Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs. Co-authored-by: Codex <codex@openai.com>
361 lines
13 KiB
C#
361 lines
13 KiB
C#
using System.Collections.Concurrent;
|
|
using System.Runtime.CompilerServices;
|
|
using AcDream.App.Composition;
|
|
using AcDream.App.Rendering;
|
|
using AcDream.App.Rendering.Wb;
|
|
using AcDream.App.World;
|
|
using AcDream.Content;
|
|
using AcDream.Core.Terrain;
|
|
using AcDream.UI.Abstractions.Settings;
|
|
using DatReaderWriter.DBObjs;
|
|
using Silk.NET.Input;
|
|
using Silk.NET.OpenGL;
|
|
using Shader = AcDream.App.Rendering.Shader;
|
|
|
|
namespace AcDream.App.Tests.Composition;
|
|
|
|
public sealed class WorldRenderCompositionTests
|
|
{
|
|
[Fact]
|
|
public void SuccessPublishesExactModernFoundationInFrozenOrder()
|
|
{
|
|
var fixture = new Fixture();
|
|
|
|
WorldRenderResult result = fixture.Compose();
|
|
|
|
Assert.Equal(Enum.GetValues<WorldRenderCompositionPoint>(), fixture.Points);
|
|
Assert.Same(fixture.Publication.Terrain, result.Foundation.Terrain);
|
|
Assert.Same(fixture.Publication.MeshAdapter, result.Foundation.MeshAdapter);
|
|
Assert.Same(fixture.Publication.TextureCache, result.Foundation.TextureCache);
|
|
Assert.Same(fixture.Lifetime.Atlas, result.Foundation.TerrainAtlas);
|
|
Assert.Equal(QualitySettings.From(QualityPreset.High).AnisotropicLevel,
|
|
fixture.Factory.AnisotropicLevel);
|
|
Assert.Equal(1, fixture.Lifetime.AcquireCalls);
|
|
Assert.Empty(fixture.Factory.Releases);
|
|
}
|
|
|
|
[Fact]
|
|
public void MissingDebugFontSkipsOnlyTheOptionalHudPrefix()
|
|
{
|
|
var fixture = new Fixture(hasFont: false);
|
|
|
|
WorldRenderResult result = fixture.Compose();
|
|
|
|
Assert.Null(result.Foundation.DebugFont);
|
|
Assert.Null(result.Foundation.TextRenderer);
|
|
Assert.DoesNotContain(WorldRenderCompositionPoint.DebugFontCreated, fixture.Points);
|
|
Assert.DoesNotContain(WorldRenderCompositionPoint.TextRendererCreated, fixture.Points);
|
|
Assert.DoesNotContain(WorldRenderCompositionPoint.HudResourcesPublished, fixture.Points);
|
|
Assert.Contains(WorldRenderCompositionPoint.HudResourcesCompleted, fixture.Points);
|
|
}
|
|
|
|
[Theory]
|
|
[MemberData(nameof(FailurePoints))]
|
|
public void FaultAfterEachBoundaryStopsTheExactSuffix(int pointValue)
|
|
{
|
|
var point = (WorldRenderCompositionPoint)pointValue;
|
|
var fixture = new Fixture(failurePoint: point);
|
|
|
|
Assert.Throws<InvalidOperationException>(fixture.Compose);
|
|
|
|
Assert.Equal(
|
|
Enum.GetValues<WorldRenderCompositionPoint>()
|
|
.TakeWhile(candidate => candidate <= point),
|
|
fixture.Points);
|
|
}
|
|
|
|
public static TheoryData<int> FailurePoints()
|
|
{
|
|
var data = new TheoryData<int>();
|
|
foreach (WorldRenderCompositionPoint point in
|
|
Enum.GetValues<WorldRenderCompositionPoint>())
|
|
{
|
|
data.Add((int)point);
|
|
}
|
|
return data;
|
|
}
|
|
|
|
[Theory]
|
|
[InlineData("terrain shader", "terrain shader")]
|
|
[InlineData("scene lighting", "scene lighting")]
|
|
[InlineData("debug lines", "debug lines")]
|
|
[InlineData("HUD", "text renderer|debug font")]
|
|
[InlineData("terrain", "terrain")]
|
|
[InlineData("mesh shader", "mesh shader")]
|
|
[InlineData("WB mesh adapter", "WB mesh adapter")]
|
|
[InlineData("texture cache", "texture cache")]
|
|
[InlineData("sampler cache", "sampler cache")]
|
|
public void FailedPublicationRollsBackOnlyItsUnpublishedResourcePrefix(
|
|
string publication,
|
|
string expectedReleaseOrder)
|
|
{
|
|
var fixture = new Fixture(publicationFailure: publication);
|
|
|
|
Assert.Throws<InvalidOperationException>(fixture.Compose);
|
|
|
|
Assert.Equal(
|
|
expectedReleaseOrder.Split('|'),
|
|
fixture.Factory.Releases);
|
|
}
|
|
|
|
[Fact]
|
|
public void PartialHudConstructionRollsBackFontWhenTextCreationFails()
|
|
{
|
|
var fixture = new Fixture(
|
|
failurePoint: WorldRenderCompositionPoint.DebugFontCreated);
|
|
|
|
Assert.Throws<InvalidOperationException>(fixture.Compose);
|
|
|
|
Assert.Equal(["debug font"], fixture.Factory.Releases);
|
|
}
|
|
|
|
[Fact]
|
|
public void GameWindowUsesPhaseAndNoLongerBuildsWorldFoundationInline()
|
|
{
|
|
string source = File.ReadAllText(Path.Combine(
|
|
FindRepoRoot(),
|
|
"src",
|
|
"AcDream.App",
|
|
"Rendering",
|
|
"GameWindow.cs"));
|
|
|
|
Assert.Contains("new WorldRenderCompositionPhase(", source,
|
|
StringComparison.Ordinal);
|
|
Assert.DoesNotContain("BindlessSupport.TryCreate(_gl", source,
|
|
StringComparison.Ordinal);
|
|
Assert.DoesNotContain("_terrainModernShader = new Shader", source,
|
|
StringComparison.Ordinal);
|
|
Assert.DoesNotContain("_wbMeshAdapter = new", source,
|
|
StringComparison.Ordinal);
|
|
Assert.DoesNotContain("_textureCache = new TextureCache", source,
|
|
StringComparison.Ordinal);
|
|
}
|
|
|
|
private sealed class Fixture
|
|
{
|
|
private readonly WorldRenderCompositionPoint? _failurePoint;
|
|
|
|
public Fixture(
|
|
bool hasFont = true,
|
|
WorldRenderCompositionPoint? failurePoint = null,
|
|
string? publicationFailure = null)
|
|
{
|
|
_failurePoint = failurePoint;
|
|
Factory = new Factory(hasFont);
|
|
Publication = new Publication(publicationFailure);
|
|
Lifetime = new RenderLifetime(Factory.Atlas);
|
|
var content = (ContentEffectsAudioResult)
|
|
RuntimeHelpers.GetUninitializedObject(typeof(ContentEffectsAudioResult));
|
|
Content = content;
|
|
}
|
|
|
|
public Factory Factory { get; }
|
|
public Publication Publication { get; }
|
|
public RenderLifetime Lifetime { get; }
|
|
public List<WorldRenderCompositionPoint> Points { get; } = [];
|
|
public ContentEffectsAudioResult Content { get; }
|
|
|
|
public WorldRenderResult Compose() =>
|
|
new WorldRenderCompositionPhase(
|
|
new WorldRenderDependencies(
|
|
new WorldEnvironmentController(),
|
|
Lifetime,
|
|
ImmediateGpuResourceRetirementQueue.Instance,
|
|
0xA9B4FFFFu,
|
|
_ => { }),
|
|
Publication,
|
|
Factory,
|
|
point =>
|
|
{
|
|
Points.Add(point);
|
|
if (point == _failurePoint)
|
|
throw new InvalidOperationException($"fault at {point}");
|
|
}).Compose(
|
|
new GameWindowPlatformResult<GL, IInputContext>(null!, null!),
|
|
Content,
|
|
new SettingsDevToolsResult(
|
|
QualitySettings.From(QualityPreset.High),
|
|
null));
|
|
}
|
|
|
|
private sealed class RenderLifetime(TerrainAtlas atlas)
|
|
: IGameRenderResourceLifetime
|
|
{
|
|
public TerrainAtlas Atlas { get; } = atlas;
|
|
public int AcquireCalls { get; private set; }
|
|
|
|
public TerrainAtlas AcquireTerrainAtlas(Func<TerrainAtlas> factory)
|
|
{
|
|
AcquireCalls++;
|
|
return Atlas;
|
|
}
|
|
}
|
|
|
|
private sealed class Factory(bool hasFont) : IWorldRenderCompositionFactory
|
|
{
|
|
private readonly Dictionary<IDisposable, string> _names =
|
|
new(ReferenceEqualityComparer.Instance);
|
|
|
|
public TerrainAtlas Atlas { get; } = Stub<TerrainAtlas>();
|
|
public int AnisotropicLevel { get; private set; }
|
|
public List<string> Releases { get; } = [];
|
|
|
|
public void InitializeGlState(GL gl) { }
|
|
|
|
public WorldRegionData LoadRegion(IDatReaderWriter dats) =>
|
|
new(Stub<Region>(), new float[256]);
|
|
|
|
public void InitializeEnvironment(
|
|
WorldEnvironmentController environment,
|
|
Region region) { }
|
|
|
|
public BindlessSupport RequireBindless(GL gl, Action<string> log) =>
|
|
Stub<BindlessSupport>();
|
|
|
|
public TerrainAtlas AcquireTerrainAtlas(
|
|
IGameRenderResourceLifetime lifetime,
|
|
GL gl,
|
|
IDatReaderWriter dats,
|
|
BindlessSupport bindless) =>
|
|
lifetime.AcquireTerrainAtlas(() => Atlas);
|
|
|
|
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
|
|
AnisotropicLevel = level;
|
|
|
|
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
|
|
Resource<Shader>("terrain shader");
|
|
|
|
public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
|
|
Resource<SceneLightingUboBinding>("scene lighting");
|
|
|
|
public DebugLineRenderer CreateDebugLines(GL gl, string shadersDirectory) =>
|
|
Resource<DebugLineRenderer>("debug lines");
|
|
|
|
public byte[]? TryLoadDebugFont() => hasFont ? [1] : null;
|
|
|
|
public BitmapFont CreateDebugFont(GL gl, byte[] bytes) =>
|
|
Resource<BitmapFont>("debug font");
|
|
|
|
public TextRenderer CreateTextRenderer(GL gl, string shadersDirectory) =>
|
|
Resource<TextRenderer>("text renderer");
|
|
|
|
public TerrainModernRenderer CreateTerrain(
|
|
GL gl,
|
|
BindlessSupport bindless,
|
|
Shader shader,
|
|
TerrainAtlas atlas,
|
|
IGpuResourceRetirementQueue retirement) =>
|
|
Resource<TerrainModernRenderer>("terrain");
|
|
|
|
public WorldTerrainBuildContext CreateTerrainBuildContext(
|
|
uint initialCenterLandblockId,
|
|
float[] heightTable,
|
|
TerrainAtlas atlas) =>
|
|
new(
|
|
initialCenterLandblockId,
|
|
0xA9,
|
|
0xB4,
|
|
heightTable,
|
|
Stub<TerrainBlendingContext>(),
|
|
new ConcurrentDictionary<uint, SurfaceInfo>());
|
|
|
|
public Shader CreateMeshShader(GL gl, string shadersDirectory) =>
|
|
Resource<Shader>("mesh shader");
|
|
|
|
public WbMeshAdapter CreateMeshAdapter(
|
|
GL gl,
|
|
IDatReaderWriter dats,
|
|
IGpuResourceRetirementQueue retirement) =>
|
|
Resource<WbMeshAdapter>("WB mesh adapter");
|
|
|
|
public TextureCache CreateTextureCache(
|
|
GL gl,
|
|
IDatReaderWriter dats,
|
|
BindlessSupport bindless,
|
|
IGpuResourceRetirementQueue retirement) =>
|
|
Resource<TextureCache>("texture cache");
|
|
|
|
public SamplerCache CreateSamplerCache(GL gl) =>
|
|
Resource<SamplerCache>("sampler cache");
|
|
|
|
public void Release(IDisposable resource)
|
|
{
|
|
Releases.Add(_names[resource]);
|
|
}
|
|
|
|
private T Resource<T>(string name)
|
|
where T : class, IDisposable
|
|
{
|
|
T value = Stub<T>();
|
|
_names.Add(value, name);
|
|
return value;
|
|
}
|
|
}
|
|
|
|
private sealed class Publication(string? failure) : IGameWindowWorldRenderPublication
|
|
{
|
|
public TerrainModernRenderer? Terrain { get; private set; }
|
|
public WbMeshAdapter? MeshAdapter { get; private set; }
|
|
public TextureCache? TextureCache { get; private set; }
|
|
|
|
public void PublishBindlessSupport(BindlessSupport value) =>
|
|
Fail("bindless");
|
|
public void PublishTerrainShader(Shader value) =>
|
|
Fail("terrain shader");
|
|
public void PublishSceneLighting(SceneLightingUboBinding value) =>
|
|
Fail("scene lighting");
|
|
public void PublishDebugLines(DebugLineRenderer value) =>
|
|
Fail("debug lines");
|
|
public void PublishHudResources(BitmapFont font, TextRenderer text) =>
|
|
Fail("HUD");
|
|
|
|
public void PublishTerrain(TerrainModernRenderer value)
|
|
{
|
|
Fail("terrain");
|
|
Terrain = value;
|
|
}
|
|
|
|
public void PublishTerrainBuildState(
|
|
float[] heightTable,
|
|
TerrainBlendingContext blending,
|
|
ConcurrentDictionary<uint, SurfaceInfo> surfaceCache) =>
|
|
Fail("terrain build state");
|
|
public void PublishMeshShader(Shader value) => Fail("mesh shader");
|
|
|
|
public void PublishWbMeshAdapter(WbMeshAdapter value)
|
|
{
|
|
Fail("WB mesh adapter");
|
|
MeshAdapter = value;
|
|
}
|
|
|
|
public void PublishTextureCache(TextureCache value)
|
|
{
|
|
Fail("texture cache");
|
|
TextureCache = value;
|
|
}
|
|
|
|
public void PublishSamplerCache(SamplerCache value) =>
|
|
Fail("sampler cache");
|
|
|
|
private void Fail(string point)
|
|
{
|
|
if (string.Equals(failure, point, StringComparison.Ordinal))
|
|
throw new InvalidOperationException($"publication failed at {point}");
|
|
}
|
|
}
|
|
|
|
private static T Stub<T>() where T : class =>
|
|
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
|
|
|
|
private static string FindRepoRoot()
|
|
{
|
|
DirectoryInfo? directory = new(AppContext.BaseDirectory);
|
|
while (directory is not null)
|
|
{
|
|
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
|
|
return directory.FullName;
|
|
directory = directory.Parent;
|
|
}
|
|
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
|
|
}
|
|
}
|