acdream/tests/AcDream.Core.Tests/Streaming/StreamingControllerTwoTierTests.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

149 lines
5.8 KiB
C#

using System.Collections.Generic;
using AcDream.App.Streaming;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Streaming;
public class StreamingControllerTwoTierTests
{
[Fact]
public void Tick_FirstCall_EnqueuesNearAndFarLoadsByTier()
{
var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
applyTerrain: (_, _) => { },
state: state,
nearRadius: 1,
farRadius: 3);
ctrl.Tick(observerCx: 100, observerCy: 100);
int nearCount = 0, farCount = 0;
foreach (var (_, kind) in loads)
{
if (kind == LandblockStreamJobKind.LoadNear) nearCount++;
else if (kind == LandblockStreamJobKind.LoadFar) farCount++;
}
Assert.Equal(9, nearCount); // 3x3 inner ring (radius=1)
Assert.Equal(40, farCount); // 7x7 - 3x3 outer ring (radius=3)
}
[Fact]
public void Tick_PlayerWalksOutOfNear_ToDemoteRoutesToRemoveEntities()
{
// Setup: bootstrap region at (100,100) with near=1, far=3.
// The bootstrap puts LB (100,100) in the near tier.
// Walking 4+ east drops LB (100,100) past the near-hysteresis
// threshold (NearRadius+2 = 3); ToDemote should fire.
var loads = new List<(uint, LandblockStreamJobKind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
// Pre-load LB (100,100) so RemoveEntitiesFromLandblock has something
// to find. The actual entity content doesn't matter for routing.
var lb100 = new LoadedLandblock(
(100u << 24) | (100u << 16) | 0xFFFFu,
Heightmap: null!,
Entities: new[] { new WorldEntity {
Id = 1, SourceGfxObjOrSetupId = 0,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = System.Array.Empty<MeshRef>() } });
state.AddLandblock(lb100);
Assert.Equal(1, state.Entities.Count);
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
applyTerrain: (_, _) => { },
state: state,
nearRadius: 1,
farRadius: 3);
ctrl.Tick(observerCx: 100, observerCy: 100); // bootstrap
loads.Clear();
// Walk 4 east — LB (100,100) is now Chebyshev distance 4 from new
// center (104,100). NearRadius+2 = 3, so 4 > 3 fires the demote.
ctrl.Tick(observerCx: 104, observerCy: 100);
// ToDemote runs synchronously on the render thread (no enqueue).
// The visible effect is RemoveEntitiesFromLandblock dropping the entity.
Assert.Empty(state.Entities);
// Terrain stays loaded (demote != unload).
Assert.True(state.IsLoaded((100u << 24) | (100u << 16) | 0xFFFFu));
}
[Fact]
public void Tick_DrainingPromoted_RoutesToAddEntitiesToExisting()
{
var loads = new List<(uint, LandblockStreamJobKind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
// Pre-load a far-tier-style LB record (terrain only, no entities).
// Id must be in canonical form (low 16 bits = 0xFFFF) since
// AddEntitiesToExistingLandblock canonicalizes incoming ids.
uint lbId = 0x3232FFFFu;
var lb = new LoadedLandblock(lbId, Heightmap: null!, Entities: System.Array.Empty<WorldEntity>());
state.AddLandblock(lb);
Assert.Empty(state.Entities);
// Streamer pushes a Promoted result carrying the full near landblock.
var promotedLb = new LoadedLandblock(
lbId,
Heightmap: null!,
Entities: new[] { new WorldEntity {
Id = 7, SourceGfxObjOrSetupId = 0,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = System.Array.Empty<MeshRef>() } });
var promotedMesh = new LandblockMeshData(
System.Array.Empty<TerrainVertex>(),
System.Array.Empty<uint>());
var promoted = new LandblockStreamResult.Promoted(
lbId,
promotedLb,
promotedMesh);
var queue = new Queue<LandblockStreamResult>();
queue.Enqueue(promoted);
int applyPromotedCount = 0;
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && queue.Count > 0) batch.Add(queue.Dequeue());
return batch;
},
applyTerrain: (appliedLb, appliedMesh) =>
{
applyPromotedCount++;
Assert.Same(promotedLb, appliedLb);
Assert.Same(promotedMesh, appliedMesh);
},
state: state,
nearRadius: 2,
farRadius: 2);
ctrl.Tick(50, 50); // drains the Promoted result
// Promoted routes to AddEntitiesToExistingLandblock — the entity is now
// merged into the existing LB record.
Assert.Equal(1, applyPromotedCount);
Assert.Equal(1, state.Entities.Count);
Assert.Equal(7u, state.Entities[0].Id);
}
}