acdream/tests/AcDream.App.Tests/Composition/InteractionRetainedUiCompositionTests.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

391 lines
15 KiB
C#

using System.Runtime.CompilerServices;
using AcDream.App.Combat;
using AcDream.App.Composition;
using AcDream.App.Diagnostics;
using AcDream.App.Rendering;
using AcDream.App.Spells;
using AcDream.Content;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.World;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Spells;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Composition;
public sealed class InteractionRetainedUiCompositionTests
{
private static readonly InteractionRetainedUiCompositionPoint[] UiPoints =
[
InteractionRetainedUiCompositionPoint.UiHostAcquired,
InteractionRetainedUiCompositionPoint.InputCaptureBound,
InteractionRetainedUiCompositionPoint.CursorAssetsCreated,
InteractionRetainedUiCompositionPoint.CharacterSheetCreated,
InteractionRetainedUiCompositionPoint.MouseInputWired,
InteractionRetainedUiCompositionPoint.KeyboardInputWired,
InteractionRetainedUiCompositionPoint.UiAssetsCreated,
InteractionRetainedUiCompositionPoint.UiProbeCreated,
InteractionRetainedUiCompositionPoint.UiRuntimeMounted,
InteractionRetainedUiCompositionPoint.InventoryContainerBound,
];
[Fact]
public void EnabledUiPublishesOneExactResultAfterFrozenConstructionOrder()
{
using var fixture = new Fixture(retailUi: true);
InteractionRetainedUiResult result = fixture.Compose();
Assert.Same(result, fixture.Publication.Result);
Assert.Equal(
[
InteractionRetainedUiCompositionPoint.LateBindingsCreated,
InteractionRetainedUiCompositionPoint.CombatTargetCreated,
InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
.. UiPoints,
InteractionRetainedUiCompositionPoint.ResultPublished,
], fixture.Points);
Assert.NotNull(result.RetainedUi);
Assert.NotNull(result.Magic);
Assert.Empty(fixture.Factory.Releases);
}
[Fact]
public void DisabledUiAcquiresNoRetainedFrontendResource()
{
using var fixture = new Fixture(retailUi: false);
InteractionRetainedUiResult result = fixture.Compose();
Assert.Null(result.RetainedUi);
Assert.NotNull(result.Magic);
Assert.Equal(
[
InteractionRetainedUiCompositionPoint.LateBindingsCreated,
InteractionRetainedUiCompositionPoint.CombatTargetCreated,
InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
InteractionRetainedUiCompositionPoint.RetainedUiDisabled,
InteractionRetainedUiCompositionPoint.ResultPublished,
], fixture.Points);
Assert.Equal(0, fixture.Factory.RetainedUiCalls);
}
[Theory]
[MemberData(nameof(EnabledFailurePoints))]
public void FaultAtEveryEnabledBoundaryStopsSuffixAndRollsBackUnpublishedPrefix(
int pointValue)
{
var point = (InteractionRetainedUiCompositionPoint)pointValue;
using var fixture = new Fixture(retailUi: true, failurePoint: point);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(point, fixture.Points[^1]);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
if (point == InteractionRetainedUiCompositionPoint.ResultPublished)
{
Assert.Empty(fixture.Factory.Releases);
Assert.NotNull(fixture.Publication.Result);
}
else
{
Assert.Null(fixture.Publication.Result);
Assert.Equal(ExpectedRollback(point), fixture.Factory.Releases);
}
}
public static TheoryData<int> EnabledFailurePoints()
{
var data = new TheoryData<int>();
foreach (InteractionRetainedUiCompositionPoint point in
Enum.GetValues<InteractionRetainedUiCompositionPoint>())
{
if (point != InteractionRetainedUiCompositionPoint.RetainedUiDisabled)
data.Add((int)point);
}
return data;
}
private static string[] ExpectedRollback(
InteractionRetainedUiCompositionPoint point)
{
var acquired = new List<string> { "late bindings" };
if (point >= InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated)
acquired.Add("external container");
if (point >= InteractionRetainedUiCompositionPoint.ItemInteractionCreated)
acquired.Add("item interaction");
if (point >= InteractionRetainedUiCompositionPoint.MagicRuntimeCreated)
acquired.Add("magic runtime");
if (point >= InteractionRetainedUiCompositionPoint.UiHostAcquired)
acquired.Add("retained UI lease");
acquired.Reverse();
return acquired.ToArray();
}
[Fact]
public void PublicationFailureRollsBackCompleteUnpublishedPrefix()
{
using var fixture = new Fixture(retailUi: true, publicationFailure: true);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
Assert.Equal(
[
"retained UI lease",
"magic runtime",
"item interaction",
"external container",
"late bindings",
], fixture.Factory.Releases);
}
[Fact]
public void GameWindowUsesPhaseAndContainsNoRetainedUiConstructionBody()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new InteractionRetainedUiCompositionPhase(", source);
Assert.DoesNotContain("new AcDream.App.UI.ItemInteractionController(", source);
Assert.DoesNotContain("_retailUiLease.AcquireHost(", source);
Assert.DoesNotContain("RetailUiRuntime.CreateUninitialized(", source);
Assert.DoesNotContain("private void UseItemByGuid(", source);
Assert.DoesNotContain("private uint? PickWorldGuidAtCursor(", source);
}
private sealed class Fixture : IDisposable
{
private readonly InteractionRetainedUiCompositionPoint? _failurePoint;
public Fixture(
bool retailUi,
InteractionRetainedUiCompositionPoint? failurePoint = null,
bool publicationFailure = false)
{
_failurePoint = failurePoint;
Factory = new FakeFactory();
Publication = new Publication(publicationFailure);
RuntimeOptions options = RuntimeOptions.Parse("dat", static _ => null)
with { RetailUi = retailUi };
GameRuntime runtime = GameRuntimeTestFactory.Create(
new NoopCombatOperations(),
new NoopCombatTargetOperations(),
new NoopCombatModeOperations(),
new NoopSpellOperations());
Dependencies = new InteractionRetainedUiDependencies(
Options: options,
Gl: null!,
Window: null!,
Input: null!,
ShadersDirectory: "shaders",
Dats: null!,
DatLock: new object(),
TextureCache: null!,
DebugFont: null,
HostQuiescence: null!,
RetainedInputCapture: null!,
InputDispatcher: null,
Settings: null!,
Runtime: runtime,
CombatAttackOperations: new NoopCombatOperations(),
CombatTargetOperations: new RuntimeCombatTargetOperationsSlot(),
SpellCastOperations: new RuntimeSpellCastOperationsSlot(),
MagicCatalog: null!,
StackSplitQuantity: null!,
UiRegistry: null,
CombatModeCommands: null!,
PlayerIdentity: null!,
PlayerMode: null!,
SelectionCameraFactory: static _ => Stub<SelectionCameraSource>(),
FrameDiagnostics: new DeferredRenderFrameDiagnosticsSource(),
ExistingVitals: null,
Toast: null,
ClientTime: static () => 0d,
Log: static _ => { });
}
public InteractionRetainedUiDependencies Dependencies { get; }
public FakeFactory Factory { get; }
public Publication Publication { get; }
public List<InteractionRetainedUiCompositionPoint> Points { get; } = [];
public InteractionRetainedUiResult Compose() =>
new InteractionRetainedUiCompositionPhase(
Dependencies,
new RetailUiRuntimeLease(),
Publication,
Factory,
point =>
{
Points.Add(point);
if (_failurePoint == point)
throw new InvalidOperationException($"fault at {point}");
}).Compose();
public void Dispose() => Dependencies.Runtime.Dispose();
}
private sealed class FakeFactory : IInteractionRetainedUiCompositionFactory
{
private readonly Dictionary<object, string> _names =
new(ReferenceEqualityComparer.Instance);
public List<string> Releases { get; } = [];
public int RetainedUiCalls { get; private set; }
public IDisposable BindCombatTarget(
InteractionRetainedUiDependencies dependencies,
DeferredSelectionUiAuthority selection) =>
new NoopDisposable();
public ExternalContainerLifecycleController CreateExternalContainerLifecycle(
InteractionRetainedUiDependencies dependencies,
DeferredLiveSessionUiAuthority session) =>
Resource<ExternalContainerLifecycleController>("external container");
public ItemInteractionController CreateItemInteraction(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings) =>
Resource<ItemInteractionController>("item interaction");
public MagicRuntime CreateMagicRuntime(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings,
ItemInteractionController itemInteraction) =>
Resource<MagicRuntime>("magic runtime");
public RetainedUiComposition CreateRetainedUi(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings,
RetailUiRuntimeLease lease,
RuntimeCombatAttackState combatAttack,
ItemInteractionController itemInteraction,
MagicRuntime magic,
Action<InteractionRetainedUiCompositionPoint> checkpoint)
{
RetainedUiCalls++;
_names.Add(lease, "retained UI lease");
foreach (InteractionRetainedUiCompositionPoint point in UiPoints)
checkpoint(point);
return new RetainedUiComposition(
Stub<UiHost>(),
Stub<RetailUiRuntime>(),
Stub<AcDream.UI.Abstractions.Panels.Vitals.VitalsVM>(),
Stub<AcDream.UI.Abstractions.Panels.Chat.ChatVM>(),
Stub<CharacterSheetProvider>(),
null);
}
public void Release(IDisposable resource)
{
string name = _names.TryGetValue(resource, out string? found)
? found
: resource switch
{
InteractionUiLateBindings => "late bindings",
RetailUiRuntimeLease => "retained UI lease",
_ => throw new InvalidOperationException(
$"Unknown test resource {resource.GetType().Name}"),
};
Releases.Add(name);
}
private T Resource<T>(string name) where T : class
{
T value = Stub<T>();
_names.Add(value, name);
return value;
}
}
private sealed class NoopCombatOperations
: IRuntimeCombatAttackOperations
{
public bool CanStartAttack() => false;
public void PrepareAttackRequest() { }
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack() { }
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
}
private sealed class NoopDisposable : IDisposable
{
public void Dispose() { }
}
private sealed class NoopSpellOperations : IRuntimeSpellCastOperations
{
public uint LocalPlayerId => 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId,
SpellMetadata spell,
bool showMessage) => false;
public void StopCompletely() { }
public void SendUntargeted(uint spellId) { }
public void SendTargeted(uint targetId, uint spellId) { }
public void DisplayMessage(string message) { }
public void IncrementBusy() { }
}
private sealed class NoopCombatTargetOperations
: IRuntimeCombatTargetOperations
{
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
}
private sealed class NoopCombatModeOperations
: IRuntimeCombatModeOperations
{
public bool IsInWorld => false;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest() { }
public void SendChangeCombatMode(CombatMode mode) { }
}
private sealed class Publication(bool fail)
: IGameWindowInteractionRetainedUiPublication
{
public InteractionRetainedUiResult? Result { get; private set; }
public void PublishInteractionRetainedUi(InteractionRetainedUiResult result)
{
if (fail)
throw new InvalidOperationException("publication failed");
Result = result;
}
}
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.");
}
}