Replaces the single-radius Tick with a two-tier model that consumes StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate JobKind: - ToLoadFar -> _enqueueLoad(id, LoadFar) - ToLoadNear -> _enqueueLoad(id, LoadNear) - ToPromote -> _enqueueLoad(id, PromoteToNear) - ToDemote -> _state.RemoveEntitiesFromLandblock(id) on render thread - ToUnload -> _enqueueUnload(id) Drain switch handles Loaded (terrain + entity layer), Promoted (entity layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed. Constructor signature: nearRadius/farRadius separate ints. Old single- radius ctor removed; existing single-radius tests updated to pass nearRadius=farRadius for backward-compat coverage. GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) => to match new Action<uint, LandblockStreamJobKind> signature; radius: arg renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16 wires the full two-tier env-var parsing). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using System.Collections.Generic;
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using AcDream.App.Streaming;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class StreamingControllerTwoTierTests
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{
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[Fact]
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public void Tick_FirstCall_EnqueuesNearAndFarLoadsByTier()
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{
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var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
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var unloads = new List<uint>();
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var state = new GpuWorldState();
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var ctrl = new StreamingController(
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enqueueLoad: (id, kind) => loads.Add((id, kind)),
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enqueueUnload: unloads.Add,
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drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 1,
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farRadius: 3);
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ctrl.Tick(observerCx: 100, observerCy: 100);
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int nearCount = 0, farCount = 0;
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foreach (var (_, kind) in loads)
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{
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if (kind == LandblockStreamJobKind.LoadNear) nearCount++;
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else if (kind == LandblockStreamJobKind.LoadFar) farCount++;
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}
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Assert.Equal(9, nearCount); // 3x3 inner ring (radius=1)
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Assert.Equal(40, farCount); // 7x7 - 3x3 outer ring (radius=3)
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}
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}
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