Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
135 lines
5.6 KiB
C#
135 lines
5.6 KiB
C#
using AcDream.Core.Rendering;
|
|
using Xunit;
|
|
|
|
namespace AcDream.Core.Tests.Rendering;
|
|
|
|
public sealed class RenderingDiagnosticsTests
|
|
{
|
|
// Each flag-mutating test snapshots the IndoorAll state on entry and
|
|
// restores it via try/finally. RenderingDiagnostics is a process-wide
|
|
// static (env-var-initialized); without restoration a mutated state
|
|
// leaks into other tests + into parallel test runs. Mirrors the
|
|
// PhysicsDiagnosticsTests pattern at line 30-49.
|
|
|
|
[Fact]
|
|
public void IndoorAll_True_TurnsAllFlagsOn()
|
|
{
|
|
bool initial = RenderingDiagnostics.IndoorAll;
|
|
try
|
|
{
|
|
// Reset all flags off first to make the test deterministic
|
|
// regardless of env-var state on the test runner.
|
|
RenderingDiagnostics.ProbeIndoorWalkEnabled = false;
|
|
RenderingDiagnostics.ProbeIndoorLookupEnabled = false;
|
|
RenderingDiagnostics.ProbeIndoorUploadEnabled = false;
|
|
RenderingDiagnostics.ProbeIndoorXformEnabled = false;
|
|
RenderingDiagnostics.ProbeIndoorCullEnabled = false;
|
|
|
|
RenderingDiagnostics.IndoorAll = true;
|
|
|
|
Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled);
|
|
Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled);
|
|
Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled);
|
|
Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled);
|
|
Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled);
|
|
Assert.True(RenderingDiagnostics.IndoorAll);
|
|
}
|
|
finally
|
|
{
|
|
RenderingDiagnostics.IndoorAll = initial;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void IndoorAll_False_TurnsAllFlagsOff()
|
|
{
|
|
bool initial = RenderingDiagnostics.IndoorAll;
|
|
try
|
|
{
|
|
RenderingDiagnostics.IndoorAll = true; // start from all-on
|
|
RenderingDiagnostics.IndoorAll = false;
|
|
|
|
Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled);
|
|
Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled);
|
|
Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled);
|
|
Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled);
|
|
Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled);
|
|
Assert.False(RenderingDiagnostics.IndoorAll);
|
|
}
|
|
finally
|
|
{
|
|
RenderingDiagnostics.IndoorAll = initial;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void IndoorAll_OneOff_ReadsAsFalse()
|
|
{
|
|
bool initial = RenderingDiagnostics.IndoorAll;
|
|
try
|
|
{
|
|
RenderingDiagnostics.IndoorAll = true;
|
|
RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off
|
|
Assert.False(RenderingDiagnostics.IndoorAll);
|
|
}
|
|
finally
|
|
{
|
|
RenderingDiagnostics.IndoorAll = initial;
|
|
}
|
|
}
|
|
|
|
[Theory]
|
|
[InlineData(0x00000029ul, false)] // outdoor cell 0x29 in 8x8 grid
|
|
[InlineData(0xA9B40029ul, false)] // outdoor cell with landblock prefix
|
|
[InlineData(0x00000100ul, true)] // indoor cell minimum
|
|
[InlineData(0x00000105ul, true)] // typical Holtburg Inn interior
|
|
[InlineData(0xA9B40105ul, true)] // indoor with landblock prefix
|
|
[InlineData(0xA9B401FFul, true)] // indoor near top of range
|
|
public void IsEnvCellId_DistinguishesOutdoorVsIndoorByLow16Bits(ulong id, bool expected)
|
|
{
|
|
Assert.Equal(expected, RenderingDiagnostics.IsEnvCellId(id));
|
|
}
|
|
|
|
// ── Render inside/outside branch (retail RenderNormalMode is_player_outside) ──
|
|
// The top-level render branch decides DrawInside vs DrawOutside. Retail
|
|
// (SmartBox::RenderNormalMode 0x453aa0:92665) keys it on is_player_outside (the
|
|
// PLAYER's cell, 0x451e80), NOT the camera cell. acdream previously branched on the
|
|
// camera cell, so a chase camera lagging in a doorway while the player was already
|
|
// outside took the DrawInside path and degenerated to a grey world + entities showing
|
|
// through walls. These pin the player-keyed branch and loaded player-root requirement.
|
|
|
|
[Fact]
|
|
public void ShouldRenderIndoor_PlayerOutside_CameraInside_ReturnsFalse()
|
|
{
|
|
// THE doorway-grey regression: the player stepped onto a landcell (0x...0031) but the
|
|
// chase camera still resolves an interior EnvCell. Branch on the PLAYER → outdoor.
|
|
Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, renderRootResolved: true));
|
|
}
|
|
|
|
[Fact]
|
|
public void ShouldRenderIndoor_PlayerInside_CameraInside_ReturnsTrue()
|
|
{
|
|
Assert.True(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, renderRootResolved: true));
|
|
}
|
|
|
|
[Fact]
|
|
public void ShouldRenderIndoor_PlayerInside_RootNotLoaded_ReturnsFalse()
|
|
{
|
|
// Opposite lag (camera pulled outside while the player is inside): no viewer cell to
|
|
// root DrawInside at → outdoor. Defensive; matches prior null-CameraCell behavior.
|
|
Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, renderRootResolved: false));
|
|
}
|
|
|
|
[Fact]
|
|
public void ShouldRenderIndoor_PlayerOutside_CameraOutside_ReturnsFalse()
|
|
{
|
|
Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, renderRootResolved: false));
|
|
}
|
|
|
|
[Fact]
|
|
public void ShouldRenderIndoor_UnknownPlayerCell_TreatedAsOutside_ReturnsFalse()
|
|
{
|
|
// playerCellId == 0 (unresolved) → treat as outside (safe default: outdoor render).
|
|
Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0u, renderRootResolved: true));
|
|
}
|
|
}
|