Adds the [indoor-bsp] probe + ProbeIndoorBspEnabled toggle for the Indoor walking Phase 1 BSP-cluster investigation. Mirrors the existing [resolve] / [cell-transit] / [indoor-*] pattern: one log line per BSPQuery.FindCollisions call from FindEnvCollisions' cell branch, capturing cell id, sphere local-pos, result TransitionState, and the hit poly's normal + side-type via the LastBspHitPoly side-channel (already wired for ProbeBuildingEnabled, now also fires for the indoor flag). Toggle via ACDREAM_PROBE_INDOOR_BSP=1 env var or DebugPanel checkbox. Zero-cost when off. Predecessor for the three fix commits that will close ISSUES.md #84/#85/#86 after the capture session. Spec: docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md Plan: docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
311 lines
10 KiB
C#
311 lines
10 KiB
C#
using System.Numerics;
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using AcDream.Core.Combat;
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using AcDream.Core.Physics;
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using AcDream.UI.Abstractions.Panels.Debug;
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namespace AcDream.UI.Abstractions.Tests.Panels.Debug;
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/// <summary>
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/// Tests for the Phase I.2 <see cref="DebugVM"/> — read-through ViewModel
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/// for the migrated debug panel. Verifies the combat-event subscription
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/// (replacing the old <c>DebugOverlay.BindCombat</c>), the toast ring
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/// cap, and that the diagnostic-flag bools round-trip without affecting
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/// the rest of the VM.
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/// </summary>
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public sealed class DebugVMTests
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{
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/// <summary>
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/// Build a minimal <see cref="DebugVM"/> with safe defaults for every
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/// constructor source. Tests that don't care about a particular source
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/// just leave it stubbed out.
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/// </summary>
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private static DebugVM NewVm(CombatState? combat = null)
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{
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combat ??= new CombatState();
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return new DebugVM(
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getPlayerPosition: () => Vector3.Zero,
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getPlayerHeadingDeg: () => 0f,
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getPlayerCellId: () => 0u,
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getPlayerOnGround: () => true,
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getInPlayerMode: () => false,
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getInFlyMode: () => false,
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getVerticalVelocity: () => 0f,
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getEntityCount: () => 0,
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getAnimatedCount: () => 0,
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getLandblocksVisible: () => 0,
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getLandblocksTotal: () => 0,
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getShadowObjectCount: () => 0,
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getNearestObjDist: () => float.PositiveInfinity,
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getNearestObjLabel: () => "-",
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getColliding: () => false,
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getDebugWireframes: () => false,
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getStreamingRadius: () => 2,
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getMouseSensitivity: () => 1f,
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getChaseDistance: () => 0f,
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getRmbOrbit: () => false,
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getHourName: () => "Dawnsong",
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getDayFraction: () => 0.25f,
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getWeather: () => "Clear",
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getActiveLights: () => 0,
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getRegisteredLights: () => 0,
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getParticleCount: () => 0,
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getFps: () => 60f,
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getFrameMs: () => 16.7f,
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combat: combat);
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}
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[Fact]
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public void Constructor_ThrowsOnNullCombat()
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{
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Assert.Throws<ArgumentNullException>(() => new DebugVM(
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getPlayerPosition: () => Vector3.Zero,
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getPlayerHeadingDeg: () => 0f,
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getPlayerCellId: () => 0u,
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getPlayerOnGround: () => true,
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getInPlayerMode: () => false,
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getInFlyMode: () => false,
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getVerticalVelocity: () => 0f,
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getEntityCount: () => 0,
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getAnimatedCount: () => 0,
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getLandblocksVisible: () => 0,
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getLandblocksTotal: () => 0,
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getShadowObjectCount: () => 0,
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getNearestObjDist: () => 0f,
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getNearestObjLabel: () => "-",
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getColliding: () => false,
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getDebugWireframes: () => false,
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getStreamingRadius: () => 0,
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getMouseSensitivity: () => 1f,
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getChaseDistance: () => 0f,
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getRmbOrbit: () => false,
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getHourName: () => "",
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getDayFraction: () => 0f,
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getWeather: () => "",
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getActiveLights: () => 0,
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getRegisteredLights: () => 0,
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getParticleCount: () => 0,
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getFps: () => 0f,
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getFrameMs: () => 0f,
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combat: null!));
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}
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[Fact]
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public void ReadThrough_PullsLiveValuesPerAccess_NoCache()
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{
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// The VM does NOT cache; every property read goes through the
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// backing Func<T>. Mutating an external box between two reads
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// must surface immediately.
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int counter = 0;
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var vm = new DebugVM(
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getPlayerPosition: () => Vector3.Zero,
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getPlayerHeadingDeg: () => 0f,
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getPlayerCellId: () => 0u,
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getPlayerOnGround: () => true,
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getInPlayerMode: () => false,
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getInFlyMode: () => false,
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getVerticalVelocity: () => 0f,
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getEntityCount: () => ++counter,
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getAnimatedCount: () => 0,
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getLandblocksVisible: () => 0,
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getLandblocksTotal: () => 0,
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getShadowObjectCount: () => 0,
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getNearestObjDist: () => 0f,
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getNearestObjLabel: () => "-",
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getColliding: () => false,
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getDebugWireframes: () => false,
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getStreamingRadius: () => 0,
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getMouseSensitivity: () => 1f,
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getChaseDistance: () => 0f,
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getRmbOrbit: () => false,
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getHourName: () => "",
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getDayFraction: () => 0f,
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getWeather: () => "",
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getActiveLights: () => 0,
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getRegisteredLights: () => 0,
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getParticleCount: () => 0,
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getFps: () => 0f,
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getFrameMs: () => 0f,
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combat: new CombatState());
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Assert.Equal(1, vm.EntityCount);
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Assert.Equal(2, vm.EntityCount);
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Assert.Equal(3, vm.EntityCount);
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}
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[Fact]
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public void DamageTaken_AppendsErrorEvent()
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{
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var combat = new CombatState();
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var vm = NewVm(combat);
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combat.OnVictimNotification(
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attackerName: "Drudge", attackerGuid: 0x10u,
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damageType: 0u, damage: 12u, hitQuadrant: 0u,
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critical: 0u, attackType: 0u);
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var events = vm.CombatEvents.ToList();
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Assert.Single(events);
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Assert.Equal(CombatEventKind.Error, events[0].Kind);
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Assert.Contains("Drudge", events[0].Text);
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Assert.Contains("12", events[0].Text);
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}
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[Fact]
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public void DamageDealt_AppendsInfoEvent()
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{
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var combat = new CombatState();
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var vm = NewVm(combat);
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combat.OnAttackerNotification(
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defenderName: "Drudge", damageType: 0u,
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damage: 8u, damagePercent: 0.1f);
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var events = vm.CombatEvents.ToList();
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Assert.Single(events);
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Assert.Equal(CombatEventKind.Info, events[0].Kind);
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Assert.Contains("Drudge", events[0].Text);
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}
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[Fact]
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public void EvadedIncoming_AppendsWarnEvent()
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{
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var combat = new CombatState();
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var vm = NewVm(combat);
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combat.OnEvasionDefenderNotification("Mosswart");
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var events = vm.CombatEvents.ToList();
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Assert.Single(events);
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Assert.Equal(CombatEventKind.Warn, events[0].Kind);
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Assert.Contains("Mosswart", events[0].Text);
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}
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[Fact]
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public void CombatEventRing_CapsAtMax_DropsOldest()
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{
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var combat = new CombatState();
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var vm = NewVm(combat);
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// Pump well past the cap (25). The oldest entries must drop out.
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for (int i = 0; i < 40; i++)
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{
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combat.OnAttackerNotification(
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defenderName: $"Foe{i}", damageType: 0u,
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damage: (uint)i, damagePercent: 0.1f);
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}
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var events = vm.CombatEvents.ToList();
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Assert.Equal(DebugVM.MaxCombatEvents, events.Count);
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// The newest entry must still be present.
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Assert.Contains(events, e => e.Text.Contains("Foe39"));
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// The oldest must have dropped.
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Assert.DoesNotContain(events, e => e.Text.Contains("Foe0,") || e.Text == "Foe0");
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Assert.DoesNotContain(events, e => e.Text.Contains("Foe5"));
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}
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[Fact]
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public void Toast_RingCapsAtMaxRecent()
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{
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var vm = NewVm();
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for (int i = 0; i < 30; i++)
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vm.AddToast($"toast-{i}");
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var toasts = vm.RecentToasts.ToList();
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Assert.Equal(DebugVM.MaxRecentToasts, toasts.Count);
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Assert.Contains(toasts, t => t.Text == "toast-29");
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Assert.DoesNotContain(toasts, t => t.Text == "toast-0");
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}
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[Fact]
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public void Toast_PreservesKind()
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{
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var vm = NewVm();
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vm.AddToast("warning!", ToastKind.Warn);
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vm.AddToast("error!", ToastKind.Error);
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var toasts = vm.RecentToasts.ToList();
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Assert.Equal(2, toasts.Count);
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Assert.Contains(toasts, t => t.Text == "warning!" && t.Kind == ToastKind.Warn);
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Assert.Contains(toasts, t => t.Text == "error!" && t.Kind == ToastKind.Error);
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}
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[Fact]
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public void DiagnosticFlags_DefaultFalse_RoundTripIndependently()
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{
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var vm = NewVm();
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Assert.False(vm.DumpMotion);
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Assert.False(vm.DumpVitals);
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Assert.False(vm.DumpOpcodes);
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Assert.False(vm.DumpSky);
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vm.DumpMotion = true;
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Assert.True(vm.DumpMotion);
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Assert.False(vm.DumpVitals);
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Assert.False(vm.DumpOpcodes);
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Assert.False(vm.DumpSky);
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vm.DumpSky = true;
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vm.DumpMotion = false;
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Assert.False(vm.DumpMotion);
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Assert.True(vm.DumpSky);
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}
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[Fact]
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public void ToggleFlags_DoNotAffectCombatRing()
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{
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var combat = new CombatState();
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var vm = NewVm(combat);
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combat.OnAttackerNotification("X", 0u, 1u, 0.1f);
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Assert.Single(vm.CombatEvents);
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vm.DumpMotion = true;
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vm.DumpVitals = true;
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Assert.Single(vm.CombatEvents);
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}
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[Fact]
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public void ActionHooks_InvokeSuppliedDelegates()
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{
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// The panel needs to invoke "cycle time", "cycle weather", "toggle
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// collision wires" actions when the corresponding Button is
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// clicked. The VM exposes these as Action; the panel calls them.
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int timeHits = 0, weatherHits = 0, wireHits = 0;
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var vm = NewVm();
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vm.CycleTimeOfDay = () => timeHits++;
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vm.CycleWeather = () => weatherHits++;
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vm.ToggleCollisionWires = () => wireHits++;
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vm.CycleTimeOfDay?.Invoke();
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vm.CycleTimeOfDay?.Invoke();
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vm.CycleWeather?.Invoke();
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vm.ToggleCollisionWires?.Invoke();
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Assert.Equal(2, timeHits);
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Assert.Equal(1, weatherHits);
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Assert.Equal(1, wireHits);
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}
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[Fact]
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public void ProbeIndoorBsp_ForwardsToPhysicsDiagnostics()
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{
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var originalEnabled = PhysicsDiagnostics.ProbeIndoorBspEnabled;
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try
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{
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var vm = NewVm();
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vm.ProbeIndoorBsp = true;
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Assert.True(PhysicsDiagnostics.ProbeIndoorBspEnabled);
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Assert.True(vm.ProbeIndoorBsp);
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vm.ProbeIndoorBsp = false;
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Assert.False(PhysicsDiagnostics.ProbeIndoorBspEnabled);
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Assert.False(vm.ProbeIndoorBsp);
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}
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finally
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{
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PhysicsDiagnostics.ProbeIndoorBspEnabled = originalEnabled;
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}
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}
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}
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