acdream/tests/AcDream.Core.Tests/Streaming/StreamingControllerPriorityApplyTests.cs

564 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.App.Streaming;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Streaming;
public class StreamingControllerPriorityApplyTests
{
private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId, ulong generation = 0)
=> new(canonicalId, LandblockStreamTier.Near,
new LoadedLandblock(canonicalId, new LandBlock(), Array.Empty<WorldEntity>()),
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>()),
generation);
[Fact]
public void PriorityLandblock_isApplied_evenWhenBeyondPerFrameCap()
{
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
{
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
LoadedOf(priority),
});
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state, nearRadius: 4, farRadius: 12)
{ MaxCompletionsPerFrame = 4 };
ctrl.PriorityLandblockId = priority;
ctrl.Tick(169, 180);
Assert.Contains(priority, applied); // priority applied THIS tick
Assert.True(applied.Count <= 5); // did not blindly flush the whole outbox
}
[Fact]
public void Deferred_nonPriority_completions_applyOnLaterFrames_withoutLoss()
{
// After the priority is found, the non-priority items drained past it must
// still be applied (over subsequent ticks), never dropped.
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
{
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 185)),
LoadedOf(priority),
});
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state,
nearRadius: 4,
farRadius: 12)
{ MaxCompletionsPerFrame = 4 };
ctrl.PriorityLandblockId = priority;
ctrl.Tick(169, 180); // priority + some others
ctrl.PriorityLandblockId = 0u;
ctrl.Tick(169, 180); // drains the deferred remainder
ctrl.Tick(169, 180);
Assert.Contains(priority, applied);
Assert.Equal(6, applied.Count); // all six applied, none lost
}
[Fact]
public void PriorityNeverArrives_noThrow_noLoss_noDoubleApply()
{
// While a PriorityLandblockId is set but the matching completion never
// arrives (e.g. the load failed), the hunt moves outbox completions into
// _deferredApply and they drain at the per-frame budget — same backpressure
// as the normal throttle, just relocated — until the caller clears
// PriorityLandblockId (the TAS MaxContinue safety net does this on timeout).
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(169, 181);
uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(169, 182);
uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(169, 183);
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
{
LoadedOf(otherId0),
LoadedOf(otherId1),
LoadedOf(otherId2),
});
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state,
nearRadius: 4,
farRadius: 12)
{ MaxCompletionsPerFrame = 4 };
// Set a priority id that will NEVER appear in the outbox.
ctrl.PriorityLandblockId = priority;
// Tick several times — should not throw and every non-priority completion
// must still be applied without duplication.
ctrl.Tick(169, 180);
ctrl.Tick(169, 180);
ctrl.Tick(169, 180);
// (a) no throw — covered by reaching here without exception
// (b) every non-priority completion is applied (no loss)
Assert.Contains(otherId0, applied);
Assert.Contains(otherId1, applied);
Assert.Contains(otherId2, applied);
// (c) no double-apply: applied count matches completions enqueued
Assert.Equal(3, applied.Count);
}
[Fact]
public void ForceReloadWindow_DiscardsBufferedCompletionsFromOldWindow()
{
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
var outbox = new Queue<LandblockStreamResult>(
Enumerable.Range(0, 6)
.Select(i => (LandblockStreamResult)LoadedOf(
StreamingRegion.EncodeLandblockIdForTest(169, 181 + i))));
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state,
nearRadius: 4,
farRadius: 12)
{ MaxCompletionsPerFrame = 4, PriorityLandblockId = priority };
ctrl.Tick(169, 180);
Assert.Equal(4, applied.Count);
applied.Clear();
ctrl.ForceReloadWindow();
ctrl.Tick(169, 180);
Assert.Empty(applied);
}
[Fact]
public void ForceReloadWindow_RejectsLateInFlightCompletionFromOldRegion()
{
uint oldId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
var outbox = new Queue<LandblockStreamResult>();
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state,
nearRadius: 1,
farRadius: 2);
ctrl.Tick(10, 10);
ctrl.ForceReloadWindow();
outbox.Enqueue(LoadedOf(oldId));
ctrl.Tick(100, 100);
Assert.Empty(applied);
Assert.False(state.IsLoaded(oldId));
}
[Fact]
public void DungeonCollapseBeforePromotionBase_RetiresProvisionalTerrainAndPendingStatics()
{
uint outdoorId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
uint dungeonId = StreamingRegion.EncodeLandblockIdForTest(20, 20);
var staticEntity = new WorldEntity
{
Id = 77,
ServerGuid = 0,
SourceGfxObjOrSetupId = 0x01000077u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = [new MeshRef(0x01000077u, System.Numerics.Matrix4x4.Identity)],
};
var mesh = new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>());
var promotedBuild = new LandblockBuild(
new LoadedLandblock(outdoorId, new LandBlock(), new[] { staticEntity }));
var outbox = new Queue<LandblockStreamResult>();
outbox.Enqueue(new LandblockStreamResult.Promoted(
outdoorId,
promotedBuild,
mesh,
Generation: 0));
var terrainApplied = new List<uint>();
var terrainRemoved = new List<uint>();
var state = new GpuWorldState();
var unloads = new List<(uint Id, ulong Generation)>();
var ctrl = new StreamingController(
enqueueLoad: (_, _, _) => { },
enqueueUnload: (id, generation) => unloads.Add((id, generation)),
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => terrainApplied.Add(build.LandblockId),
state: state,
nearRadius: 0,
farRadius: 2,
removeTerrain: id => terrainRemoved.Add(id));
ctrl.Tick(10, 10); // generation 0 promotion supersedes its queued Far base.
Assert.Equal(new[] { outdoorId }, terrainApplied);
Assert.True(state.IsLoaded(outdoorId));
Assert.True(state.IsNearTier(outdoorId));
ctrl.Tick(20, 20, insideDungeon: true); // hard generation 1 boundary.
var outdoorUnload = Assert.Single(unloads, unload => unload.Id == outdoorId);
outbox.Enqueue(new LandblockStreamResult.Unloaded(
outdoorId,
outdoorUnload.Generation));
ctrl.Tick(20, 20, insideDungeon: true);
Assert.Equal(new[] { outdoorId }, terrainRemoved);
// Return to the old location in generation 2 and publish a clean base.
// No static presentation from the abandoned generation may merge into it.
ctrl.Tick(10, 10, insideDungeon: false);
outbox.Enqueue(new LandblockStreamResult.Loaded(
outdoorId,
LandblockStreamTier.Near,
new LoadedLandblock(outdoorId, new LandBlock(), Array.Empty<WorldEntity>()),
mesh,
generation: 2));
ctrl.Tick(10, 10);
Assert.True(state.IsLoaded(outdoorId));
Assert.DoesNotContain(staticEntity, state.Entities);
Assert.Equal(2, terrainApplied.Count(id => id == outdoorId));
}
[Fact]
public void LatePromotion_IsRejectedAfterRegionDemotesTargetToFar()
{
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 13);
var outbox = new Queue<LandblockStreamResult>();
var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
var applied = new List<uint>();
var state = new GpuWorldState();
state.AddLandblock(
new LoadedLandblock(target, new LandBlock(), Array.Empty<WorldEntity>()),
tier: LandblockStreamTier.Far);
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state,
nearRadius: 0,
farRadius: 3);
ctrl.Tick(10, 10); // target starts Far.
ctrl.Tick(10, 13); // target becomes Near; promotion is now in flight.
Assert.Contains(loads, load =>
load.Id == target && load.Kind == LandblockStreamJobKind.PromoteToNear);
ctrl.Tick(10, 10); // target is demoted back to Far before completion.
var promotedEntity = new WorldEntity
{
Id = 1,
ServerGuid = 0,
SourceGfxObjOrSetupId = 0x01000010u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
};
var promotedLandblock = new LoadedLandblock(
target,
new LandBlock(),
new[] { promotedEntity });
outbox.Enqueue(new LandblockStreamResult.Promoted(
target,
promotedLandblock,
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>())));
ctrl.Tick(10, 10);
Assert.True(state.IsLoaded(target));
Assert.False(state.IsNearTier(target));
Assert.DoesNotContain(promotedEntity, state.Entities);
Assert.Empty(applied);
}
[Fact]
public void DuplicateNearCompletions_PublishExactlyOnce()
{
uint id = StreamingRegion.EncodeLandblockIdForTest(10, 10);
var entity = new WorldEntity
{
Id = 91,
ServerGuid = 0,
SourceGfxObjOrSetupId = 0x01000091u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = [new MeshRef(0x01000091u, System.Numerics.Matrix4x4.Identity)],
};
var build = new LandblockBuild(
new LoadedLandblock(id, new LandBlock(), new[] { entity }));
var mesh = new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>());
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
{
new LandblockStreamResult.Promoted(id, build, mesh),
new LandblockStreamResult.Promoted(id, build, mesh),
});
var applied = new List<uint>();
var loadedCallbacks = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (completed, _) => applied.Add(completed.LandblockId),
state: state,
nearRadius: 0,
farRadius: 0,
onLandblockLoaded: loadedCallbacks.Add);
ctrl.Tick(10, 10);
Assert.Equal(new[] { id }, applied);
Assert.Equal(new[] { id }, loadedCallbacks);
Assert.Single(state.Entities, existing => ReferenceEquals(existing, entity));
}
[Fact]
public void InFlightNearLoad_DemotedBeforeFirstCompletion_PublishesTerrainAsFar()
{
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
var outbox = new Queue<LandblockStreamResult>();
var applied = new List<LandblockBuild>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build),
state: state,
nearRadius: 0,
farRadius: 3);
ctrl.Tick(10, 10); // target's initial LoadNear is now in flight.
ctrl.Tick(10, 13); // target becomes desired Far before it completes.
var nearEntity = new WorldEntity
{
Id = 1,
ServerGuid = 0,
SourceGfxObjOrSetupId = 0x01000010u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
};
var nearLandblock = new LoadedLandblock(
target,
new LandBlock(),
new[] { nearEntity });
outbox.Enqueue(new LandblockStreamResult.Loaded(
target,
LandblockStreamTier.Near,
nearLandblock,
new LandblockMeshData(Array.Empty<TerrainVertex>(), Array.Empty<uint>())));
ctrl.Tick(10, 13);
Assert.Single(applied);
Assert.Equal(target, applied[0].LandblockId);
Assert.Empty(applied[0].Landblock.Entities);
Assert.Null(applied[0].EnvCells);
Assert.True(state.IsLoaded(target));
Assert.False(state.IsNearTier(target));
Assert.True(state.TryGetLandblock(target, out var resident));
Assert.Empty(resident!.Entities);
}
[Fact]
public void HardRecenter_RejectsOldOverlappingLoadAndUnloadGenerations()
{
uint overlap = StreamingRegion.EncodeLandblockIdForTest(10, 10);
var outbox = new Queue<LandblockStreamResult>();
var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
enqueueUnload: (_, _) => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: state,
nearRadius: 1,
farRadius: 2);
ctrl.Tick(10, 10);
ulong oldGeneration = loads.Single(load => load.Id == overlap).Generation;
ctrl.ForceReloadWindow();
loads.Clear();
ctrl.Tick(11, 10); // overlap remains desired in the replacement window.
ulong newGeneration = loads.Single(load => load.Id == overlap).Generation;
Assert.NotEqual(oldGeneration, newGeneration);
outbox.Enqueue(LoadedOf(overlap, oldGeneration));
outbox.Enqueue(LoadedOf(overlap, newGeneration));
outbox.Enqueue(new LandblockStreamResult.Unloaded(overlap, oldGeneration));
ctrl.Tick(11, 10);
Assert.Equal(new[] { overlap }, applied);
Assert.True(state.IsLoaded(overlap));
Assert.True(state.IsNearTier(overlap));
}
[Fact]
public void HardRecenter_DropsStaleOutboxBeforeDeferredApplyBudget()
{
uint current = StreamingRegion.EncodeLandblockIdForTest(11, 10);
var outbox = new Queue<LandblockStreamResult>();
var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
var applied = new List<uint>();
var ctrl = new StreamingController(
enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
enqueueUnload: (_, _) => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (build, _) => applied.Add(build.LandblockId),
state: new GpuWorldState(),
nearRadius: 1,
farRadius: 2)
{ MaxCompletionsPerFrame = 1 };
ctrl.Tick(10, 10);
ulong oldGeneration = loads[0].Generation;
ctrl.ForceReloadWindow();
loads.Clear();
ctrl.Tick(11, 10);
ulong newGeneration = loads.Single(load => load.Id == current).Generation;
for (int i = 0; i < 12; i++)
outbox.Enqueue(LoadedOf(
StreamingRegion.EncodeLandblockIdForTest(10, 10 + i),
oldGeneration));
outbox.Enqueue(LoadedOf(current, newGeneration));
ctrl.Tick(11, 10);
Assert.Equal(new[] { current }, applied);
Assert.Equal(0, ctrl.DeferredApplyBacklog);
}
[Fact]
public void NormalRecenter_AwayThenBack_DiscardsCompletedUnloadForReownedId()
{
uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
var outbox = new Queue<LandblockStreamResult>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (_, _) => { },
state: state,
nearRadius: 0,
farRadius: 0);
ctrl.Tick(10, 10);
state.AddLandblock(
new LoadedLandblock(target, new LandBlock(), Array.Empty<WorldEntity>()),
tier: LandblockStreamTier.Near);
ctrl.Tick(10, 13); // outside hysteresis: unload is now in flight.
ctrl.Tick(10, 10); // target is re-owned before unload completion drains.
outbox.Enqueue(new LandblockStreamResult.Unloaded(target));
ctrl.Tick(10, 10);
Assert.True(state.IsLoaded(target));
}
}