => driver.Replay(draw.Frame, draw.Pass));
}
// ── Deliverable: Collect + Replay called as the SPLIT PAIR (never
// RunFrame) — the shape RetailPViewRenderer uses, since it must run other
// frame work (PrepareCellBatches/BuildAndBorrow) between the two. Proves
// the pair alone — with no GPU work happening until Replay — reproduces
// the same turn order RunFrame's combined call would. ──────────────────
[Fact]
public void CollectThenReplay_AsSeparateCalls_PerformsNoGpuWorkUntilReplay()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
var ctx = new TestContext();
var driver = new WalkFrameDriver(
fx.Dispatcher, new RecordingLeafRenderer(log), new FakeWorldData(), new RecordingTrace(log));
var walk = new RetailFrameWalk();
// Outdoor root (camera cell low word < 0x100): a minimal, no-op
// landscape — LScape::draw still runs its sky/terrain turn against
// it even though nothing is published to walk cells/buildings for.
var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
using DrawScope draw = fx.BeginDraw();
driver.Collect(
walk, cameraCellId: 0u, cameraCell: null, landscape, ctx,
Matrix4x4.Identity, cameraWorldPosition: Vector3.Zero);
// No GPU calls at all yet — Collect is CPU-only.
Assert.Empty(log);
Assert.Empty(fx.Device.Calls);
driver.Replay(draw.Frame, draw.Pass);
Assert.Equal(new[] { "SKY", "TERRAIN:0" }, log);
}
// ── Deliverable: an outdoor landscape-cell turn with no building appends
// straight to the stream (no shell call — outdoor cells have no EnvCell
// shell), and the accumulated content flushes at frame end. ───────────
[Fact]
public void OnLandscapeCellTurn_AppendsOutdoorStaticsWithNoShellCallAndFlushesAtFrameEnd()
{
using var fx = new DispatcherFixture();
var log = new List<string>();
const ulong gfxObj = 0x0200_0020UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08100020u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
var ctx = new TestContext();
var worldData = new FakeWorldData();
worldData.OutdoorStaticsByCell[0x8C040005u] = new WalkFrameStaticRecords(
new[] { MakeRecord(301, 0, Vector3.Zero, [new MeshRef((uint)gfxObj, Matrix4x4.Identity)]) }, 0x8C04u);
var driver = new WalkFrameDriver(
fx.Dispatcher, new RecordingLeafRenderer(log), worldData, new RecordingTrace(log));
using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
((IWalkEventSink)driver).OnLandscapeCellTurn(0x8C040005u);
Assert.Empty(log); // no GPU work at Collect time; nothing recorded to the log yet
driver.EndFrame();
Assert.Empty(log); // still nothing — EndFrame closes Collect, it does not Replay
driver.Replay(draw.Frame, draw.Pass);
Assert.Equal(new[] { "FLUSH:1:OutdoorStatic" }, log);
GpuRecordedMultiDrawIndirect mdi = Assert.Single(fx.Device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
Assert.Equal(1u, mdi.DrawCount);
}
// ── Fixture (mirrors WalkStaticStreamPopulatorTests' DispatcherFixture —
// FW3.2a's own referee) ─────────────────────────────────────────────────
private static RenderProjectionRecord MakeRecord(
uint localEntityId,
uint serverGuid,
Vector3 position,
IReadOnlyList<MeshRef> meshRefs,
bool isBuildingShell = false,
uint parentCellId = 0u) =>
new(
Id: RenderProjectionId.FromRaw(localEntityId),
ProjectionClass: RenderProjectionClass.OutdoorStatic,
OwnerIncarnation: RenderOwnerIncarnation.FromRaw(1),
Transform: new RenderTransform(Matrix4x4.CreateTranslation(position)),
PreviousTransform: default,
MeshSet: default,
Material: default,
Residency: default,
Bounds: default,
Flags: RenderProjectionFlags.Draw,
DegradeState: default,
SortKey: new RenderSortKey(0),
DirtyMask: default,
Source: new RenderSourceMetadata(
LocalEntityId: localEntityId,
ServerGuid: serverGuid,
SourceId: 0,
ParentCellId: parentCellId,
EffectCellId: 0,
BuildingShellAnchorCellId: 0,
TransformFingerprint: default,
GeometryFingerprint: default,
AppearanceFingerprint: default),
EntityPayload: new RenderEntityPayload(
MeshRefs: meshRefs,
PaletteOverride: null,
IsBuildingShell: isBuildingShell));
private static ObjectRenderBatch MakeBatch(
uint surfaceId,
TranslucencyKind translucency,
uint firstIndex,
int baseVertex,
int indexCount,
uint textureSlotIndex,
uint textureLayer = 0,
CullMode cullMode = CullMode.CounterClockwise) =>
new()
{
Key = new TextureKey { SurfaceId = surfaceId, IsSolid = false },
Translucency = translucency,
FirstIndex = firstIndex,
BaseVertex = (uint)baseVertex,
IndexCount = indexCount,
TextureSlot = new GpuTextureSlot(textureSlotIndex),
TextureIndex = (int)textureLayer,
};
private static ObjectRenderData MakeFlatMesh(params ObjectRenderBatch[] batches) =>
new() { Batches = new List<ObjectRenderBatch>(batches) };
private static void InjectRenderData(ObjectMeshManager manager, ulong id, ObjectRenderData data)
{
FieldInfo field = typeof(ObjectMeshManager).GetField(
"_renderData", BindingFlags.NonPublic | BindingFlags.Instance)
?? throw new InvalidOperationException(
"ObjectMeshManager._renderData field not found — test relies on this exact name.");
var dict = (ConcurrentDictionary<ulong, ObjectRenderData>)field.GetValue(manager)!;
dict[id] = data;
}
private readonly struct DrawScope : IDisposable
{
private readonly IDisposable _publication;
private readonly IGpuPassEncoder _pass;
public DrawScope(IGpuFrame frame, IGpuPassEncoder pass, IDisposable publication)
{
Frame = frame;
_pass = pass;
_publication = publication;
}
public IGpuFrame Frame { get; }
public IGpuPassEncoder Pass => _pass;
public void Dispose()
{
_publication.Dispose();
_pass.Dispose();
}
}
private sealed class DispatcherFixture : IDisposable
{
private readonly WbMeshAdapter _meshAdapter;
private readonly TextureCache _textures;
public DispatcherFixture()
{
Device = new RecordingGpuDevice();
FrameLifetime = new GpuDeviceFrameLifetime(Device);
Scope = new VulkanWorldPassScope(sampleCount: 1);
_textures = new TextureCache(Device, new NoopDatReaderWriter());
_meshAdapter = new WbMeshAdapter(
Device,
new NoopDatReaderWriter(),
new NullPreparedAssetSource(),
NullLogger<WbMeshAdapter>.Instance,
Device.Retirement);
var entitySpawnAdapter = new EntitySpawnAdapter(
_textures,
_ => throw new NotSupportedException("Not exercised by these tests."));
Dispatcher = new WbDrawDispatcher(
Device,
FrameLifetime,
Scope,
_textures,
_meshAdapter,
entitySpawnAdapter,
new EntityClassificationCache(),
new AcDream.Core.Rendering.TranslucencyFadeManager());
}
public RecordingGpuDevice Device { get; }
public GpuDeviceFrameLifetime FrameLifetime { get; }
public VulkanWorldPassScope Scope { get; }
public WbDrawDispatcher Dispatcher { get; }
public ObjectMeshManager Manager => _meshAdapter.MeshManager!;
public DrawScope BeginDraw()
{
FrameLifetime.BeginFrame();
IGpuFrame frame = FrameLifetime.CurrentFrame!;
IGpuPassEncoder pass = frame.BeginPass(
GpuPassDescription.BackbufferClear(
"fw3-2b-1-walk-frame-driver-test", Vector4.Zero, sampleCount: 1));
IDisposable publication = Scope.Publish(pass);
Device.Clear();
return new DrawScope(frame, pass, publication);
}
public void Dispose()
{
Dispatcher.Dispose();
_meshAdapter.Dispose();
_textures.Dispose();
Device.Dispose();
}
}
private sealed class NullPreparedAssetSource : IPreparedAssetSource
{
public PreparedAssetSourceStats Stats => default;
public CacheStats DecodedTextureCacheStats => default;
public PreparedAssetPresence Probe(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
PreparedAssetPresence.Missing;
public PreparedAssetReadResult Read(
in PreparedAssetRequest request,
CancellationToken cancellationToken = default) =>
PreparedAssetReadResult.Missing;
public void Dispose()
{
}
}
private sealed class NoopDatReaderWriter : IDatReaderWriter
{
private readonly StubDatabase _portal = new();
private readonly StubDatabase _highRes = new();
private readonly StubDatabase _language = new();
private readonly StubDatabase _cell = new();
public string SourceDirectory => string.Empty;
public IDatDatabase Portal => _portal;
public IDatDatabase Cell => _cell;
public ReadOnlyDictionary<uint, IDatDatabase> CellRegions { get; } =
new(new Dictionary<uint, IDatDatabase>());
public IDatDatabase HighRes => _highRes;
public IDatDatabase Language => _language;
public IDatDatabase Local => _language;
public ReadOnlyDictionary<uint, uint> RegionFileMap { get; } =
new(new Dictionary<uint, uint>());
public int PortalIteration => 0;
public int CellIteration => 0;
public int HighResIteration => 0;
public int LanguageIteration => 0;
public bool TryGetFileBytes(
uint regionId,
uint fileId,
ref byte[] bytes,
out int bytesRead)
{
bytesRead = 0;
return false;
}
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
Array.Empty<uint>();
public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
Array.Empty<IDatReaderWriter.IdResolution>();
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
public bool TrySave<T>(
uint regionId,
T obj,
int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
[return: MaybeNull]
public T Get<T>(uint fileId) where T : IDBObj => default;
public bool TryGet<T>(
uint fileId,
[MaybeNullWhen(false)] out T value) where T : IDBObj
{
value = default;
return false;
}
public void Dispose()
{
}
private sealed class StubDatabase : IDatDatabase
{
public DatDatabase Db => throw new NotSupportedException();
public int Iteration => 0;
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
Array.Empty<uint>();
public bool TryGet<T>(
uint fileId,
[MaybeNullWhen(false)] out T value) where T : IDBObj
{
value = default;
return false;
}
public bool TryGetFileBytes(
uint fileId,
[MaybeNullWhen(false)] out byte[] value)
{
value = null;
return false;
}
public bool TryGetFileBytes(
uint fileId,
ref byte[] bytes,
out int bytesRead)
{
bytesRead = 0;
return false;
}
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
public void Dispose()
{
}
}
}
}