acdream/tests/AcDream.Core.Tests
Erik 489174f21c feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload
GpuWorldState.RemoveEntitiesFromLandblock now invokes an optional
Action<uint> callback before zeroing the entity list. GameWindow wires
this to EntityClassificationCache.InvalidateLandblock so cache entries
get swept on LB demote (Near to Far) and unload. Per spec section 5.3 W3b.

The callback receives the canonicalized landblock id (low 16 bits forced
to 0xFFFF), matching the LandblockHint stored at Populate time. Trace:
GpuWorldState._loaded keys are canonical (set by AppendLiveEntity),
LandblockEntries yields kvp.Key as LandblockId, WalkEntitiesInto
propagates entry.LandblockId into _walkScratch, the dispatcher's
populateLandblockId reads that tuple and stores it as LandblockHint.

Phase 3 (invalidation hooks) complete. The cache now stays correct across
all spec-identified mutation events: despawn, ObjDescEvent (despawn+
respawn), LB demote, LB unload.

Two integration tests added:
- RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId asserts
  the callback fires once with the canonical id even when called with a
  cell-resolved input (low 16 bits non-FFFF).
- RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback asserts the
  early-return path doesn't fire the callback for unknown landblocks.

Tests: 1706 passed / 8 failed (baseline). Sentinel: 110/110.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:32:16 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes 2026-05-06 16:46:23 +02:00
Physics fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(render #53): wire EntityClassificationCache.InvalidateEntity at despawn 2026-05-10 19:22:50 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload 2026-05-10 19:32:16 +02:00
Terrain fix(N.5b T7): tighten conformance sample upper bound to 191.975f 2026-05-09 08:59:01 +02:00
Textures test(N.3): update SurfaceDecoderTests to match isAdditive split 2026-05-08 11:34:32 +02:00
Vfx feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
World feat(A.5 T8): WorldEntity AABB cache + dirty flag 2026-05-09 22:54:25 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00