Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build. Co-Authored-By: Codex <noreply@openai.com>
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
// CellVisibilityPortalPolygonsTests.cs — verifies the cell-build transaction preserves
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// portal polygon vertices in LoadedCell.PortalPolygons.
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//
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// Phase A8 — Indoor-cell visibility culling. Issue #78.
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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public class CellVisibilityPortalPolygonsTests
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{
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[Fact]
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public void LoadedCell_DefaultPortalPolygons_IsEmpty()
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{
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var cell = new LoadedCell();
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Assert.NotNull(cell.PortalPolygons);
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Assert.Empty(cell.PortalPolygons);
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}
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[Fact]
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public void LoadedCell_PortalPolygons_ParallelIndexedToPortals()
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{
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// Hand-construct: two portals, one with a 4-vertex polygon, one with
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// an empty polygon (resolution failure simulated by an empty array).
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// The data-class semantics: PortalPolygons[i] corresponds to
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// Portals[i] and ClipPlanes[i].
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var cell = new LoadedCell
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{
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Portals = new()
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{
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new CellPortalInfo(0xFFFF, 100, 0, 0), // exit portal, has geometry
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new CellPortalInfo(0x0102, 101, 0, 0), // inner portal, no geometry resolved
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},
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ClipPlanes = new() { default, default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(1, 1, 0),
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new Vector3(0, 1, 0),
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},
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System.Array.Empty<Vector3>(),
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},
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};
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Assert.Equal(2, cell.Portals.Count);
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Assert.Equal(2, cell.PortalPolygons.Count);
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Assert.Equal(4, cell.PortalPolygons[0].Length);
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Assert.Empty(cell.PortalPolygons[1]);
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}
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}
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