User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made EVERY outdoor teleport a ~10 s freeze, because the destination landblock does NOT load fast during the hold (lbs=0 the whole time — the #138 streaming gap + _datLock starvation from the CreateObject flood). The hold was band-aiding a broken/slow foundation rather than fixing it, and it never actually prevented the #145 edge cascade anyway (it force-snapped onto NO-LANDBLOCK after the timeout regardless). Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places immediately again (fast teleports). The genuine bug found along the way — IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored | 0xFFFF) — is preserved in the history (c880973) and will be re-applied when we re-introduce a proper hold ON A FIXED FOUNDATION. Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete streaming during teleport (#138), the post-teleport lost-collision bug, and the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1 (the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
52 lines
2.1 KiB
C#
52 lines
2.1 KiB
C#
using AcDream.App.World;
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using Xunit;
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namespace AcDream.App.Tests.World;
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/// <summary>
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/// The teleport-arrival readiness decision (#145/#138).
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/// <list type="bullet">
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/// <item>Unhydratable claim → place immediately via the caller's safety-net (Impossible).</item>
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/// <item>Indoor (sealed dungeon / building interior) → hold until the EnvCell floor hydrates.</item>
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/// <item>Outdoor → place IMMEDIATELY on the server-authoritative position. Holding is futile —
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/// streaming does not progress while the player is held in PortalSpace, so the
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/// destination can't stream in during a hold. The stale source landblock is dropped at
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/// recenter (GameWindow.OnLivePositionUpdated), so the resolve falls through to the
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/// server cell (Resolve NO-LANDBLOCK verbatim) until the destination streams in.</item>
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/// </list>
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/// </summary>
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public class TeleportArrivalRulesTests
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{
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[Fact]
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public void Unhydratable_IsImpossible()
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{
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Assert.Equal(ArrivalReadiness.Impossible,
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TeleportArrivalRules.Decide(claimUnhydratable: true, indoor: false, indoorCellReady: false));
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// …even for an indoor claim.
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Assert.Equal(ArrivalReadiness.Impossible,
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TeleportArrivalRules.Decide(claimUnhydratable: true, indoor: true, indoorCellReady: false));
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}
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[Fact]
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public void Indoor_CellReady_IsReady()
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{
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Assert.Equal(ArrivalReadiness.Ready,
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TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: true, indoorCellReady: true));
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}
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[Fact]
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public void Indoor_CellNotReady_HoldsNotReady()
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{
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Assert.Equal(ArrivalReadiness.NotReady,
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TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: true, indoorCellReady: false));
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}
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[Fact]
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public void Outdoor_PlacesImmediately()
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{
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// #145: never hold an outdoor arrival — place at once on the server position. The
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// indoorCellReady flag is irrelevant for an outdoor destination.
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Assert.Equal(ArrivalReadiness.Ready,
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TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: false, indoorCellReady: false));
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}
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}
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