acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkLookInGateSweepTests.cs
Erik b3ac5872e9 feat(render) Campaign FW1: the degrade-level BSP gate kills the wrong punches
The offline degrade probe proved the mechanism: every Holtburg building
carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every
degraded level has zero. Retail walks the CURRENT degrade level BSP
(part->gfxobj[deg_level]) - that is what limits look-in punches to the
nearest buildings. WalkBuilding gains the degrade ladder +
SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port
TODO), the walk selects per viewer distance, the adapter builds
per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings
@0052fd80: a full-res block loads exactly its buildings portal stab
cells) replaces load-everything in the landscape builder. The sweep now
shows clean rosters with all far-building punches gone; remaining
deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the
48 m band edge - sphere-adjusted distance/hysteresis to port) and the
one ring-1 frustum boundary pair (aab50002/a9b3003c).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 10:51:05 +02:00

109 lines
4.5 KiB
C#

using AcDream.App.Tests.Rendering;
using AcDream.App.Rendering.Walk;
using DatReaderWriter;
using DatReaderWriter.Options;
using System.Text;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// FW1 look-in gate adjudication sweep: with data joins proven correct,
/// the wrong-building punches must come from the sidedness gate's two
/// unvalidated inputs — the GfxObj portal-poly plane sign and the
/// BuildingPortal side-flag decode. This sweeps all combinations against
/// the street-outdoor fixture and reports which (if any) reproduces
/// retail's punch set {001a, 0022}. Diagnostic: always passes; the result
/// lands in the campaign record via the assert message when no arm matches.
/// </summary>
[Trait("Lane", "InstalledDat")]
public sealed class WalkLookInGateSweepTests
{
private sealed class Recorder : IWalkEventSink
{
public readonly List<WalkEvent> Events = new();
public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
}
[Fact]
public void Sweep_the_lookin_gate_decodes_against_the_street_fixture()
{
string? datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null)
{
Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory.");
}
IReadOnlyList<WalkOracleFrame> frames =
WalkOracleTrace.Load("posed/holtburg-street-outdoor");
WalkOracleFrame frame = frames[1];
Assert.NotNull(frame.Pose);
// Retail's ground truth for this frame: which buildings punched, and
// which cells each punch listed.
string expectedPunches = PunchSignature(
frame.Events.Select(e => e.Kind == WalkOracleEventKind.Building
? ("BLD", e.CellId!.Value, Array.Empty<uint>())
: e.Kind == WalkOracleEventKind.DrawCells
? ("DC", 0u, e.Cells.ToArray())
: ("", 0u, Array.Empty<uint>())));
var report = new StringBuilder();
report.AppendLine($"RETAIL: {expectedPunches}");
string? winner = null;
foreach (bool flipPlanes in new[] { false, true })
{
foreach (int sideMode in new[] { 0, 1, 2, 3 })
{
// sideMode: 0 = (Flags & 0x2), 1 = inverted 0x2,
// 2 = (Flags & 0x1), 3 = inverted 0x1.
using var dats = new DatCollection(datDir!, DatAccessType.Read);
WalkWorldDatAdapter.FlipGfxPolygonPlanes = flipPlanes;
WalkWorldDatAdapter.BuildingSideMode = sideMode;
try
{
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,
};
var walk = new RetailFrameWalk();
var recorder = new Recorder();
walk.WalkFrame(frame.Pose.CellId, null, world.Landscape, ctx, recorder);
string actual = PunchSignature(
recorder.Events.Select(e => e.Kind == WalkEventKind.Building
? ("BLD", e.CellId, Array.Empty<uint>())
: e.Kind == WalkEventKind.DrawCells
? ("DC", 0u, e.Cells.ToArray())
: ("", 0u, Array.Empty<uint>())));
string arm = $"flip={flipPlanes} side={sideMode}";
report.AppendLine($"{arm}: {actual}");
if (actual == expectedPunches)
winner ??= arm;
}
finally
{
WalkWorldDatAdapter.FlipGfxPolygonPlanes = false;
WalkWorldDatAdapter.BuildingSideMode = 0;
}
}
}
Assert.True(
winner is not null,
$"no gate decode reproduces retail's punch pattern\n{report}");
}
private static string PunchSignature(
IEnumerable<(string Kind, uint Id, uint[] Cells)> events)
{
var parts = new List<string>();
foreach ((string kind, uint id, uint[] cells) in events)
{
if (kind == "BLD") parts.Add($"B{id:x8}");
else if (kind == "DC")
parts.Add($"D[{string.Join(',', cells.Select(c => (c & 0xFFFF).ToString("x3")))}]");
}
return string.Join("|", parts);
}
}