acdream/tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs
Erik a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:37:53 +02:00

165 lines
5.5 KiB
C#

using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.World;
public class LandblockLoaderTests
{
private static LandBlock BuildFlatLandBlock()
{
var block = new LandBlock
{
HasObjects = true,
Terrain = new TerrainInfo[81],
Height = new byte[81],
};
for (int i = 0; i < 81; i++)
{
block.Terrain[i] = (ushort)0;
block.Height[i] = 0;
}
return block;
}
[Fact]
public void BuildEntitiesFromInfo_StabsAndBuildings_AreMappedToEntities()
{
var info = new LandBlockInfo
{
Objects =
{
new Stab
{
Id = 0x01000042u, // GfxObj id
Frame = new Frame
{
Origin = new Vector3(10, 20, 5),
Orientation = Quaternion.Identity,
},
},
new Stab
{
Id = 0x02000099u, // Setup id
Frame = new Frame
{
Origin = new Vector3(30, 40, 10),
Orientation = Quaternion.Identity,
},
},
},
Buildings =
{
new BuildingInfo
{
ModelId = 0x020000AAu, // Setup for a building
Frame = new Frame
{
Origin = new Vector3(50, 60, 0),
Orientation = Quaternion.Identity,
},
},
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Equal(3, entities.Count);
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x01000042u && e.Position == new Vector3(10, 20, 5));
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x02000099u && e.Position == new Vector3(30, 40, 10));
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x020000AAu && e.Position == new Vector3(50, 60, 0));
}
[Fact]
public void BuildEntitiesFromInfo_AssignsMonotonicIds()
{
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x01000002u, Frame = new Frame() },
new Stab { Id = 0x01000003u, Frame = new Frame() },
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
var ids = entities.Select(e => e.Id).OrderBy(i => i).ToArray();
Assert.Equal(3, ids.Distinct().Count()); // all unique
}
[Fact]
public void BuildEntitiesFromInfo_UnsupportedIdType_IsSkipped()
{
// 0x03xxxxxx is neither GfxObj (0x01) nor Setup (0x02).
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x03000002u, Frame = new Frame() }, // skipped
new Stab { Id = 0x02000003u, Frame = new Frame() },
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Equal(2, entities.Count);
Assert.DoesNotContain(entities, e => e.SourceGfxObjOrSetupId == 0x03000002u);
}
[Fact]
public void BuildEntitiesFromInfo_Empty_ReturnsEmpty()
{
var entities = LandblockLoader.BuildEntitiesFromInfo(new LandBlockInfo());
Assert.Empty(entities);
}
[Fact]
public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
{
// Regression: cross-LB stab Id collision was the cause of visual
// glitches in Tier 1 cache (commit <THIS_COMMIT>) — buildings rendered
// up in the air with wrong textures because cache was keyed by
// entity.Id and stab Ids restarted at 1 per landblock.
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x01000002u, Frame = new Frame() },
},
};
var entitiesLbA = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B40000u);
var entitiesLbB = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B50000u);
// No two entities across LB A and LB B share the same Id.
var idsA = entitiesLbA.Select(e => e.Id).ToArray();
var idsB = entitiesLbB.Select(e => e.Id).ToArray();
Assert.Empty(idsA.Intersect(idsB));
// The namespace top byte is 0xC0 for stabs (distinct from 0x80 scenery,
// 0x40 interior, low-range live entities).
Assert.All(idsA, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
Assert.All(idsB, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
}
[Fact]
public void BuildEntitiesFromInfo_LegacyZeroLandblockId_StartsAtOne()
{
// Backward compat: existing callers (tests pre-fix) call without a
// landblockId and get the legacy "starts at 1" behavior.
var info = new LandBlockInfo
{
Objects = { new Stab { Id = 0x01000001u, Frame = new Frame() } },
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Single(entities);
Assert.Equal(1u, entities[0].Id);
}
}