Port retail's per-frame light collection: the point-light pool is built from ONLY the currently-visible cells' lights, matching CObjCell::add_*_to_global_lights (0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a flat world-space set capped at 128-nearest-camera. - LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics). - LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8). - Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the flood resolves prepareCells and before the draws (renderers select from the same in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass). - [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION. Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant. CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame, CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool composition is NOT the cause. #176 real cause = an over-bright purple point light (intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss (stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected; ISSUES #176/#177 re-diagnosed; render digest banner updated. Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light 0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md. Suites green: Core 2595 + 2 skip, App 719 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
374 lines
15 KiB
C#
374 lines
15 KiB
C#
using System.Numerics;
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using AcDream.Core.Lighting;
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using Xunit;
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namespace AcDream.Core.Tests.Lighting;
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public sealed class LightManagerTests
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{
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private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true, uint cellId = 0)
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=> new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = pos,
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Range = range,
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IsLit = lit,
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OwnerId = ownerId,
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CellId = cellId,
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};
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[Fact]
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public void Register_Unregister_TracksList()
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{
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var mgr = new LightManager();
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var a = MakePoint(Vector3.Zero, 5f);
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var b = MakePoint(new Vector3(10, 0, 0), 5f);
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mgr.Register(a);
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mgr.Register(b);
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Assert.Equal(2, mgr.RegisteredCount);
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mgr.Unregister(a);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void Register_DuplicateInstance_Idempotent()
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{
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var mgr = new LightManager();
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var light = MakePoint(Vector3.Zero, 5f);
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mgr.Register(light);
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mgr.Register(light);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void Tick_SelectsByDistance_Top8()
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{
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var mgr = new LightManager();
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// 12 lights at varying distances, all with range 100 so none filter out.
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for (int i = 0; i < 12; i++)
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mgr.Register(MakePoint(new Vector3(i, 0, 0), 100f));
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(8, mgr.ActiveCount);
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// Top 8 should be the closest (i=0..7).
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foreach (var l in mgr.Active)
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{
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Assert.NotNull(l);
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Assert.True(l!.WorldPosition.X <= 7f);
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}
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}
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[Fact]
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public void Tick_SelectsByDistance_RegardlessOfViewerRange()
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{
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// Retail D3D-style: candidacy is distance-only (the nearest 8). A torch
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// lights its OWN surfaces — the shader applies the hard `d < range` cutoff
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// PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing
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// outside the range of is still selected; it lights the wall it sits on.
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// Replaces the old viewer-range candidacy filter that suppressed it, which
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// left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2
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// ambient — the "dungeon lighting off" report (#133 A7).
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface
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}
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[Fact]
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public void Tick_IncludesNearbyLight()
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{
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var mgr = new LightManager();
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// A nearby point light is selected (distance-only candidacy; the shader
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// applies the per-fragment range cutoff).
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mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount);
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}
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[Fact]
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public void Tick_SunSlot0_PreservedAcrossTicks()
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{
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var mgr = new LightManager();
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var sun = new LightSource { Kind = LightKind.Directional, WorldForward = -Vector3.UnitZ };
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mgr.Sun = sun;
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mgr.Register(MakePoint(Vector3.Zero, 100f));
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mgr.Tick(Vector3.Zero);
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Assert.Equal(2, mgr.ActiveCount);
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Assert.Same(sun, mgr.Active[0]);
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}
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[Fact]
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public void Tick_UnlitLight_Excluded()
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{
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var mgr = new LightManager();
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var light = MakePoint(Vector3.Zero, 100f, lit: false);
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mgr.Register(light);
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mgr.Tick(Vector3.Zero);
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Assert.Equal(0, mgr.ActiveCount);
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// Toggle lit: should now appear.
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light.IsLit = true;
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mgr.Tick(Vector3.Zero);
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Assert.Equal(1, mgr.ActiveCount);
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}
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[Fact]
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public void UnregisterByOwner_RemovesAttachedLights()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(Vector3.Zero, 5f, ownerId: 42));
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, ownerId: 42));
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, ownerId: 99));
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mgr.UnregisterByOwner(42);
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Assert.Equal(1, mgr.RegisteredCount);
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}
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[Fact]
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public void DistSq_UpdatedEachTick()
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{
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var mgr = new LightManager();
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var light = MakePoint(new Vector3(3, 0, 4), 10f); // dist 5
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mgr.Register(light);
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mgr.Tick(Vector3.Zero);
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Assert.Equal(25f, light.DistSq, 2);
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mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4
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Assert.Equal(16f, light.DistSq, 2);
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}
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// ── Fix B: per-object selection (minimize_object_lighting) ────────────────
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[Fact]
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public void BuildPointLightSnapshot_ExcludesDirectionalAndUnlit()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // in
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, lit: false)); // unlit → out
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mgr.Register(new LightSource { Kind = LightKind.Directional }); // sun → out
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mgr.BuildPointLightSnapshot(Vector3.Zero);
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Assert.Single(mgr.PointSnapshot);
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Assert.Equal(1f, mgr.PointSnapshot[0].WorldPosition.X, 3);
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}
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[Fact]
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public void BuildPointLightSnapshot_IndexStable_InBudget()
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{
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var mgr = new LightManager();
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// Registration order preserved when under MaxGlobalLights (no sort).
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mgr.Register(MakePoint(new Vector3(100, 0, 0), 5f)); // far
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // near
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mgr.BuildPointLightSnapshot(Vector3.Zero);
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Assert.Equal(2, mgr.PointSnapshot.Count);
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Assert.Equal(100f, mgr.PointSnapshot[0].WorldPosition.X, 3); // index 0 = first registered
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Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
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}
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// ── Visible-cell scoping (retail: add_*_lights over visible_cell_table) ────
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// A7 #176/#177: the per-frame pool is built from ONLY the lights of currently-
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// visible cells (plus cell-less globals), not a flat world-space set.
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[Fact]
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public void BuildPointLightSnapshot_VisibleScope_ExcludesLightsOfNonVisibleCells()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u)); // visible cell
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // under-room, NOT visible
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var visible = new System.Collections.Generic.HashSet<uint> { 0xAAAA0101u };
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mgr.BuildPointLightSnapshot(Vector3.Zero, visible);
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// Only the visible cell's light survives — the under-room light can't wash
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// through the floor (retail: its cell isn't in visible_cell_table).
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Assert.Single(mgr.PointSnapshot);
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Assert.Equal(0xAAAA0101u, mgr.PointSnapshot[0].CellId);
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}
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[Fact]
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public void BuildPointLightSnapshot_VisibleScope_AlwaysIncludesCellLessGlobals()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0u)); // viewer/global — CellId 0
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // non-visible cell
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var visible = new System.Collections.Generic.HashSet<uint> { 0xAAAA0101u }; // does NOT contain 0102
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mgr.BuildPointLightSnapshot(Vector3.Zero, visible);
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// The cell-less light (viewer fill) is always a candidate; the non-visible
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// cell's light is dropped.
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Assert.Single(mgr.PointSnapshot);
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Assert.Equal(0u, mgr.PointSnapshot[0].CellId);
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}
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[Fact]
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public void BuildPointLightSnapshot_NullScope_KeepsFullPool()
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{
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u));
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mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u));
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// Null visible set = outdoor root / no flood → legacy full-pool behaviour.
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mgr.BuildPointLightSnapshot(Vector3.Zero, visibleCells: null);
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Assert.Equal(2, mgr.PointSnapshot.Count);
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}
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[Fact]
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public void SelectForObject_EmptySnapshot_ReturnsZero()
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{
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(System.Array.Empty<LightSource>(), Vector3.Zero, 1f, idx);
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Assert.Equal(0, n);
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}
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[Fact]
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public void SelectForObject_InRange_Selected()
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{
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var snapshot = new[] { MakePoint(new Vector3(3, 0, 0), range: 5f) }; // dist 3 < range 5
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(1, n);
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Assert.Equal(0, idx[0]);
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}
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[Fact]
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public void SelectForObject_OutOfRange_Excluded()
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{
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// dist 10, range 5, radius 0 → 10 >= 5 → excluded.
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var snapshot = new[] { MakePoint(new Vector3(10, 0, 0), range: 5f) };
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(0, n);
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}
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[Fact]
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public void SelectForObject_ObjectRadiusExtendsReach()
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{
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// dist 7, range 5: out of reach at radius 0, but a radius-3 object sphere
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// overlaps (7 < 5+3). The whole object catches the light — retail uses the
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// object's bounding sphere, not its centre point.
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var snapshot = new[] { MakePoint(new Vector3(7, 0, 0), range: 5f) };
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Span<int> idx = stackalloc int[8];
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Assert.Equal(0, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx));
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Assert.Equal(1, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 3f, idx));
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}
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[Fact]
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public void SelectForObject_MoreThan8_KeepsNearest8()
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{
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// 10 candidate lights all in range; expect the 8 nearest the object centre,
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// ascending by distance, with the two farthest dropped.
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var snapshot = new LightSource[10];
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for (int i = 0; i < 10; i++)
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snapshot[i] = MakePoint(new Vector3(i + 1, 0, 0), range: 100f); // dist i+1, all in range
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Span<int> idx = stackalloc int[8];
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int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
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Assert.Equal(8, n);
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// Nearest-first: index 0 (dist 1) … index 7 (dist 8). The two farthest
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// (indices 8,9 / dist 9,10) are evicted.
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for (int k = 0; k < 8; k++)
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Assert.Equal(k, idx[k]);
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}
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[Fact]
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public void SelectForObject_CameraIndependent_DependsOnlyOnObjectCentre()
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{
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// Same snapshot, same object centre → identical selection regardless of
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// where any "camera" is (the method takes no camera). This is the property
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// that kills the "lights up as I approach" popping.
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var snapshot = new[]
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{
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MakePoint(new Vector3(2, 0, 0), range: 10f),
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MakePoint(new Vector3(20, 0, 0), range: 10f), // out of reach of centre 0
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};
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Span<int> a = stackalloc int[8];
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Span<int> b = stackalloc int[8];
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int na = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, a);
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int nb = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, b);
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Assert.Equal(1, na);
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Assert.Equal(na, nb);
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Assert.Equal(a[0], b[0]);
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}
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/// <summary>
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/// #176/#177 (2026-07-06) — the end-state pin, via the SHIPPED fix (visible-cell
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/// scoping, not "uncap"). Before: <c>BuildPointLightSnapshot</c> kept only the
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/// <c>MaxGlobalLights</c> nearest THE CAMERA over the WHOLE registered set, so in
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/// the Facility Hub (366 fixtures) an in-range torch of a VISIBLE cell could rank
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/// past the cap and be evicted → the cell's 8-set (and its Gouraud vertex lighting)
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/// flipped as the camera moved (#176 seam flash / #177 stair-room pop-in). The fix
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/// is retail's per-frame collection: the pool is built from ONLY the lights of the
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/// currently-VISIBLE cells (<c>CObjCell::add_*_to_global_lights</c> over
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/// <c>CEnvCell::visible_cell_table</c>), so the visible pool is a handful of cells,
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/// the cap never bites, and a visible cell's in-range light is never camera-evicted.
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/// The same scoping keeps a NON-visible cell's light out of the pool entirely
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/// (through-floor prevention). See <c>docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md</c>.
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/// </summary>
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[Fact]
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public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
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{
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var mgr = new LightManager();
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// 400 fixtures clustered near the origin, all in the UNDER-ROOM cell (not
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// visible from the target room). These would have filled every low
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// camera-distance rank under the old camera-nearest cap.
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const uint underRoom = 0xAAAA0102u;
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for (int i = 0; i < 400; i++)
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mgr.Register(MakePoint(new Vector3(i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1), cellId: underRoom));
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// The target torch: far from the origin-side camera, in the VISIBLE room
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// cell, squarely in range of the target object around (200, 0, 0).
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const uint targetRoom = 0xAAAA0101u;
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var torch = MakePoint(new Vector3(198f, 0, 0), range: 15f, ownerId: 0xF00DF00Du, cellId: targetRoom);
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mgr.Register(torch);
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// The portal flood says only the target room is visible.
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var visible = new System.Collections.Generic.HashSet<uint> { targetRoom };
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Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
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// Camera parked at the origin end — the torch must still light the visible cell.
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mgr.BuildPointLightSnapshot(cameraWorldPos: Vector3.Zero, visible);
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int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
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bool torchSelectedFar = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
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// The 400 under-room lights are NOT in the pool (their cell isn't visible).
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int underRoomInPool = 0;
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foreach (var l in mgr.PointSnapshot) if (l.CellId == underRoom) underRoomInPool++;
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// Camera next to the cell — the reference behaviour.
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mgr.BuildPointLightSnapshot(cameraWorldPos: new Vector3(200f, 0, 0), visible);
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int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
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bool torchSelectedNear = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
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Assert.True(torchSelectedNear, "sanity: the torch reaches the cell when the camera is beside it");
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Assert.True(torchSelectedFar,
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"an in-range light of a VISIBLE cell was evicted by the snapshot cap — " +
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"per-cell lighting would pop with camera movement (the #176/#177 mechanism)");
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Assert.Equal(0, underRoomInPool); // through-floor prevention: non-visible cell's lights excluded
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static bool SelectedContains(
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System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
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Span<int> indices, int count, LightSource target)
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{
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for (int i = 0; i < count; i++)
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if (ReferenceEquals(snapshot[indices[i]], target)) return true;
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return false;
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}
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}
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}
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