acdream/tests/AcDream.Core.Tests/Streaming/GpuWorldStateTwoTierTests.cs
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00

155 lines
5.1 KiB
C#

using System.Linq;
using AcDream.App.Streaming;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Streaming;
public class GpuWorldStateTwoTierTests
{
private static LoadedLandblock MakeStubLandblock(uint canonicalId, params WorldEntity[] entities)
=> new(canonicalId, new LandBlock(), entities);
private static WorldEntity MakeStubEntity(uint id)
=> new()
{
Id = id,
SourceGfxObjOrSetupId = 0x01000001u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = System.Array.Empty<MeshRef>(),
};
[Fact]
public void RemoveEntitiesFromLandblock_KeepsLandblockButDropsEntities()
{
var state = new GpuWorldState();
var lb = MakeStubLandblock(0xAAAAFFFFu,
MakeStubEntity(1),
MakeStubEntity(2));
state.AddLandblock(lb);
Assert.Equal(2, state.Entities.Count);
state.RemoveEntitiesFromLandblock(0xAAAAFFFFu);
Assert.Empty(state.Entities);
Assert.True(state.IsLoaded(0xAAAAFFFFu)); // landblock still resident
}
[Fact]
public void AddEntitiesToExistingLandblock_MergesIntoExistingRecord()
{
var state = new GpuWorldState();
var lb = MakeStubLandblock(0xAAAAFFFFu, MakeStubEntity(1));
state.AddLandblock(lb);
state.AddEntitiesToExistingLandblock(0xAAAAFFFFu, new[]
{
MakeStubEntity(2),
MakeStubEntity(3),
});
Assert.Equal(3, state.Entities.Count);
}
[Fact]
public void AddEntitiesToExistingLandblock_LandblockNotYetLoaded_ParksInPending()
{
var state = new GpuWorldState();
// Landblock not loaded yet.
state.AddEntitiesToExistingLandblock(0xAAAAFFFFu, new[]
{
MakeStubEntity(1),
MakeStubEntity(2),
});
// Nothing in the flat view yet.
Assert.Empty(state.Entities);
Assert.Equal(2, state.PendingLiveEntityCount);
// Now load the landblock — pending entities should merge in.
state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu));
Assert.Equal(2, state.Entities.Count);
}
[Fact]
public void LandblockEntriesWithoutAnimatedIndex_LeavesAnimatedLookupNull()
{
var state = new GpuWorldState();
state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu,
MakeStubEntity(1),
MakeStubEntity(2)));
var staticEntry = Assert.Single(state.LandblockEntriesWithoutAnimatedIndex);
Assert.Null(staticEntry.AnimatedById);
var liveEntry = Assert.Single(state.LandblockEntries);
Assert.NotNull(liveEntry.AnimatedById);
Assert.True(liveEntry.AnimatedById!.ContainsKey(1));
Assert.True(liveEntry.AnimatedById.ContainsKey(2));
}
[Fact]
public void LandblockBounds_EnumeratesWithoutEntityPayload()
{
var state = new GpuWorldState();
state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu,
MakeStubEntity(1),
MakeStubEntity(2)));
var bounds = Assert.Single(state.LandblockBounds);
Assert.Equal(0xAAAAFFFFu, bounds.LandblockId);
}
/// <summary>
/// Phase Post-A.5 #53 (Task 12): the optional <c>onLandblockUnloaded</c>
/// callback fires once when <see cref="GpuWorldState.RemoveEntitiesFromLandblock"/>
/// drops a landblock's entity list, and is passed the canonicalized
/// landblock id (matching the <c>LandblockHint</c> the cache stored at
/// <c>Populate</c> time).
/// </summary>
[Fact]
public void RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId()
{
uint? observed = null;
int callCount = 0;
var state = new GpuWorldState(
wbSpawnAdapter: null,
wbEntitySpawnAdapter: null,
onLandblockUnloaded: id => { observed = id; callCount++; });
state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu, MakeStubEntity(1)));
// Pass a cell-resolved id (low 16 bits non-FFFF) — the callback must
// receive the canonical (0xFFFF-tail) form, matching what the
// dispatcher's _walkScratch carries from GpuWorldState.LandblockEntries.
state.RemoveEntitiesFromLandblock(0xA9B40042u);
Assert.Equal(1, callCount);
Assert.Equal(0xA9B4FFFFu, observed);
Assert.Empty(state.Entities);
}
/// <summary>
/// Phase Post-A.5 #53 (Task 12): the callback must NOT fire when the
/// landblock isn't loaded — early return path. Symmetric with the
/// existing <c>_wbSpawnAdapter.OnLandblockUnloaded</c> guard.
/// </summary>
[Fact]
public void RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback()
{
int callCount = 0;
var state = new GpuWorldState(
wbSpawnAdapter: null,
wbEntitySpawnAdapter: null,
onLandblockUnloaded: _ => callCount++);
// Landblock never loaded.
state.RemoveEntitiesFromLandblock(0xA9B4FFFFu);
Assert.Equal(0, callCount);
}
}