Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners. Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects. Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register. Co-Authored-By: Codex <noreply@openai.com>
179 lines
5.9 KiB
C#
179 lines
5.9 KiB
C#
using System.Linq;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class GpuWorldStateTwoTierTests
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{
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private static LoadedLandblock MakeStubLandblock(uint canonicalId, params WorldEntity[] entities)
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=> new(canonicalId, new LandBlock(), entities);
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private static WorldEntity MakeStubEntity(uint id)
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=> new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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Position = System.Numerics.Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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MeshRefs = System.Array.Empty<MeshRef>(),
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};
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[Fact]
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public void RemoveEntitiesFromLandblock_KeepsLandblockButDropsEntities()
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{
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var state = new GpuWorldState();
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var lb = MakeStubLandblock(0xAAAAFFFFu,
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MakeStubEntity(1),
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MakeStubEntity(2));
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state.AddLandblock(lb);
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Assert.Equal(2, state.Entities.Count);
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state.RemoveEntitiesFromLandblock(0xAAAAFFFFu);
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Assert.Empty(state.Entities);
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Assert.True(state.IsLoaded(0xAAAAFFFFu)); // landblock still resident
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}
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[Fact]
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public void RemoveEntitiesFromLandblock_DropsStaticLayerButRetainsLiveProjection()
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{
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var state = new GpuWorldState();
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WorldEntity staticEntity = MakeStubEntity(1);
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var liveEntity = new WorldEntity
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{
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Id = 2,
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ServerGuid = 0x70000002u,
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SourceGfxObjOrSetupId = 0x01000001u,
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Position = System.Numerics.Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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MeshRefs = System.Array.Empty<MeshRef>(),
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};
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state.AddLandblock(MakeStubLandblock(
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0xAAAAFFFFu,
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staticEntity,
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liveEntity));
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state.RemoveEntitiesFromLandblock(0xAAAAFFFFu);
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Assert.Same(liveEntity, Assert.Single(state.Entities));
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Assert.DoesNotContain(staticEntity, state.Entities);
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Assert.True(state.IsLoaded(0xAAAAFFFFu));
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}
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[Fact]
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public void AddEntitiesToExistingLandblock_MergesIntoExistingRecord()
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{
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var state = new GpuWorldState();
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var lb = MakeStubLandblock(0xAAAAFFFFu, MakeStubEntity(1));
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state.AddLandblock(lb);
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state.AddEntitiesToExistingLandblock(0xAAAAFFFFu, new[]
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{
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MakeStubEntity(2),
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MakeStubEntity(3),
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});
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Assert.Equal(3, state.Entities.Count);
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}
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[Fact]
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public void AddEntitiesToExistingLandblock_LandblockNotYetLoaded_ParksInPending()
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{
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var state = new GpuWorldState();
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// Landblock not loaded yet.
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state.AddEntitiesToExistingLandblock(0xAAAAFFFFu, new[]
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{
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MakeStubEntity(1),
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MakeStubEntity(2),
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});
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// Nothing in the flat view yet.
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Assert.Empty(state.Entities);
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Assert.Equal(2, state.PendingLiveEntityCount);
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// Now load the landblock — pending entities should merge in.
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state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu));
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Assert.Equal(2, state.Entities.Count);
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}
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[Fact]
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public void LandblockEntriesWithoutAnimatedIndex_LeavesAnimatedLookupNull()
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{
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var state = new GpuWorldState();
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state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu,
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MakeStubEntity(1),
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MakeStubEntity(2)));
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var staticEntry = Assert.Single(state.LandblockEntriesWithoutAnimatedIndex);
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Assert.Null(staticEntry.AnimatedById);
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var liveEntry = Assert.Single(state.LandblockEntries);
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Assert.NotNull(liveEntry.AnimatedById);
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Assert.True(liveEntry.AnimatedById!.ContainsKey(1));
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Assert.True(liveEntry.AnimatedById.ContainsKey(2));
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}
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[Fact]
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public void LandblockBounds_EnumeratesWithoutEntityPayload()
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{
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var state = new GpuWorldState();
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state.AddLandblock(MakeStubLandblock(0xAAAAFFFFu,
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MakeStubEntity(1),
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MakeStubEntity(2)));
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var bounds = Assert.Single(state.LandblockBounds);
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Assert.Equal(0xAAAAFFFFu, bounds.LandblockId);
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}
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/// <summary>
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/// Phase Post-A.5 #53 (Task 12): the optional <c>onLandblockUnloaded</c>
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/// callback fires once when <see cref="GpuWorldState.RemoveEntitiesFromLandblock"/>
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/// drops a landblock's entity list, and is passed the canonicalized
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/// landblock id (matching the <c>LandblockHint</c> the cache stored at
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/// <c>Populate</c> time).
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/// </summary>
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[Fact]
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public void RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId()
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{
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uint? observed = null;
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int callCount = 0;
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var state = new GpuWorldState(
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wbSpawnAdapter: null,
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onLandblockUnloaded: id => { observed = id; callCount++; });
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu, MakeStubEntity(1)));
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// Pass a cell-resolved id (low 16 bits non-FFFF) — the callback must
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// receive the canonical (0xFFFF-tail) form, matching what the
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// dispatcher's _walkScratch carries from GpuWorldState.LandblockEntries.
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state.RemoveEntitiesFromLandblock(0xA9B40042u);
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Assert.Equal(1, callCount);
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Assert.Equal(0xA9B4FFFFu, observed);
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Assert.Empty(state.Entities);
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}
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/// <summary>
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/// Phase Post-A.5 #53 (Task 12): the callback must NOT fire when the
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/// landblock isn't loaded — early return path. Symmetric with the
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/// existing <c>_wbSpawnAdapter.OnLandblockUnloaded</c> guard.
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/// </summary>
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[Fact]
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public void RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback()
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{
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int callCount = 0;
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var state = new GpuWorldState(
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wbSpawnAdapter: null,
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onLandblockUnloaded: _ => callCount++);
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// Landblock never loaded.
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state.RemoveEntitiesFromLandblock(0xA9B4FFFFu);
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Assert.Equal(0, callCount);
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}
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}
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