On login (or teleport) into a dungeon, FPS started ~10 and climbed over ~30 s. Root cause: the dungeon "collapse" (which shrinks the 25x25 streaming window to the player's single dungeon landblock — AC dungeons have no neighbours) only fires once the per-frame `insideDungeon` gate reads true, and that gate keys on the physics CurrCell, which isn't set until the player is PLACED, which waits for the dungeon landblock to hydrate. So during the whole hydration window NormalTick bootstraps the full window — ~24 unrelated ocean-grid neighbour dungeons + their ~19k entities each — and the collapse only mops them up afterward. That mop-up is the ramp. Fix: trigger the SAME collapse early, the instant we recenter the streaming center onto a sealed dungeon cell, before the first NormalTick. - StreamingController.PreCollapseToDungeon(cx,cy): fires EnterDungeonCollapse early (idempotent). The expensive neighbour window is never enqueued. - GameWindow.IsSealedDungeonCell(cellId): reads the EnvCell dat SeenOutside flag (CurrCell is null pre-placement) — the same flag ObjCell.SeenOutside and the per-frame gate use, so the early decision matches the eventual one. Distinguishes a real dungeon from a cottage/inn interior (SeenOutside → keeps its outdoor surround). Excludes the 0xFFFE/0xFFFF structural shell ids so an outdoor spawn id can't type-confuse a LandBlock record as an EnvCell. - Hooks: OnLiveEntitySpawnedLocked (login) + OnLivePositionUpdated (teleport). - Observer robustness: during a teleport PortalSpace hold the streaming observer follows the recentered destination, not the frozen pre-teleport position (which could drift >=2 landblocks off and trip ExitDungeonExpand). And _lastLivePlayerLandblockId is now filtered to the player guid (resolves the Phase A.1 TODO) so a stray NPC UpdatePosition can't drift the login-hold observer off the dungeon. Faithful EARLY trigger of the existing AP-36 collapse mechanism, not a new workaround — AP-36 amended in the same commit. Adversarially reviewed across timing / threading / faithfulness lenses; 5 new tests including the real runtime ordering (Tick bootstraps, then PreCollapse cancels). Core suite green (1463). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
257 lines
10 KiB
C#
257 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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/// <summary>
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/// The dungeon streaming gate (#133 FPS). AC dungeons have no adjacent
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/// landblocks (ACE <c>LandblockManager.GetAdjacentIDs</c> returns empty for a
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/// dungeon); they sit packed in the ocean grid, so the normal 25×25 window
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/// pulls in ~129 unrelated neighbor dungeons + their emitters. When the player
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/// is inside a sealed dungeon cell, <c>Tick(insideDungeon: true)</c> collapses
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/// streaming to the single dungeon landblock and unloads the neighbors.
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/// </summary>
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public class StreamingControllerDungeonGateTests
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{
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private static uint Encode(int x, int y) => ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
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private static LoadedLandblock MakeLb(int x, int y) => new LoadedLandblock(
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Encode(x, y),
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Heightmap: null!,
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Entities: Array.Empty<WorldEntity>());
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private sealed record Harness(
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StreamingController Ctrl,
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List<(uint Id, LandblockStreamJobKind Kind)> Loads,
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List<uint> Unloads,
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Func<int> ClearCalls,
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GpuWorldState State);
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private static Harness Make()
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{
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var loads = new List<(uint, LandblockStreamJobKind)>();
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var unloads = new List<uint>();
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int clearCalls = 0;
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var state = new GpuWorldState();
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var ctrl = new StreamingController(
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enqueueLoad: (id, kind) => loads.Add((id, kind)),
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enqueueUnload: unloads.Add,
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drainCompletions: _ => Array.Empty<LandblockStreamResult>(),
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 4,
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farRadius: 12,
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clearPendingLoads: () => clearCalls++);
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return new Harness(ctrl, loads, unloads, () => clearCalls, state);
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}
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[Fact]
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public void EntersDungeon_CancelsPending_UnloadsNeighbors_KeepsCenter()
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{
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var h = Make();
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uint center = Encode(0, 7);
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h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock
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h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon
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h.State.AddLandblock(MakeLb(1, 7)); // another neighbor
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h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
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Assert.Equal(1, h.ClearCalls()); // in-flight window load cancelled
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Assert.Contains(Encode(0, 8), h.Unloads); // neighbor unloaded
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Assert.Contains(Encode(1, 7), h.Unloads); // neighbor unloaded
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Assert.DoesNotContain(center, h.Unloads); // dungeon landblock kept
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Assert.DoesNotContain(h.Loads, l => l.Id == center); // already loaded → no reload
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}
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[Fact]
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public void EntersDungeon_CenterNotLoaded_EnqueuesCenterLoad()
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{
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var h = Make(); // empty state — the dungeon landblock isn't resident yet
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h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
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Assert.Equal(1, h.ClearCalls());
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Assert.Contains(h.Loads, l => l.Id == Encode(0, 7)
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&& l.Kind == LandblockStreamJobKind.LoadNear);
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}
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[Fact]
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public void StayingCollapsed_SweepsStragglerThatFinishedAfterTheEdge()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse edge
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h.Unloads.Clear();
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// A Load the worker had already dequeued before ClearLoads now completes.
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h.State.AddLandblock(MakeLb(0, 8));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // sweep
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Assert.Contains(Encode(0, 8), h.Unloads);
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Assert.DoesNotContain(Encode(0, 7), h.Unloads);
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}
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[Fact]
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public void StayingCollapsed_DoesNotReClearOrReloadCenter()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse (clear #1)
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h.Loads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: true); // stay collapsed
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Assert.Equal(1, h.ClearCalls()); // clear only fired on the edge
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Assert.Empty(h.Loads); // no spurious center reloads
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}
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[Fact]
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public void Collapsed_CurrCellFlickersToAdjacentOffByOne_DoesNotExpand()
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{
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// Regression: the live run broke because a dungeon cell's negative local-Y
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// makes the position-derived observer landblock land one row off (0,7→0,6).
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// When CurrCell flickers null mid-frame, GameWindow stops overriding to the
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// cell landblock and passes that adjacent (0,6). The Chebyshev>1 guard must
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// treat that as a flicker and HOLD — never expand (which would unload the
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// real dungeon and re-stream the 25×25 neighbor window).
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse onto the dungeon (0,7)
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.Tick(0, 6, insideDungeon: false); // flicker → adjacent off-by-one
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Assert.Empty(h.Loads); // NO full-window reload
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Assert.Empty(h.Unloads); // dungeon (0,7) preserved; nothing else resident
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}
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[Fact]
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public void ExitsDungeon_RebuildsFullWindow_UnloadsStaleDungeonLandblock()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
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h.Loads.Clear();
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h.Unloads.Clear();
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// Exit through a portal to an outdoor location far from the dungeon block.
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h.Ctrl.Tick(observerCx: 100, observerCy: 100, insideDungeon: false);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
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Assert.Contains(Encode(0, 7), h.Unloads); // stale dungeon block, outside new window
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}
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[Fact]
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public void PreCollapse_BeforeAnyTick_LoadsOnlyDungeon_NeverBootstrapsWindow()
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{
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// #135: at a dungeon login/teleport we pre-collapse the instant we recenter,
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// BEFORE the first Tick. The full 25×25 neighbor window must NEVER be enqueued
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// — only the single dungeon landblock loads.
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var h = Make(); // empty state — nothing resident, _region is null
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h.Ctrl.PreCollapseToDungeon(0, 7);
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Assert.Single(h.Loads); // exactly one load
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Assert.Equal(Encode(0, 7), h.Loads[0].Id); // the dungeon landblock
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Assert.Equal(LandblockStreamJobKind.LoadNear, h.Loads[0].Kind);
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Assert.DoesNotContain(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
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}
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[Fact]
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public void PreCollapse_AfterBootstrapTick_CancelsWindow_UnloadsResidentNeighbors_KeepsDungeon()
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{
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// The REAL runtime ordering at a dungeon login: the per-frame streaming Tick
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// runs FIRST and bootstraps the full 25×25 window, THEN the spawn handler fires
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// PreCollapseToDungeon. The pre-collapse must cancel the queued window loads
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// (_clearPendingLoads) and unload any neighbor that already finished streaming.
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var h = Make();
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h.Ctrl.Tick(0, 7, insideDungeon: false); // frame 1: NormalTick bootstraps the window
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Assert.True(h.Loads.Count > 1); // the full window was enqueued
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// Simulate neighbor landblocks that finished loading during the bootstrap,
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// before the collapse edge.
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h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock itself
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h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon that loaded
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h.State.AddLandblock(MakeLb(1, 7)); // another neighbor
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.PreCollapseToDungeon(0, 7);
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Assert.Equal(1, h.ClearCalls()); // queued window loads cancelled
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Assert.Contains(Encode(0, 8), h.Unloads); // resident neighbor unloaded
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Assert.Contains(Encode(1, 7), h.Unloads);
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Assert.DoesNotContain(Encode(0, 7), h.Unloads); // dungeon landblock kept
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}
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[Fact]
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public void PreCollapse_ThenHoldTicksWithStaleObserver_StaysCollapsed()
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{
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// After pre-collapse the player is held (CurrCell still null → insideDungeon
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// false) while the dungeon hydrates. A stale observer that is the SAME dungeon
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// landblock must keep streaming collapsed — no full-window reload.
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var h = Make();
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h.Ctrl.PreCollapseToDungeon(0, 7);
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: false); // hold frame: not placed yet
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Assert.Empty(h.Loads); // no neighbor window
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Assert.Empty(h.Unloads);
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}
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[Fact]
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public void PreCollapse_IsIdempotent_OnSameLandblock()
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{
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// A re-sent player spawn / a same-frame double call must not re-clear or
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// re-enqueue.
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var h = Make();
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h.Ctrl.PreCollapseToDungeon(0, 7);
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h.Loads.Clear();
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h.Ctrl.PreCollapseToDungeon(0, 7);
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Assert.Equal(1, h.ClearCalls()); // clear fired only on the first collapse
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Assert.Empty(h.Loads); // no second dungeon load
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}
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[Fact]
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public void PreCollapse_ThenPlaced_InsideDungeonTick_StaysCollapsed()
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{
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// When placement finally fires, the per-frame Tick(insideDungeon: true) sees
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// the same collapsed landblock and holds — no re-collapse churn.
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7)); // dungeon landblock finished loading
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h.Ctrl.PreCollapseToDungeon(0, 7);
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: true); // placed: gate now fires
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Assert.Equal(1, h.ClearCalls()); // no second clear
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Assert.Empty(h.Loads);
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Assert.DoesNotContain(Encode(0, 7), h.Unloads);
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}
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[Fact]
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public void NormalOutdoorTick_Unchanged_NoCollapseNoClear()
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{
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var h = Make();
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h.Ctrl.Tick(observerCx: 100, observerCy: 100); // default insideDungeon: false
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Assert.Equal(0, h.ClearCalls());
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Assert.Empty(h.Unloads);
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// 9 near (9×9? no — nearRadius 4 → 9×9=81) + far ring loads enqueued.
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
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}
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}
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