acdream/tests/AcDream.App.Tests/Rendering/CameraFrameControllerTests.cs
Erik 947c61d2d7 refactor(camera): extract the update frame
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
2026-07-22 03:08:58 +02:00

231 lines
7.6 KiB
C#

using System.Numerics;
using AcDream.App.Combat;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Update;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.Rendering;
public sealed class CameraFrameControllerTests
{
[Fact]
public void FlyMode_UsesOneSemanticHeldInputSnapshot()
{
CameraController camera = CreateCamera();
camera.ToggleFly();
Vector3 start = camera.Fly.Position;
var input = new InputSource
{
Fly = new FlyCameraInput(
Forward: true,
Left: false,
Backward: false,
Right: false,
Up: true,
Down: false,
Boost: false),
};
CameraFrameController frame = CreateFrame(camera, input: input);
frame.Tick(new UpdateFrameTiming(0.5, 0.5f, 0.5));
Assert.Equal(1, input.FlyCaptures);
Assert.InRange(camera.Fly.Position.Y - start.Y, 5.999f, 6.001f);
Assert.InRange(camera.Fly.Position.Z - start.Z, 5.999f, 6.001f);
}
[Fact]
public void DevToolsKeyboardCapture_PausesFlyCamera()
{
CameraController camera = CreateCamera();
camera.ToggleFly();
Vector3 start = camera.Fly.Position;
var input = new InputSource
{
Fly = new FlyCameraInput(true, false, false, false, false, false, false),
};
CameraFrameController frame = CreateFrame(
camera,
capture: new CaptureSource { DevToolsKeyboard = true },
input: input);
frame.Tick(new UpdateFrameTiming(1.0, 1f, 1.0));
Assert.Equal(start, camera.Fly.Position);
Assert.Equal(0, input.FlyCaptures);
}
[Fact]
public void InboundCreatedPlayer_ProjectsThenReconcilesBeforeCameraPublication()
{
PlayerMovementController controller = CreatePlayer();
var calls = new List<string>();
var runtime = new PlayerRuntime(controller, calls);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
CameraController camera = CreateCamera();
var legacy = new ChaseCamera();
var retail = new RetailChaseCamera();
camera.EnterChaseMode(legacy, retail);
var chase = new ChaseSource(legacy, retail);
var reconciler = new Reconciler(calls);
var frame = new CameraFrameController(
camera,
new CaptureSource(),
new InputSource(),
runtime,
chase,
localFrame,
reconciler,
new CombatTargetSource());
frame.Tick(new UpdateFrameTiming(1.0 / 60.0, 1f / 60f, 1.0));
Assert.Equal(["project", "reconcile"], calls);
Assert.NotEqual(Vector3.Zero, legacy.Position);
Assert.NotEqual(Vector3.Zero, retail.Position);
}
[Fact]
public void PreNetworkAdvancedPlayer_DoesNotRunTheInboundCreationReconcile()
{
PlayerMovementController controller = CreatePlayer();
var calls = new List<string>();
var runtime = new PlayerRuntime(controller, calls);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
localFrame.AdvanceBeforeNetwork(PhysicsBody.MaxQuantum);
calls.Clear();
CameraController camera = CreateCamera();
var legacy = new ChaseCamera();
var retail = new RetailChaseCamera();
camera.EnterChaseMode(legacy, retail);
var frame = new CameraFrameController(
camera,
new CaptureSource(),
new InputSource(),
runtime,
new ChaseSource(legacy, retail),
localFrame,
new Reconciler(calls),
new CombatTargetSource());
frame.Tick(new UpdateFrameTiming(1.0 / 60.0, 1f / 60f, 1.0));
Assert.Empty(calls);
}
private static CameraFrameController CreateFrame(
CameraController camera,
CaptureSource? capture = null,
InputSource? input = null)
{
var runtime = new PlayerRuntime(null, []);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
return new CameraFrameController(
camera,
capture ?? new CaptureSource(),
input ?? new InputSource(),
runtime,
new ChaseSource(null, null),
localFrame,
new Reconciler([]),
new CombatTargetSource());
}
private static CameraController CreateCamera() =>
new(new OrbitCamera(), new FlyCamera());
private static PlayerMovementController CreatePlayer()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < heightTable.Length; i++)
heightTable[i] = i;
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f);
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
return controller;
}
private sealed class CaptureSource : IInputCaptureSource
{
public bool DevToolsKeyboard { get; set; }
public bool WantCaptureMouse => false;
public bool WantCaptureKeyboard => DevToolsKeyboard;
public bool DevToolsWantCaptureKeyboard => DevToolsKeyboard;
}
private sealed class InputSource : ICameraFrameInputSource
{
public bool IsAvailable { get; set; } = true;
public FlyCameraInput Fly { get; set; }
public ChaseCameraAdjustmentInput Chase { get; set; }
public int FlyCaptures { get; private set; }
public FlyCameraInput CaptureFly()
{
FlyCaptures++;
return Fly;
}
public ChaseCameraAdjustmentInput CaptureChaseAdjustment() => Chase;
}
private sealed class ChaseSource(
ChaseCamera? legacy,
RetailChaseCamera? retail) : IChaseCameraSource
{
public ChaseCamera? Legacy => legacy;
public RetailChaseCamera? Retail => retail;
}
private sealed class StillMovementInput : IMovementInputSource
{
public MovementInput Capture() => default;
}
private sealed class PlayerRuntime(
PlayerMovementController? controller,
List<string> calls) : ILocalPlayerFrameRuntime
{
public bool CanPresentPlayer { get; set; } = controller is not null;
public PlayerMovementController? Controller => controller;
public uint ResolveLocalEntityId() => 7u;
public void HandleTargeting() { }
public bool IsHidden => false;
public RetailObjectClockDisposition ObjectClockDisposition =>
RetailObjectClockDisposition.Advance;
public void Project(
PlayerMovementController owner,
MovementResult movement,
bool hidden) => calls.Add("project");
public void SendPreNetwork(
PlayerMovementController owner,
MovementResult movement,
bool hidden) { }
public void SendPostNetwork(PlayerMovementController owner, bool hidden) { }
}
private sealed class Reconciler(List<string> calls)
: ILiveSpatialReconcilePhase
{
public void Reconcile() => calls.Add("reconcile");
}
private sealed class CombatTargetSource : ICombatCameraTargetSource
{
public Vector3? GetTrackedTargetPoint() => null;
}
}