acdream/tests/AcDream.App.Tests
Erik be9b4c1f29 feat(render): S3 chunk 2 — gate the interior turn on the real outside-view count
RetailFrameWalk.DrawInside now passes _interiorPView.OutsideView.ViewCount
into IWalkEventSink.OnInteriorFloodDrawTurn. WalkFrameDriver's own
implementation reproduces PView::DrawCells @0x005a4840's exact gating
(0x005a4852-0x005a49eb, all inside `if (outside_view.view_count > 0)`):
the landscape flush (retail FlushAlphaList(0f) @0x005a4872 plus the
pre-clear dynamics hook), the device-stamp advance @0x005a4886, a GATED
depth clear (pc:432731-432732), and the exit-portal seals
(pc:432785-432786) — all four skipped entirely when outsideViewCount == 0.

The depth clear is gated on a new driver field, PortalsDrawnCount, which
models retail's D3DPolyRender::portalsDrawnCount (uint16 @0x008719b4):
read-then-zeroed at the interior root's own flood turn
(@0x005a489c-0x005a489e), and re-armed at Replay by the count
IWalkFrameLeafRenderer.DrawExitSeals now returns (the SAME portal
enumeration RetailPViewPassExecutor.DrawPortalDepthWrite already performs
— OtherCellId==0xFFFF, >=3 vertices). The field persists across frames
(never cleared by BeginFrame/AbortFrame/EndFrame/Replay), reproducing
retail's documented quirk: a fresh driver's first ov>0 frame never clears;
every later ov>0 frame clears because the previous frame's own seals armed
the counter.

_skyDrawnThisFrame — the proxy for outside_view.view_count != 0 that used
to gate the stamp re-arm — is deleted; its "second Landscape turn in one
frame" fail-loud guard moves to a frame-scoped counter
(_landscapeTurnsThisFrame). RetailPViewRenderer.ClearWalkInteriorDepth
splits into FlushWalkLandscape (pre-clear dynamics + FlushLandscapeAlpha)
and ClearWalkInteriorDepth (the Z clear only), both wired through the new
IWalkFrameLeafRenderer.FlushLandscape leaf and the WalkLeaf production
adapter.

Tests: flipped the ov==0 pin to expect no landscape-flush/clear/seals at
all (T1); added the two-frame first-frame-no-clear / armed-clear pin plus
a no-exit-portal-never-clears pin (T2); added a look-in-neither-arms-
nor-consumes-the-counter pin (T3); added RetailFrameWalk's two-PView
draw_landscape wiring pin and a WalkPView.ConstructView reset pin (T4);
updated every direct OnInteriorFloodDrawTurn caller to pass the
outsideViewCount it models (T5). The four per-category leaf-contract pins
(whole-once shell, Boolean sphere admission, portal-polygon-only clip,
local-player repeated submission) already existed and needed no additions
(B4).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 07:46:11 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix #436: combat no-target refusal reaches the SpewBox with retail's exact text 2026-08-24 12:53:11 +02:00
Composition refactor(render): detach packed pview product from production 2026-08-31 04:10:10 +02:00
Configuration fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Input fix(camera): port retail offset adjustment laws 2026-08-31 05:42:23 +02:00
Interaction fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Net fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Physics feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
Platform feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Plugins feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Rendering feat(render): S3 chunk 2 — gate the interior turn on the real outside-view count 2026-09-03 07:46:11 +02:00
Runtime fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Settings fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
UI fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
World fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.App.Tests.csproj feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
RuntimeOptionsTests.cs feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ThreadSchedulingCollection.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00