Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using System.Numerics;
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using AcDream.Core.Plugins;
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using AcDream.Plugin.Abstractions;
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namespace AcDream.Core.Tests.Plugins;
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public sealed class WorldGameStateTests
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{
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private static WorldEntitySnapshot S(uint id, uint sourceId = 0x01000000u) =>
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new(id, sourceId, Vector3.Zero, Quaternion.Identity);
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[Fact]
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public void Add_ReplacesExistingProjectionById()
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{
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var state = new WorldGameState();
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state.Add(S(1));
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state.Add(S(1, 0x01000001u));
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WorldEntitySnapshot current = Assert.Single(state.Entities);
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Assert.Equal(0x01000001u, current.SourceId);
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}
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[Fact]
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public void RemoveById_CompactsIndexWithoutLosingOtherEntities()
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{
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var state = new WorldGameState();
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state.Add(S(1));
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state.Add(S(2));
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state.Add(S(3));
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Assert.True(state.RemoveById(2));
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state.Add(S(3, 0x01000003u));
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Assert.Equal(2, state.Entities.Count);
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Assert.DoesNotContain(state.Entities, entity => entity.Id == 2);
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Assert.Equal(0x01000003u, Assert.Single(state.Entities, entity => entity.Id == 3).SourceId);
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}
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[Fact]
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public void Clear_RemovesCurrentProjectionAndIndex()
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{
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var state = new WorldGameState();
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state.Add(S(1));
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state.Clear();
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state.Add(S(1, 0x01000001u));
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WorldEntitySnapshot current = Assert.Single(state.Entities);
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Assert.Equal(0x01000001u, current.SourceId);
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}
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}
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