The probe launch discriminated it: the user reproduced the purple floor flash while [light] (ambient branch) and [pv-input] (portal flood) read provably healthy — eliminating the last CPU-side theories and exposing the one channel the probes could not see: per-cell 8-light set composition. BuildPointLightSnapshot kept the MaxGlobalLights=128 point lights nearest THE CAMERA; the Facility Hub registers 366 fixtures, so 238 were evicted per frame by camera distance. SelectForObject (faithfully camera-independent, and unit-pinned as such) could only choose from the surviving 128 — an in-range torch of a visible cell that ranked past the cap dropped out of that cell's 8-set, so per-cell Gouraud lighting flipped as the chase boom swung the camera: - #176: the flipping unit is a CELL -> discontinuity lines at exactly cell-seam granularity; a torch-losing floor drops to dim blue-grey stone at 0.2 ambient (the perceived purple), camera-angle dependent. - #177: a stair room whose torches all ranked past the cap rendered at bare 0.2 ambient (near-black = 'not visible'); approach re-admitted them ('pops into existence'); the sweeping boundary dropped the ramp's lights mid-descent ('disappears on the last step'). The geometry never vanished - its lights did. Retail's minimize_object_lighting (0x0054d480) has NO global camera-nearest pool cap (lights register per cell, insert_light 0x0054d1b0). Fix: MaxGlobalLights 128 -> 1024, a non-biting safety valve (GlobalLightPacker grows to fit; 64 B/light). Register row AP-85. TDD pin: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant (RED at 128 with a Hub-scale 401-light layout, GREEN at 1024). The pre-existing camera-independence pin covered the SELECTOR but not the SNAPSHOT it selects from - the pop re-entered one stage upstream. Suites: Core 2588 / App 719 / UI 425 / Net 385 green. Pending user gate. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
315 lines
12 KiB
C#
315 lines
12 KiB
C#
using System.Numerics;
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using AcDream.Core.Lighting;
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using Xunit;
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namespace AcDream.Core.Tests.Lighting;
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public sealed class LightManagerTests
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{
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private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true)
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=> new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = pos,
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Range = range,
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IsLit = lit,
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OwnerId = ownerId,
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};
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[Fact]
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public void Register_Unregister_TracksList()
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{
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var mgr = new LightManager();
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var a = MakePoint(Vector3.Zero, 5f);
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var b = MakePoint(new Vector3(10, 0, 0), 5f);
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mgr.Register(a);
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mgr.Register(b);
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Assert.Equal(2, mgr.RegisteredCount);
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mgr.Unregister(a);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void Register_DuplicateInstance_Idempotent()
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{
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var mgr = new LightManager();
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var light = MakePoint(Vector3.Zero, 5f);
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mgr.Register(light);
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mgr.Register(light);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void Tick_SelectsByDistance_Top8()
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{
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var mgr = new LightManager();
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// 12 lights at varying distances, all with range 100 so none filter out.
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for (int i = 0; i < 12; i++)
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mgr.Register(MakePoint(new Vector3(i, 0, 0), 100f));
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(8, mgr.ActiveCount);
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// Top 8 should be the closest (i=0..7).
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foreach (var l in mgr.Active)
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{
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Assert.NotNull(l);
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Assert.True(l!.WorldPosition.X <= 7f);
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}
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}
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[Fact]
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public void Tick_SelectsByDistance_RegardlessOfViewerRange()
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{
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// Retail D3D-style: candidacy is distance-only (the nearest 8). A torch
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// lights its OWN surfaces — the shader applies the hard `d < range` cutoff
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// PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing
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// outside the range of is still selected; it lights the wall it sits on.
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// Replaces the old viewer-range candidacy filter that suppressed it, which
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// left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2
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// ambient — the "dungeon lighting off" report (#133 A7).
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface
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}
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[Fact]
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public void Tick_IncludesNearbyLight()
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{
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var mgr = new LightManager();
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// A nearby point light is selected (distance-only candidacy; the shader
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// applies the per-fragment range cutoff).
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mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount);
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}
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[Fact]
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public void Tick_SunSlot0_PreservedAcrossTicks()
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{
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var mgr = new LightManager();
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var sun = new LightSource { Kind = LightKind.Directional, WorldForward = -Vector3.UnitZ };
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mgr.Sun = sun;
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mgr.Register(MakePoint(Vector3.Zero, 100f));
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mgr.Tick(Vector3.Zero);
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Assert.Equal(2, mgr.ActiveCount);
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Assert.Same(sun, mgr.Active[0]);
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}
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[Fact]
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public void Tick_UnlitLight_Excluded()
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{
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var mgr = new LightManager();
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var light = MakePoint(Vector3.Zero, 100f, lit: false);
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mgr.Register(light);
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mgr.Tick(Vector3.Zero);
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Assert.Equal(0, mgr.ActiveCount);
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// Toggle lit: should now appear.
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light.IsLit = true;
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mgr.Tick(Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount);
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}
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[Fact]
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public void UnregisterByOwner_RemovesAttachedLights()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(Vector3.Zero, 5f, ownerId: 42));
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, ownerId: 42));
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, ownerId: 99));
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mgr.UnregisterByOwner(42);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void DistSq_UpdatedEachTick()
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{
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var mgr = new LightManager();
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var light = MakePoint(new Vector3(3, 0, 4), 10f); // dist 5
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mgr.Register(light);
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mgr.Tick(Vector3.Zero);
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Assert.Equal(25f, light.DistSq, 2);
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mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4
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Assert.Equal(16f, light.DistSq, 2);
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}
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// ── Fix B: per-object selection (minimize_object_lighting) ────────────────
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[Fact]
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public void BuildPointLightSnapshot_ExcludesDirectionalAndUnlit()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // in
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, lit: false)); // unlit → out
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mgr.Register(new LightSource { Kind = LightKind.Directional }); // sun → out
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mgr.BuildPointLightSnapshot(Vector3.Zero);
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Assert.Single(mgr.PointSnapshot);
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Assert.Equal(1f, mgr.PointSnapshot[0].WorldPosition.X, 3);
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}
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[Fact]
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public void BuildPointLightSnapshot_IndexStable_InBudget()
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{
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var mgr = new LightManager();
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// Registration order preserved when under MaxGlobalLights (no sort).
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mgr.Register(MakePoint(new Vector3(100, 0, 0), 5f)); // far
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // near
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mgr.BuildPointLightSnapshot(Vector3.Zero);
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Assert.Equal(2, mgr.PointSnapshot.Count);
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Assert.Equal(100f, mgr.PointSnapshot[0].WorldPosition.X, 3); // index 0 = first registered
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Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
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}
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[Fact]
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public void SelectForObject_EmptySnapshot_ReturnsZero()
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{
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(System.Array.Empty<LightSource>(), Vector3.Zero, 1f, idx);
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Assert.Equal(0, n);
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}
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[Fact]
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public void SelectForObject_InRange_Selected()
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{
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var snapshot = new[] { MakePoint(new Vector3(3, 0, 0), range: 5f) }; // dist 3 < range 5
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(1, n);
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Assert.Equal(0, idx[0]);
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}
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[Fact]
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public void SelectForObject_OutOfRange_Excluded()
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{
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// dist 10, range 5, radius 0 → 10 >= 5 → excluded.
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var snapshot = new[] { MakePoint(new Vector3(10, 0, 0), range: 5f) };
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(0, n);
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}
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[Fact]
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public void SelectForObject_ObjectRadiusExtendsReach()
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{
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// dist 7, range 5: out of reach at radius 0, but a radius-3 object sphere
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// overlaps (7 < 5+3). The whole object catches the light — retail uses the
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// object's bounding sphere, not its centre point.
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var snapshot = new[] { MakePoint(new Vector3(7, 0, 0), range: 5f) };
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Span<int> idx = stackalloc int[8];
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Assert.Equal(0, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx));
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Assert.Equal(1, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 3f, idx));
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}
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[Fact]
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public void SelectForObject_MoreThan8_KeepsNearest8()
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{
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// 10 candidate lights all in range; expect the 8 nearest the object centre,
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// ascending by distance, with the two farthest dropped.
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var snapshot = new LightSource[10];
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for (int i = 0; i < 10; i++)
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snapshot[i] = MakePoint(new Vector3(i + 1, 0, 0), range: 100f); // dist i+1, all in range
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(8, n);
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// Nearest-first: index 0 (dist 1) … index 7 (dist 8). The two farthest
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// (indices 8,9 / dist 9,10) are evicted.
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for (int k = 0; k < 8; k++)
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Assert.Equal(k, idx[k]);
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}
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[Fact]
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public void SelectForObject_CameraIndependent_DependsOnlyOnObjectCentre()
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{
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// Same snapshot, same object centre → identical selection regardless of
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// where any "camera" is (the method takes no camera). This is the property
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// that kills the "lights up as I approach" popping.
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var snapshot = new[]
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{
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MakePoint(new Vector3(2, 0, 0), range: 10f),
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MakePoint(new Vector3(20, 0, 0), range: 10f), // out of reach of centre 0
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};
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Span<int> a = stackalloc int[8];
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Span<int> b = stackalloc int[8];
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int na = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, a);
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int nb = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, b);
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Assert.Equal(1, na);
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Assert.Equal(na, nb);
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Assert.Equal(a[0], b[0]);
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}
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/// <summary>
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/// #176/#177 (2026-07-06): SelectForObject is camera-independent (the test
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/// above), but the SNAPSHOT it selects from was not — BuildPointLightSnapshot
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/// kept only the MaxGlobalLights nearest THE CAMERA. In the Facility Hub
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/// (366 registered fixtures vs the old cap of 128), an in-range torch of a
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/// VISIBLE cell could rank past the cap and be evicted, so the cell's 8-set
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/// (and its Gouraud vertex lighting) flipped as the camera moved — per-cell
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/// lighting pops at seam granularity (#176's flash), and a whole room's
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/// torches vanishing until approach (#177's pop-in). Retail's
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/// minimize_object_lighting (0x0054d480) has NO global camera-nearest cap —
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/// every registered light reaching the object is a candidate. This pins the
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/// end-to-end property: a light in range of an object stays selected no
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/// matter where the camera is, at Facility-Hub-scale light counts.
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/// </summary>
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[Fact]
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public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
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{
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var mgr = new LightManager();
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// 400 fixtures clustered near the origin (the "camera side" of the
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// dungeon) — these fill every low camera-distance rank.
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for (int i = 0; i < 400; i++)
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mgr.Register(MakePoint(new Vector3(i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1)));
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// The target torch: far from the origin-side camera (rank ~401), but
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// squarely in range of the target cell around (200, 0, 0).
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var torch = MakePoint(new Vector3(198f, 0, 0), range: 15f, ownerId: 0xF00DF00Du);
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mgr.Register(torch);
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Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
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// Camera parked at the origin end — the torch must still light the cell.
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mgr.BuildPointLightSnapshot(cameraWorldPos: Vector3.Zero);
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int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
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bool torchSelectedFar = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
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// Camera next to the cell — the reference behavior.
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mgr.BuildPointLightSnapshot(cameraWorldPos: new Vector3(200f, 0, 0));
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int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
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bool torchSelectedNear = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
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Assert.True(torchSelectedNear, "sanity: the torch reaches the cell when the camera is beside it");
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Assert.True(torchSelectedFar,
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"an in-range light of a visible cell was evicted by the camera-nearest snapshot cap — " +
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"per-cell lighting would pop with camera movement (the #176/#177 mechanism)");
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static bool SelectedContains(
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System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
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Span<int> indices, int count, LightSource target)
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{
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for (int i = 0; i < count; i++)
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if (ReferenceEquals(snapshot[indices[i]], target)) return true;
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return false;
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}
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}
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}
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