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>
225 lines
7.2 KiB
C#
225 lines
7.2 KiB
C#
using System.Numerics;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.World;
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public class LandblockLoaderTests
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{
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private static LandBlock BuildFlatLandBlock()
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{
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var block = new LandBlock
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{
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HasObjects = true,
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Terrain = new TerrainInfo[81],
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Height = new byte[81],
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};
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for (int i = 0; i < 81; i++)
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{
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block.Terrain[i] = (ushort)0;
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block.Height[i] = 0;
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}
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return block;
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}
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[Fact]
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public void BuildEntitiesFromInfo_StabsAndBuildings_AreMappedToEntities()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x01000042u, // GfxObj id
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Frame = new Frame
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{
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Origin = new Vector3(10, 20, 5),
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Orientation = Quaternion.Identity,
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},
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},
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new Stab
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{
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Id = 0x02000099u, // Setup id
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Frame = new Frame
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{
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Origin = new Vector3(30, 40, 10),
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Orientation = Quaternion.Identity,
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},
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},
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},
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x020000AAu, // Setup for a building
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Frame = new Frame
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{
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Origin = new Vector3(50, 60, 0),
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Orientation = Quaternion.Identity,
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Equal(3, entities.Count);
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x01000042u && e.Position == new Vector3(10, 20, 5));
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x02000099u && e.Position == new Vector3(30, 40, 10));
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Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x020000AAu && e.Position == new Vector3(50, 60, 0));
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}
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[Fact]
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public void BuildEntitiesFromInfo_AssignsMonotonicIds()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x01000002u, Frame = new Frame() },
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new Stab { Id = 0x01000003u, Frame = new Frame() },
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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var ids = entities.Select(e => e.Id).OrderBy(i => i).ToArray();
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Assert.Equal(3, ids.Distinct().Count()); // all unique
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}
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[Fact]
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public void BuildEntitiesFromInfo_UnsupportedIdType_IsSkipped()
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{
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// 0x03xxxxxx is neither GfxObj (0x01) nor Setup (0x02).
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x03000002u, Frame = new Frame() }, // skipped
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new Stab { Id = 0x02000003u, Frame = new Frame() },
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Equal(2, entities.Count);
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Assert.DoesNotContain(entities, e => e.SourceGfxObjOrSetupId == 0x03000002u);
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}
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[Fact]
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public void BuildEntitiesFromInfo_Empty_ReturnsEmpty()
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{
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var entities = LandblockLoader.BuildEntitiesFromInfo(new LandBlockInfo());
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Assert.Empty(entities);
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}
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[Fact]
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public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
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{
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// Regression: cross-LB stab Id collision was the cause of visual
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// glitches in Tier 1 cache (commit <THIS_COMMIT>) — buildings rendered
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// up in the air with wrong textures because cache was keyed by
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// entity.Id and stab Ids restarted at 1 per landblock.
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab { Id = 0x01000001u, Frame = new Frame() },
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new Stab { Id = 0x01000002u, Frame = new Frame() },
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},
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};
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var entitiesLbA = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B40000u);
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var entitiesLbB = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B50000u);
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// No two entities across LB A and LB B share the same Id.
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var idsA = entitiesLbA.Select(e => e.Id).ToArray();
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var idsB = entitiesLbB.Select(e => e.Id).ToArray();
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Assert.Empty(idsA.Intersect(idsB));
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// The namespace top byte is 0xC0 for stabs (distinct from 0x80 scenery,
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// 0x40 interior, low-range live entities).
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Assert.All(idsA, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
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Assert.All(idsB, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
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}
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[Fact]
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public void BuildEntitiesFromInfo_LegacyZeroLandblockId_StartsAtOne()
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{
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// Backward compat: existing callers (tests pre-fix) call without a
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// landblockId and get the legacy "starts at 1" behavior.
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var info = new LandBlockInfo
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{
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Objects = { new Stab { Id = 0x01000001u, Frame = new Frame() } },
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Single(entities);
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Assert.Equal(1u, entities[0].Id);
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}
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[Fact]
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public void BuildEntitiesFromInfo_TagsBuildingsWithIsBuildingShellTrue()
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{
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var info = new LandBlockInfo
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{
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x02000123u, // Setup id
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Frame = new Frame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = Quaternion.Identity,
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},
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Portals =
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{
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new BuildingPortal
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{
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OtherCellId = 0x013F,
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OtherPortalId = 0,
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Flags = 0,
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},
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B40000u);
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Assert.Single(entities);
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Assert.True(entities[0].IsBuildingShell);
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Assert.Equal(0xA9B4013Fu, entities[0].BuildingShellAnchorCellId);
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}
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[Fact]
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public void BuildEntitiesFromInfo_TagsObjectsWithIsBuildingShellFalse()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x01000123u, // GfxObj id
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Frame = new Frame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = Quaternion.Identity,
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Single(entities);
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Assert.False(entities[0].IsBuildingShell);
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}
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}
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