acdream/tests/AcDream.App.Tests/Composition/WorldRenderCompositionTests.cs
Erik 6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00

361 lines
13 KiB
C#

using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
using AcDream.App.Composition;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Wb;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Terrain;
using AcDream.UI.Abstractions.Settings;
using DatReaderWriter.DBObjs;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Shader = AcDream.App.Rendering.Shader;
namespace AcDream.App.Tests.Composition;
public sealed class WorldRenderCompositionTests
{
[Fact]
public void SuccessPublishesExactModernFoundationInFrozenOrder()
{
var fixture = new Fixture();
WorldRenderResult result = fixture.Compose();
Assert.Equal(Enum.GetValues<WorldRenderCompositionPoint>(), fixture.Points);
Assert.Same(fixture.Publication.Terrain, result.Foundation.Terrain);
Assert.Same(fixture.Publication.MeshAdapter, result.Foundation.MeshAdapter);
Assert.Same(fixture.Publication.TextureCache, result.Foundation.TextureCache);
Assert.Same(fixture.Lifetime.Atlas, result.Foundation.TerrainAtlas);
Assert.Equal(QualitySettings.From(QualityPreset.High).AnisotropicLevel,
fixture.Factory.AnisotropicLevel);
Assert.Equal(1, fixture.Lifetime.AcquireCalls);
Assert.Empty(fixture.Factory.Releases);
}
[Fact]
public void MissingDebugFontSkipsOnlyTheOptionalHudPrefix()
{
var fixture = new Fixture(hasFont: false);
WorldRenderResult result = fixture.Compose();
Assert.Null(result.Foundation.DebugFont);
Assert.Null(result.Foundation.TextRenderer);
Assert.DoesNotContain(WorldRenderCompositionPoint.DebugFontCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.TextRendererCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.HudResourcesPublished, fixture.Points);
Assert.Contains(WorldRenderCompositionPoint.HudResourcesCompleted, fixture.Points);
}
[Theory]
[MemberData(nameof(FailurePoints))]
public void FaultAfterEachBoundaryStopsTheExactSuffix(int pointValue)
{
var point = (WorldRenderCompositionPoint)pointValue;
var fixture = new Fixture(failurePoint: point);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
Enum.GetValues<WorldRenderCompositionPoint>()
.TakeWhile(candidate => candidate <= point),
fixture.Points);
}
public static TheoryData<int> FailurePoints()
{
var data = new TheoryData<int>();
foreach (WorldRenderCompositionPoint point in
Enum.GetValues<WorldRenderCompositionPoint>())
{
data.Add((int)point);
}
return data;
}
[Theory]
[InlineData("terrain shader", "terrain shader")]
[InlineData("scene lighting", "scene lighting")]
[InlineData("debug lines", "debug lines")]
[InlineData("HUD", "text renderer|debug font")]
[InlineData("terrain", "terrain")]
[InlineData("mesh shader", "mesh shader")]
[InlineData("WB mesh adapter", "WB mesh adapter")]
[InlineData("texture cache", "texture cache")]
[InlineData("sampler cache", "sampler cache")]
public void FailedPublicationRollsBackOnlyItsUnpublishedResourcePrefix(
string publication,
string expectedReleaseOrder)
{
var fixture = new Fixture(publicationFailure: publication);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
expectedReleaseOrder.Split('|'),
fixture.Factory.Releases);
}
[Fact]
public void PartialHudConstructionRollsBackFontWhenTextCreationFails()
{
var fixture = new Fixture(
failurePoint: WorldRenderCompositionPoint.DebugFontCreated);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(["debug font"], fixture.Factory.Releases);
}
[Fact]
public void GameWindowUsesPhaseAndNoLongerBuildsWorldFoundationInline()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new WorldRenderCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("BindlessSupport.TryCreate(_gl", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_terrainModernShader = new Shader", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_wbMeshAdapter = new", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_textureCache = new TextureCache", source,
StringComparison.Ordinal);
}
private sealed class Fixture
{
private readonly WorldRenderCompositionPoint? _failurePoint;
public Fixture(
bool hasFont = true,
WorldRenderCompositionPoint? failurePoint = null,
string? publicationFailure = null)
{
_failurePoint = failurePoint;
Factory = new Factory(hasFont);
Publication = new Publication(publicationFailure);
Lifetime = new RenderLifetime(Factory.Atlas);
var content = (ContentEffectsAudioResult)
RuntimeHelpers.GetUninitializedObject(typeof(ContentEffectsAudioResult));
Content = content;
}
public Factory Factory { get; }
public Publication Publication { get; }
public RenderLifetime Lifetime { get; }
public List<WorldRenderCompositionPoint> Points { get; } = [];
public ContentEffectsAudioResult Content { get; }
public WorldRenderResult Compose() =>
new WorldRenderCompositionPhase(
new WorldRenderDependencies(
new WorldEnvironmentController(),
Lifetime,
ImmediateGpuResourceRetirementQueue.Instance,
0xA9B4FFFFu,
_ => { }),
Publication,
Factory,
point =>
{
Points.Add(point);
if (point == _failurePoint)
throw new InvalidOperationException($"fault at {point}");
}).Compose(
new GameWindowPlatformResult<GL, IInputContext>(null!, null!),
Content,
new SettingsDevToolsResult(
QualitySettings.From(QualityPreset.High),
null));
}
private sealed class RenderLifetime(TerrainAtlas atlas)
: IGameRenderResourceLifetime
{
public TerrainAtlas Atlas { get; } = atlas;
public int AcquireCalls { get; private set; }
public TerrainAtlas AcquireTerrainAtlas(Func<TerrainAtlas> factory)
{
AcquireCalls++;
return Atlas;
}
}
private sealed class Factory(bool hasFont) : IWorldRenderCompositionFactory
{
private readonly Dictionary<IDisposable, string> _names =
new(ReferenceEqualityComparer.Instance);
public TerrainAtlas Atlas { get; } = Stub<TerrainAtlas>();
public int AnisotropicLevel { get; private set; }
public List<string> Releases { get; } = [];
public void InitializeGlState(GL gl) { }
public WorldRegionData LoadRegion(IDatReaderWriter dats) =>
new(Stub<Region>(), new float[256]);
public void InitializeEnvironment(
WorldEnvironmentController environment,
Region region) { }
public BindlessSupport RequireBindless(GL gl, Action<string> log) =>
Stub<BindlessSupport>();
public TerrainAtlas AcquireTerrainAtlas(
IGameRenderResourceLifetime lifetime,
GL gl,
IDatReaderWriter dats,
BindlessSupport bindless) =>
lifetime.AcquireTerrainAtlas(() => Atlas);
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
AnisotropicLevel = level;
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
Resource<Shader>("terrain shader");
public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
Resource<SceneLightingUboBinding>("scene lighting");
public DebugLineRenderer CreateDebugLines(GL gl, string shadersDirectory) =>
Resource<DebugLineRenderer>("debug lines");
public byte[]? TryLoadDebugFont() => hasFont ? [1] : null;
public BitmapFont CreateDebugFont(GL gl, byte[] bytes) =>
Resource<BitmapFont>("debug font");
public TextRenderer CreateTextRenderer(GL gl, string shadersDirectory) =>
Resource<TextRenderer>("text renderer");
public TerrainModernRenderer CreateTerrain(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement) =>
Resource<TerrainModernRenderer>("terrain");
public WorldTerrainBuildContext CreateTerrainBuildContext(
uint initialCenterLandblockId,
float[] heightTable,
TerrainAtlas atlas) =>
new(
initialCenterLandblockId,
0xA9,
0xB4,
heightTable,
Stub<TerrainBlendingContext>(),
new ConcurrentDictionary<uint, SurfaceInfo>());
public Shader CreateMeshShader(GL gl, string shadersDirectory) =>
Resource<Shader>("mesh shader");
public WbMeshAdapter CreateMeshAdapter(
GL gl,
IDatReaderWriter dats,
IGpuResourceRetirementQueue retirement) =>
Resource<WbMeshAdapter>("WB mesh adapter");
public TextureCache CreateTextureCache(
GL gl,
IDatReaderWriter dats,
BindlessSupport bindless,
IGpuResourceRetirementQueue retirement) =>
Resource<TextureCache>("texture cache");
public SamplerCache CreateSamplerCache(GL gl) =>
Resource<SamplerCache>("sampler cache");
public void Release(IDisposable resource)
{
Releases.Add(_names[resource]);
}
private T Resource<T>(string name)
where T : class, IDisposable
{
T value = Stub<T>();
_names.Add(value, name);
return value;
}
}
private sealed class Publication(string? failure) : IGameWindowWorldRenderPublication
{
public TerrainModernRenderer? Terrain { get; private set; }
public WbMeshAdapter? MeshAdapter { get; private set; }
public TextureCache? TextureCache { get; private set; }
public void PublishBindlessSupport(BindlessSupport value) =>
Fail("bindless");
public void PublishTerrainShader(Shader value) =>
Fail("terrain shader");
public void PublishSceneLighting(SceneLightingUboBinding value) =>
Fail("scene lighting");
public void PublishDebugLines(DebugLineRenderer value) =>
Fail("debug lines");
public void PublishHudResources(BitmapFont font, TextRenderer text) =>
Fail("HUD");
public void PublishTerrain(TerrainModernRenderer value)
{
Fail("terrain");
Terrain = value;
}
public void PublishTerrainBuildState(
float[] heightTable,
TerrainBlendingContext blending,
ConcurrentDictionary<uint, SurfaceInfo> surfaceCache) =>
Fail("terrain build state");
public void PublishMeshShader(Shader value) => Fail("mesh shader");
public void PublishWbMeshAdapter(WbMeshAdapter value)
{
Fail("WB mesh adapter");
MeshAdapter = value;
}
public void PublishTextureCache(TextureCache value)
{
Fail("texture cache");
TextureCache = value;
}
public void PublishSamplerCache(SamplerCache value) =>
Fail("sampler cache");
private void Fail(string point)
{
if (string.Equals(failure, point, StringComparison.Ordinal))
throw new InvalidOperationException($"publication failed at {point}");
}
}
private static T Stub<T>() where T : class =>
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
private static string FindRepoRoot()
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
return directory.FullName;
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}