Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev distance, matching existing Recenter convention. Also renames the single-tier RecenterTo → RecenterToSingleTier to free the canonical name for the upcoming two-tier overload (T5). Updates StreamingRegionTests and StreamingController to call the renamed method. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
using AcDream.App.Streaming;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class StreamingRegionTests
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{
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[Fact]
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public void Constructor_Radius2_Produces25Landblocks()
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{
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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Assert.Equal(25, region.Visible.Count);
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}
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[Fact]
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public void Constructor_NearOrigin_ClampsToWorldEdge()
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{
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// Center at (0, 0) with radius 2: only the +X / +Y quadrant is
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// in-bounds. That's a 3×3 subset of the 5×5 window = 9 landblocks.
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var region = new StreamingRegion(cx: 0, cy: 0, radius: 2);
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Assert.Equal(9, region.Visible.Count);
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}
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[Fact]
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public void Constructor_NearFarEdge_ClampsToWorldEdge()
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{
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var region = new StreamingRegion(cx: 0xFF, cy: 0xFF, radius: 2);
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Assert.Equal(9, region.Visible.Count);
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}
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[Fact]
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public void RecenterTo_SamePosition_EmptyDiff()
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{
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterToSingleTier(50, 50);
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Assert.Empty(diff.ToLoad);
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Assert.Empty(diff.ToUnload);
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}
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[Fact]
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public void RecenterTo_SingleStepEast_LoadsColumn_NoUnloadsDueToHysteresis()
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{
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// Radius 2 → unload threshold is radius+2 = 4.
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// Starting center (50,50) covers X in [48..52]. Step to (51,50):
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// new coverage X in [49..53]. New column is x=53 (5 entries).
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// Departing column x=48 is at distance |48-51| = 3, which is within
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// the radius+2 threshold, so it stays loaded (hysteresis keeps radius+2).
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterToSingleTier(51, 50);
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Assert.Equal(5, diff.ToLoad.Count);
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Assert.Empty(diff.ToUnload);
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// Visible is strictly the 5×5 window around (51, 50).
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Assert.Equal(25, region.Visible.Count);
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// Resident includes the hysteresis-retained x=48 column (5 entries)
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// plus the full new window, for 30 total.
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Assert.Equal(30, region.Resident.Count);
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}
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[Fact]
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public void RecenterTo_ThreeStepEast_LoadsAndUnloadsColumns()
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{
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// Starting (50,50) covers X in [48..52]. Step to (53,50):
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// new coverage X in [51..55]. New columns: x=53,54,55 (15 entries).
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// x=48 is now 5 away, > radius+2 = 4 → unload. x=49 is 4 away, not > 4 → keep. x=50 is 3 away, not > 4 → keep.
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterToSingleTier(53, 50);
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Assert.Equal(15, diff.ToLoad.Count);
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Assert.Equal(5, diff.ToUnload.Count);
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}
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[Fact]
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public void RecenterTo_LongTeleport_UnloadsEverythingLoadsEverything()
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{
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterToSingleTier(200, 200);
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Assert.Equal(25, diff.ToLoad.Count);
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Assert.Equal(25, diff.ToUnload.Count);
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}
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[Fact]
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public void Constructor_NearXEdgeOnly_ClampsOnlyXAxis()
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{
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// cx=0, cy=50, radius=2:
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// X is clamped to [0..2] (3 entries)
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// Y is unclamped [48..52] (5 entries)
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// Total = 3 × 5 = 15 landblocks.
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var region = new StreamingRegion(cx: 0, cy: 50, radius: 2);
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Assert.Equal(15, region.Visible.Count);
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}
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[Fact]
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public void Constructor_SmallRadius_IDsMatchEncodingRule()
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{
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// Verify EncodeLandblockId emits the LandBlock terminator (0xFFFF),
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// not the LandBlockInfo terminator (0xFFFE). The earlier version of
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// this test pinned 0xFFFE and codified the bug that produced "ball
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// of spikes" terrain in Phase A.1's first live run — LandblockLoader
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// was being asked to read the LandBlockInfo file as a LandBlock,
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// which corrupted the dat reader's buffer position and returned a
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// half-populated heightmap. radius=0 at (0x12, 0x34) → exactly one
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// entry, id = 0x1234FFFF.
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var region = new StreamingRegion(cx: 0x12, cy: 0x34, radius: 0);
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Assert.Single(region.Visible);
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Assert.Contains(0x1234FFFFu, region.Visible);
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}
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}
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