acdream/tests/AcDream.Core.Tests/Vfx/ParticleHookSinkTests.cs
Erik ec1bbb4f43 feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).

Post-review fixes folded into this commit:

H1: AttachLocal (is_parent_local=1) follows live parent each frame.
    ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
    let the owning subsystem refresh AnchorPos every tick — matches
    ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
    parent frame when is_parent_local != 0. Drops the renderer-side
    cameraOffset hack that only worked when the parent was the camera.

H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
    retail-faithful (1 - translucency) opacity formula. The code was
    right; the comment was a leftover from an earlier hypothesis and
    would have invited a wrong "fix".

M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
    and restores them to Repeat at end-of-pass, so non-sky renderers
    that share the GL handle can't silently inherit clamped wrap state.

M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
    weather-flagged AND bit 0x08 is clear, matching retail
    GameSky::UpdatePosition 0x00506dd0. The old code applied it to
    every post-scene object — a no-op today (every Dereth post-scene
    entry happens to be weather-flagged) but a future post-scene-only
    sun rim would have been pushed below the camera.

M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
    handles from the per-entity tracking dictionaries, fixing a slow
    leak where naturally-expired emitters' handles stayed in the
    ConcurrentBag forever during long sessions.

M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
    can't ever overlap the object-index range. Synthetic IDs stay in
    the reserved 0xFxxxxxxx space.

New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
  single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking

dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-28 22:47:11 +02:00

95 lines
3.6 KiB
C#

using System.Numerics;
using AcDream.Core.Vfx;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Vfx;
public sealed class ParticleHookSinkTests
{
private static EmitterDesc MakeDesc(uint id, bool attachLocal, int totalParticles = 0)
{
return new EmitterDesc
{
DatId = id,
Type = ParticleType.Still,
Flags = EmitterFlags.Billboard | (attachLocal ? EmitterFlags.AttachLocal : 0),
EmitterKind = ParticleEmitterKind.BirthratePerSec,
MaxParticles = 4,
InitialParticles = 1,
TotalParticles = totalParticles,
LifetimeMin = 0.05f, LifetimeMax = 0.05f, Lifespan = 0.05f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
Birthrate = 1000f, // effectively never re-emit
};
}
[Fact]
public void UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor()
{
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000010u, attachLocal: true));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var hook = new CreateParticleHook
{
EmitterInfoId = 0x32000010u,
EmitterId = 0,
PartIndex = 0,
Offset = new Frame(),
};
// First spawn at world origin.
sink.OnHook(entityId: 0xCAFEu, entityWorldPosition: Vector3.Zero, hook);
sys.Tick(0.01f);
var live1 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(Vector3.Zero, live1.Emitter.Particles[live1.Index].Position);
// Move the parent to (5, 7, 0) — UpdateEntityAnchor must propagate.
sink.UpdateEntityAnchor(0xCAFEu, new Vector3(5, 7, 0), Quaternion.Identity);
sys.Tick(0.01f);
var live2 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(new Vector3(5, 7, 0), live2.Emitter.Particles[live2.Index].Position);
}
[Fact]
public void EmitterDied_PrunesPerEntityHandleTracking()
{
// M4: ConcurrentBag<int> couldn't drop entries when a particle
// emitter expired naturally, so per-entity tracking grew without
// bound. The sink now subscribes to ParticleSystem.EmitterDied
// and prunes both the (entity,key) map and the per-entity set.
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000020u, attachLocal: false, totalParticles: 1));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var hook = new CreateParticleHook
{
EmitterInfoId = 0x32000020u,
EmitterId = 0xABCDu, // logical key
PartIndex = 0,
Offset = new Frame(),
};
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
// TotalParticles=1 cap hit immediately by the InitialParticles spawn,
// so the emitter Finishes once its single particle expires (0.05s
// lifetime). After this, EmitterDied has fired and tracking is pruned.
for (int i = 0; i < 5; i++) sys.Tick(0.05f);
Assert.Equal(0, sys.ActiveEmitterCount);
// A fresh spawn for the same (entity, key) succeeds and is the only
// live emitter — i.e., the previous handle was pruned cleanly.
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
sink.StopAllForEntity(0xCAFEu, fadeOut: false);
sys.Tick(0.01f);
Assert.Equal(0, sys.ActiveEmitterCount);
}
}