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