acdream/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs
Erik b0c175afc0 fix(streaming): commit EnvCell landblocks atomically (#214)
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 18:45:24 +02:00

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using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.App.Streaming;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Streaming;
/// <summary>
/// The dungeon streaming gate (#133 FPS). AC dungeons have no adjacent
/// landblocks (ACE <c>LandblockManager.GetAdjacentIDs</c> returns empty for a
/// dungeon); they sit packed in the ocean grid, so the normal 25×25 window
/// pulls in ~129 unrelated neighbor dungeons + their emitters. When the player
/// is inside a sealed dungeon cell, <c>Tick(insideDungeon: true)</c> collapses
/// streaming to the single dungeon landblock and unloads the neighbors.
/// </summary>
public class StreamingControllerDungeonGateTests
{
private static uint Encode(int x, int y) => ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
private static LoadedLandblock MakeLb(int x, int y) => new LoadedLandblock(
Encode(x, y),
Heightmap: null!,
Entities: Array.Empty<WorldEntity>());
private sealed record Harness(
StreamingController Ctrl,
List<(uint Id, LandblockStreamJobKind Kind)> Loads,
List<uint> Unloads,
Func<int> ClearCalls,
GpuWorldState State);
private static Harness Make()
{
var loads = new List<(uint, LandblockStreamJobKind)>();
var unloads = new List<uint>();
int clearCalls = 0;
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: _ => Array.Empty<LandblockStreamResult>(),
applyTerrain: (_, _) => { },
state: state,
nearRadius: 4,
farRadius: 12,
clearPendingLoads: () => clearCalls++);
return new Harness(ctrl, loads, unloads, () => clearCalls, state);
}
[Fact]
public void EntersDungeon_CancelsPending_UnloadsNeighbors_KeepsCenter()
{
var h = Make();
uint center = Encode(0, 7);
h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock
h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon
h.State.AddLandblock(MakeLb(1, 7)); // another neighbor
h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
Assert.Equal(1, h.ClearCalls()); // in-flight window load cancelled
Assert.Contains(Encode(0, 8), h.Unloads); // neighbor unloaded
Assert.Contains(Encode(1, 7), h.Unloads); // neighbor unloaded
Assert.DoesNotContain(center, h.Unloads); // dungeon landblock kept
Assert.DoesNotContain(h.Loads, l => l.Id == center); // already loaded → no reload
}
[Fact]
public void EntersDungeon_CenterNotLoaded_EnqueuesCenterLoad()
{
var h = Make(); // empty state — the dungeon landblock isn't resident yet
h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
Assert.Equal(1, h.ClearCalls());
Assert.Contains(h.Loads, l => l.Id == Encode(0, 7)
&& l.Kind == LandblockStreamJobKind.LoadNear);
}
[Fact]
public void StayingCollapsed_SweepsStragglerThatFinishedAfterTheEdge()
{
var h = Make();
h.State.AddLandblock(MakeLb(0, 7));
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse edge
h.Unloads.Clear();
// A Load the worker had already dequeued before ClearLoads now completes.
h.State.AddLandblock(MakeLb(0, 8));
h.Ctrl.Tick(0, 7, insideDungeon: true); // sweep
Assert.Contains(Encode(0, 8), h.Unloads);
Assert.DoesNotContain(Encode(0, 7), h.Unloads);
}
[Fact]
public void StayingCollapsed_DoesNotReClearOrReloadCenter()
{
var h = Make();
h.State.AddLandblock(MakeLb(0, 7));
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse (clear #1)
h.Loads.Clear();
h.Ctrl.Tick(0, 7, insideDungeon: true); // stay collapsed
Assert.Equal(1, h.ClearCalls()); // clear only fired on the edge
Assert.Empty(h.Loads); // no spurious center reloads
}
[Fact]
public void Collapsed_CurrCellFlickersToAdjacentOffByOne_DoesNotExpand()
{
// Regression: the live run broke because a dungeon cell's negative local-Y
// makes the position-derived observer landblock land one row off (0,7→0,6).
// When CurrCell flickers null mid-frame, GameWindow stops overriding to the
// cell landblock and passes that adjacent (0,6). The Chebyshev>1 guard must
// treat that as a flicker and HOLD — never expand (which would unload the
// real dungeon and re-stream the 25×25 neighbor window).
var h = Make();
h.State.AddLandblock(MakeLb(0, 7));
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse onto the dungeon (0,7)
h.Loads.Clear();
h.Unloads.Clear();
h.Ctrl.Tick(0, 6, insideDungeon: false); // flicker → adjacent off-by-one
Assert.Empty(h.Loads); // NO full-window reload
Assert.Empty(h.Unloads); // dungeon (0,7) preserved; nothing else resident
}
[Fact]
public void ExitsDungeon_RebuildsFullWindow_UnloadsStaleDungeonLandblock()
{
var h = Make();
h.State.AddLandblock(MakeLb(0, 7));
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
h.Loads.Clear();
h.Unloads.Clear();
// Exit through a portal to an outdoor location far from the dungeon block.
h.Ctrl.Tick(observerCx: 100, observerCy: 100, insideDungeon: false);
Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
Assert.Contains(Encode(0, 7), h.Unloads); // stale dungeon block, outside new window
}
[Fact]
public void PreCollapse_BeforeAnyTick_LoadsOnlyDungeon_NeverBootstrapsWindow()
{
// #135: at a dungeon login/teleport we pre-collapse the instant we recenter,
// BEFORE the first Tick. The full 25×25 neighbor window must NEVER be enqueued
// — only the single dungeon landblock loads.
var h = Make(); // empty state — nothing resident, _region is null
h.Ctrl.PreCollapseToDungeon(0, 7);
Assert.Single(h.Loads); // exactly one load
Assert.Equal(Encode(0, 7), h.Loads[0].Id); // the dungeon landblock
Assert.Equal(LandblockStreamJobKind.LoadNear, h.Loads[0].Kind);
Assert.DoesNotContain(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
}
[Fact]
public void InitializeKnownLoginCenter_DungeonPerformsOneCollapseWithoutReloadChurn()
{
var h = Make();
h.Ctrl.InitializeKnownLoginCenter(0, 7, isSealedDungeon: true);
h.Ctrl.InitializeKnownLoginCenter(0, 7, isSealedDungeon: true);
Assert.Single(h.Loads);
Assert.Equal(Encode(0, 7), h.Loads[0].Id);
Assert.Equal(1, h.ClearCalls());
}
[Fact]
public void InitializeKnownLoginCenter_OutdoorWaitsForFirstCorrectlyCenteredTick()
{
var h = Make();
h.Ctrl.InitializeKnownLoginCenter(140, 4, isSealedDungeon: false);
Assert.Empty(h.Loads);
Assert.Equal(0, h.ClearCalls());
h.Ctrl.Tick(140, 4, insideDungeon: false);
Assert.Contains(h.Loads, load => load.Id == Encode(140, 4));
}
[Fact]
public void PreCollapse_AfterBootstrapTick_CancelsWindow_UnloadsResidentNeighbors_KeepsDungeon()
{
// The REAL runtime ordering at a dungeon login: the per-frame streaming Tick
// runs FIRST and bootstraps the full 25×25 window, THEN the spawn handler fires
// PreCollapseToDungeon. The pre-collapse must cancel the queued window loads
// (_clearPendingLoads) and unload any neighbor that already finished streaming.
var h = Make();
h.Ctrl.Tick(0, 7, insideDungeon: false); // frame 1: NormalTick bootstraps the window
Assert.True(h.Loads.Count > 1); // the full window was enqueued
// Simulate neighbor landblocks that finished loading during the bootstrap,
// before the collapse edge.
h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock itself
h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon that loaded
h.State.AddLandblock(MakeLb(1, 7)); // another neighbor
h.Loads.Clear();
h.Unloads.Clear();
h.Ctrl.PreCollapseToDungeon(0, 7);
Assert.Equal(1, h.ClearCalls()); // queued window loads cancelled
Assert.Contains(Encode(0, 8), h.Unloads); // resident neighbor unloaded
Assert.Contains(Encode(1, 7), h.Unloads);
Assert.DoesNotContain(Encode(0, 7), h.Unloads); // dungeon landblock kept
}
[Fact]
public void PreCollapse_ThenHoldTicksWithStaleObserver_StaysCollapsed()
{
// After pre-collapse the player is held (CurrCell still null → insideDungeon
// false) while the dungeon hydrates. A stale observer that is the SAME dungeon
// landblock must keep streaming collapsed — no full-window reload.
var h = Make();
h.Ctrl.PreCollapseToDungeon(0, 7);
h.Loads.Clear();
h.Unloads.Clear();
h.Ctrl.Tick(0, 7, insideDungeon: false); // hold frame: not placed yet
Assert.Empty(h.Loads); // no neighbor window
Assert.Empty(h.Unloads);
}
[Fact]
public void PreCollapse_IsIdempotent_OnSameLandblock()
{
// A re-sent player spawn / a same-frame double call must not re-clear or
// re-enqueue.
var h = Make();
h.Ctrl.PreCollapseToDungeon(0, 7);
h.Loads.Clear();
h.Ctrl.PreCollapseToDungeon(0, 7);
Assert.Equal(1, h.ClearCalls()); // clear fired only on the first collapse
Assert.Empty(h.Loads); // no second dungeon load
}
[Fact]
public void PreCollapse_ThenPlaced_InsideDungeonTick_StaysCollapsed()
{
// When placement finally fires, the per-frame Tick(insideDungeon: true) sees
// the same collapsed landblock and holds — no re-collapse churn.
var h = Make();
h.State.AddLandblock(MakeLb(0, 7)); // dungeon landblock finished loading
h.Ctrl.PreCollapseToDungeon(0, 7);
h.Loads.Clear();
h.Unloads.Clear();
h.Ctrl.Tick(0, 7, insideDungeon: true); // placed: gate now fires
Assert.Equal(1, h.ClearCalls()); // no second clear
Assert.Empty(h.Loads);
Assert.DoesNotContain(Encode(0, 7), h.Unloads);
}
[Fact]
public void NormalOutdoorTick_Unchanged_NoCollapseNoClear()
{
var h = Make();
h.Ctrl.Tick(observerCx: 100, observerCy: 100); // default insideDungeon: false
Assert.Equal(0, h.ClearCalls());
Assert.Empty(h.Unloads);
// 9 near (9×9? no — nearRadius 4 → 9×9=81) + far ring loads enqueued.
Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
}
}