142 lines
5.8 KiB
C#
142 lines
5.8 KiB
C#
using AcDream.Core.Rendering;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering;
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public sealed class RenderingDiagnosticsTests
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{
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// Each flag-mutating test snapshots the IndoorAll state on entry and
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// restores it via try/finally. RenderingDiagnostics is a process-wide
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// static (env-var-initialized); without restoration a mutated state
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// leaks into other tests + into parallel test runs. Mirrors the
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// PhysicsDiagnosticsTests pattern at line 30-49.
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[Fact]
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public void IndoorAll_True_TurnsAllFlagsOn()
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{
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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// Reset all flags off first to make the test deterministic
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// regardless of env-var state on the test runner.
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RenderingDiagnostics.ProbeIndoorWalkEnabled = false;
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RenderingDiagnostics.ProbeIndoorLookupEnabled = false;
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RenderingDiagnostics.ProbeIndoorUploadEnabled = false;
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RenderingDiagnostics.ProbeIndoorXformEnabled = false;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false;
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RenderingDiagnostics.IndoorAll = true;
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Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.True(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Fact]
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public void IndoorAll_False_TurnsAllFlagsOff()
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{
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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RenderingDiagnostics.IndoorAll = true; // start from all-on
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RenderingDiagnostics.IndoorAll = false;
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Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Fact]
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public void IndoorAll_OneOff_ReadsAsFalse()
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{
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bool initial = RenderingDiagnostics.IndoorAll;
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try
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{
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RenderingDiagnostics.IndoorAll = true;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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finally
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{
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RenderingDiagnostics.IndoorAll = initial;
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}
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}
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[Theory]
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[InlineData(0x00000029ul, false)] // outdoor cell 0x29 in 8x8 grid
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[InlineData(0xA9B40029ul, false)] // outdoor cell with landblock prefix
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[InlineData(0x00000100ul, true)] // indoor cell minimum
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[InlineData(0x00000105ul, true)] // typical Holtburg Inn interior
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[InlineData(0xA9B40105ul, true)] // indoor with landblock prefix
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[InlineData(0xA9B401FFul, true)] // indoor near top of range
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public void IsEnvCellId_DistinguishesOutdoorVsIndoorByLow16Bits(ulong id, bool expected)
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{
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Assert.Equal(expected, RenderingDiagnostics.IsEnvCellId(id));
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}
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// ── Render inside/outside branch (retail RenderNormalMode is_player_outside) ──
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// The top-level render branch decides DrawInside vs DrawOutside. Retail
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// (SmartBox::RenderNormalMode 0x453aa0:92665) keys it on is_player_outside (the
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// PLAYER's cell, 0x451e80), NOT the camera cell. acdream previously branched on the
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// camera cell, so a chase camera lagging in a doorway while the player was already
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// outside took the DrawInside path and degenerated to a grey world + entities showing
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// through walls. These pin the player-keyed branch and loaded player-root requirement.
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[Fact]
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public void ShouldRenderIndoor_PlayerOutside_CameraInside_ReturnsFalse()
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{
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// THE doorway-grey regression: the player stepped onto a landcell (0x...0031) but the
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// chase camera still resolves an interior EnvCell. Branch on the PLAYER → outdoor.
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Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, renderRootResolved: true));
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}
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[Fact]
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public void ShouldRenderIndoor_PlayerInside_CameraInside_ReturnsTrue()
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{
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Assert.True(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, renderRootResolved: true));
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}
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[Fact]
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public void ShouldRenderIndoor_PlayerInside_RootNotLoaded_ReturnsFalse()
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{
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// Opposite lag (camera pulled outside while the player is inside): no viewer cell to
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// root DrawInside at → outdoor. Defensive; matches prior null-CameraCell behavior.
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Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40171u, renderRootResolved: false));
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}
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[Fact]
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public void ShouldRenderIndoor_PlayerOutside_CameraOutside_ReturnsFalse()
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{
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Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0xA9B40031u, renderRootResolved: false));
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}
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[Fact]
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public void ShouldRenderIndoor_UnknownPlayerCell_TreatedAsOutside_ReturnsFalse()
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{
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// playerCellId == 0 (unresolved) → treat as outside (safe default: outdoor render).
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Assert.False(RenderingDiagnostics.ShouldRenderIndoor(playerCellId: 0u, renderRootResolved: true));
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}
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[Fact]
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public void ProbePortalChurn_DefaultsFalse_WhenEnvUnset()
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{
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// Env var is absent in the test host, so the flag must default false (inert probe).
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Assert.False(AcDream.Core.Rendering.RenderingDiagnostics.ProbePortalChurnEnabled);
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}
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}
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