Compose destination readiness and lifecycle telemetry behind one App-layer coordinator so login and portal begin, preparation, materialization, visibility, completion, and cancellation cannot drift apart in GameWindow wiring.
117 lines
4.1 KiB
C#
117 lines
4.1 KiB
C#
using AcDream.App.Streaming;
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namespace AcDream.App.Tests.Streaming;
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public sealed class WorldRevealCoordinatorTests
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{
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private sealed class State
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{
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public bool RenderReady { get; set; }
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public bool CollisionReady { get; set; }
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public bool CompositesReady { get; set; }
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public int InvalidateCount { get; private set; }
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public int PrepareCount { get; private set; }
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public WorldRevealCoordinator Build(List<string>? logs = null) => new(
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isRenderNeighborhoodReady: (_, _) => RenderReady,
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isSpawnCellReady: _ => CollisionReady,
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isTerrainNeighborhoodReady: (_, _) => CollisionReady,
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areCompositeTexturesReady: () => CompositesReady,
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prepareCompositeTextures: (_, _) => PrepareCount++,
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invalidateCompositeTextures: () =>
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{
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InvalidateCount++;
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CompositesReady = false;
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},
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isSpawnClaimUnhydratable: _ => false,
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log: logs is null ? null : new Action<string>(logs.Add));
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}
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[Fact]
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public void Begin_InvalidatesPriorDestinationAndStartsOneGeneration()
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{
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var state = new State { CompositesReady = true };
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WorldRevealCoordinator coordinator = state.Build();
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long generation = coordinator.Begin(WorldRevealKind.Login);
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Assert.Equal(1, generation);
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Assert.Equal(1, state.InvalidateCount);
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Assert.False(state.CompositesReady);
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Assert.Equal(WorldRevealKind.Login, coordinator.Snapshot.Kind);
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}
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[Fact]
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public void PrepareAndEvaluate_UsesOneCanonicalSnapshotForLifecycle()
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{
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const uint outdoorCell = 0x11340021u;
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build();
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coordinator.Begin(WorldRevealKind.Login);
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WorldRevealReadinessSnapshot first = coordinator.PrepareAndEvaluate(outdoorCell);
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state.CompositesReady = true;
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WorldRevealReadinessSnapshot ready = coordinator.PrepareAndEvaluate(outdoorCell);
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Assert.False(first.IsReady);
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Assert.True(ready.IsReady);
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Assert.Equal(2, state.PrepareCount);
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Assert.Equal(ready, coordinator.Snapshot.Readiness);
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}
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[Fact]
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public void PortalLifecycle_CountsMaterializationAndCompletesVisibleGeneration()
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{
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const uint outdoorCell = 0x3032001Cu;
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var logs = new List<string>();
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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CompositesReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build(logs);
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coordinator.Begin(WorldRevealKind.Portal);
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state.CompositesReady = true;
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Assert.True(coordinator.Evaluate(outdoorCell).IsReady);
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coordinator.ObserveMaterialized();
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coordinator.ObserveMaterialized();
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coordinator.ObserveWorldViewportVisible();
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coordinator.Complete();
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Assert.Equal(1, coordinator.PortalMaterializationCount);
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Assert.True(coordinator.Snapshot.Materialized);
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Assert.True(coordinator.Snapshot.WorldViewportObserved);
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Assert.True(coordinator.Snapshot.Completed);
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Assert.Equal(0, coordinator.Snapshot.InvariantFailureCount);
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Assert.Single(logs, line => line.Contains("event=materialized", StringComparison.Ordinal));
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}
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[Fact]
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public void Cancel_PreventsLateDestinationWorkFromMutatingLifecycle()
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{
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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CompositesReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build();
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coordinator.Begin(WorldRevealKind.Portal);
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coordinator.Cancel();
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coordinator.PrepareAndEvaluate(0x11340021u);
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coordinator.ObserveMaterialized();
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coordinator.ObserveWorldViewportVisible();
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coordinator.Complete();
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Assert.True(coordinator.Snapshot.Cancelled);
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Assert.Equal(default, coordinator.Snapshot.Readiness);
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Assert.Equal(0, coordinator.PortalMaterializationCount);
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}
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}
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