acdream/tests/AcDream.App.Tests
Erik 4918677b45 feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics
The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):

- A pre-walk events-only collection pass (the shadow sink generalized
  to WalkVisitedSetCollector) gathers the frame's visited cells,
  buildings, and landscape-cell turns; the visited cells union into
  prepareCells so EnvCellRenderer prepares every shell the driver
  draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
  world data (WalkProductionWorldData over RenderSceneQuery + the
  building registry): sky, terrain slices, outdoor statics at their
  landscape-cell turns, buildings (alpha barrier -> punch/look-in
  passes -> shell) in retail order, interior clear+seals as leaf
  closures (the old tail block's drain reasoning moves with them),
  flood cells shell-then-contents. Landscape/cell-stage particle
  owners re-source from the walk's visited sets - retail gates
  particles per cell turn (ShouldDrawParticles @0x0050FE60), which
  this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
  dynamics-only remainder (LookInObject now dynamic-classified,
  late outside-dynamics + weather, particle unions); DrawDynamicsLast
  and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
  LandscapeBuildingShell / CellStatic (methods deleted, dead index
  tracking removed); LookInObject loads cells with
  includeStatics: false.

The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.

Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).

Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 15:43:22 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix #436: combat no-target refusal reaches the SpewBox with retail's exact text 2026-08-24 12:53:11 +02:00
Composition feat(launcher): stabilize prepared content updates 2026-08-25 19:17:13 +02:00
Configuration fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Input feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Interaction fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Net fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Physics fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Platform feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Plugins feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Rendering feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics 2026-08-30 15:43:22 +02:00
Runtime fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Settings fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming feat(render) Campaign FW3.1: production walk world data behind the seam 2026-08-30 13:19:22 +02:00
UI fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
World fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.App.Tests.csproj feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
RuntimeOptionsTests.cs feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ThreadSchedulingCollection.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00