acdream/tests/AcDream.Core.Tests
Erik 71d0edc3d7 fix(world #53): namespace stab Ids globally for Tier 1 cache safety
LandblockLoader.BuildEntitiesFromInfo restarted nextId at 1 per landblock,
producing colliding entity.Id values across landblocks. EntityClassificationCache
keys by entity.Id alone, so cross-LB collisions caused cache pollution:
multiple stabs sharing id=1 -> cache entry for id=1 ended up with the
CONCATENATION of multiple entities' batches -> buildings rendered up in the
air with wrong textures (visual gate observation 2026-05-10).

Audit at docs/research/2026-05-10-tier1-mutation-audit.md did not verify
entity.Id uniqueness - that was an unchecked assumption. Cache design
trusted entity.Id was globally unique; for stabs it wasn't.

Fix: optional landblockId parameter on BuildEntitiesFromInfo. When non-zero,
stab Ids are namespaced as 0xC0XXYY00 + nextId, matching the scenery
(0x80XXYY00) and interior (0x40XXYY00) namespacing already in GameWindow.cs.
The 0xC0 top byte distinguishes stabs from those. Existing tests pass
landblockId=0 and keep their legacy starting-from-1 behavior.

Known latent: if any one landblock has >256 stabs, nextId overflows the
low byte. Same pattern + same limitation as scenery/interior. Out of scope
for the immediate Tier 1 cache bug; not affecting current Holtburg play.

Adds 2 regression tests pinning the namespacing + the legacy fallback.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:07:19 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes 2026-05-06 16:46:23 +02:00
Physics fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(render #53): DEBUG cross-check guards against the prior Tier 1 bug class 2026-05-10 19:43:24 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload 2026-05-10 19:32:16 +02:00
Terrain fix(N.5b T7): tighten conformance sample upper bound to 191.975f 2026-05-09 08:59:01 +02:00
Textures test(N.3): update SurfaceDecoderTests to match isAdditive split 2026-05-08 11:34:32 +02:00
Vfx feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
World fix(world #53): namespace stab Ids globally for Tier 1 cache safety 2026-05-10 20:07:19 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00