acdream/tests/AcDream.App.Tests/Composition/InteractionRetainedUiCompositionTests.cs
Erik ceec3bc440 feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.

Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.

Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):

- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
  The cache assumes it is the sole writer of GL program/blend/depth/cull
  state, which was true while it had zero real consumers, but every
  still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
  mutates that same GL state directly and never informs the cache. Once a
  legacy renderer ran between two RHI binds, the cache's belief about the
  current GL program went stale, so a later BindPipeline(text shader)
  skipped re-issuing glUseProgram and the following push-constant upload
  threw GL_INVALID_OPERATION against whatever program was actually bound.
  Reset() at the frame boundary is the same defensive move BeginPass
  already makes after a forced clear (see its comment); it costs one
  redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
  GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
  computed from GpuPipelineDescription.SampleCount at BindPipeline time -
  mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
  toggle.

Collateral, scoped to keep the port real rather than a stub:

- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
  every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
  TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
  Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
  every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
  check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
  slot (the device's default white texture), so the old sentinel would
  have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
  public AcDream.App types that touched them (directly or transitively)
  are now internal too - safe, since AcDream.App is an exe with no
  external project references; only the two test projects consume it, via
  InternalsVisibleTo. A handful of unrelated types the sweep caught
  (ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
  as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
  were reverted back to public where making them internal would have
  either cascaded into unrelated files or broken xUnit's public-member
  discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
  color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
  produce (V4g's scope) into the device's texture table for
  UiViewport.TextureHandle, via a temporary
  GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
  part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
  now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
  conformance tests keyed to TextRenderer's old multi-resource
  construction shape (Shader + per-flight FrameBufferSet array + white
  texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
  - that shape is gone, replaced by one IGpuPipeline created through
    IGpuDevice. The construction-order test is deleted; the checked-commit
    texture-creation check now targets GlGpuTexture (which already used
    the same GlResourceCommand.CreateName primitive before this slice).

Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
  TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
  skipped (was 3,843/3 entering this slice - net 3 fewer tests:
  TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
  TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
  method). Full solution: 8,908 passed / 5 skipped across all nine test
  projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
  vs this commit): differing fraction 0.318% (1,791/563,200 compared
  pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
  than waved through: a diff heatmap plus 4x crops at the differing
  clusters show zero differences anywhere in the retained UI, terrain,
  scenery, or static meshes - every differing pixel sits on continuously-
  animated ambient content (flying-insect sprites over the swamp, foliage
  sparkle/dew glints) whose exact phase depends on elapsed wall-clock
  time, the same category the gate's own sky-masking rationale already
  documents and the campaign doc's coverage table explicitly excludes
  ("Not covered - particles"). Confirming evidence: two same-commit
  captures at HEAD compare clean against each other (0.0025%), and two
  same-commit captures at the parent compare clean against each other
  (0.0044%) - only base-vs-head is consistently elevated, which is what
  frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
  ring resets, the render-state reset above) would produce against a
  fixed wall-clock capture deadline, not a rendering defect. Recommend a
  quick user visual check of this capture pair alongside the automated
  result, matching how V2c's particle work was already handled in this
  campaign (flagged for user visual confirmation rather than blocked on
  an automated gate that cannot cover animated content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:22:08 +02:00

392 lines
15 KiB
C#

using System.Runtime.CompilerServices;
using AcDream.App.Combat;
using AcDream.App.Composition;
using AcDream.App.Diagnostics;
using AcDream.App.Rendering;
using AcDream.App.Spells;
using AcDream.Content;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.World;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Spells;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Composition;
public sealed class InteractionRetainedUiCompositionTests
{
private static readonly InteractionRetainedUiCompositionPoint[] UiPoints =
[
InteractionRetainedUiCompositionPoint.UiHostAcquired,
InteractionRetainedUiCompositionPoint.InputCaptureBound,
InteractionRetainedUiCompositionPoint.CursorAssetsCreated,
InteractionRetainedUiCompositionPoint.CharacterSheetCreated,
InteractionRetainedUiCompositionPoint.MouseInputWired,
InteractionRetainedUiCompositionPoint.KeyboardInputWired,
InteractionRetainedUiCompositionPoint.UiAssetsCreated,
InteractionRetainedUiCompositionPoint.UiProbeCreated,
InteractionRetainedUiCompositionPoint.UiRuntimeMounted,
InteractionRetainedUiCompositionPoint.InventoryContainerBound,
];
[Fact]
public void EnabledUiPublishesOneExactResultAfterFrozenConstructionOrder()
{
using var fixture = new Fixture(retailUi: true);
InteractionRetainedUiResult result = fixture.Compose();
Assert.Same(result, fixture.Publication.Result);
Assert.Equal(
[
InteractionRetainedUiCompositionPoint.LateBindingsCreated,
InteractionRetainedUiCompositionPoint.CombatTargetCreated,
InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
.. UiPoints,
InteractionRetainedUiCompositionPoint.ResultPublished,
], fixture.Points);
Assert.NotNull(result.RetainedUi);
Assert.NotNull(result.Magic);
Assert.Empty(fixture.Factory.Releases);
}
[Fact]
public void DisabledUiAcquiresNoRetainedFrontendResource()
{
using var fixture = new Fixture(retailUi: false);
InteractionRetainedUiResult result = fixture.Compose();
Assert.Null(result.RetainedUi);
Assert.NotNull(result.Magic);
Assert.Equal(
[
InteractionRetainedUiCompositionPoint.LateBindingsCreated,
InteractionRetainedUiCompositionPoint.CombatTargetCreated,
InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
InteractionRetainedUiCompositionPoint.RetainedUiDisabled,
InteractionRetainedUiCompositionPoint.ResultPublished,
], fixture.Points);
Assert.Equal(0, fixture.Factory.RetainedUiCalls);
}
[Theory]
[MemberData(nameof(EnabledFailurePoints))]
public void FaultAtEveryEnabledBoundaryStopsSuffixAndRollsBackUnpublishedPrefix(
int pointValue)
{
var point = (InteractionRetainedUiCompositionPoint)pointValue;
using var fixture = new Fixture(retailUi: true, failurePoint: point);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(point, fixture.Points[^1]);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
if (point == InteractionRetainedUiCompositionPoint.ResultPublished)
{
Assert.Empty(fixture.Factory.Releases);
Assert.NotNull(fixture.Publication.Result);
}
else
{
Assert.Null(fixture.Publication.Result);
Assert.Equal(ExpectedRollback(point), fixture.Factory.Releases);
}
}
public static TheoryData<int> EnabledFailurePoints()
{
var data = new TheoryData<int>();
foreach (InteractionRetainedUiCompositionPoint point in
Enum.GetValues<InteractionRetainedUiCompositionPoint>())
{
if (point != InteractionRetainedUiCompositionPoint.RetainedUiDisabled)
data.Add((int)point);
}
return data;
}
private static string[] ExpectedRollback(
InteractionRetainedUiCompositionPoint point)
{
var acquired = new List<string> { "late bindings" };
if (point >= InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated)
acquired.Add("external container");
if (point >= InteractionRetainedUiCompositionPoint.ItemInteractionCreated)
acquired.Add("item interaction");
if (point >= InteractionRetainedUiCompositionPoint.MagicRuntimeCreated)
acquired.Add("magic runtime");
if (point >= InteractionRetainedUiCompositionPoint.UiHostAcquired)
acquired.Add("retained UI lease");
acquired.Reverse();
return acquired.ToArray();
}
[Fact]
public void PublicationFailureRollsBackCompleteUnpublishedPrefix()
{
using var fixture = new Fixture(retailUi: true, publicationFailure: true);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
Assert.Equal(
[
"retained UI lease",
"magic runtime",
"item interaction",
"external container",
"late bindings",
], fixture.Factory.Releases);
}
[Fact]
public void GameWindowUsesPhaseAndContainsNoRetainedUiConstructionBody()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new InteractionRetainedUiCompositionPhase(", source);
Assert.DoesNotContain("new AcDream.App.UI.ItemInteractionController(", source);
Assert.DoesNotContain("_retailUiLease.AcquireHost(", source);
Assert.DoesNotContain("RetailUiRuntime.CreateUninitialized(", source);
Assert.DoesNotContain("private void UseItemByGuid(", source);
Assert.DoesNotContain("private uint? PickWorldGuidAtCursor(", source);
}
private sealed class Fixture : IDisposable
{
private readonly InteractionRetainedUiCompositionPoint? _failurePoint;
public Fixture(
bool retailUi,
InteractionRetainedUiCompositionPoint? failurePoint = null,
bool publicationFailure = false)
{
_failurePoint = failurePoint;
Factory = new FakeFactory();
Publication = new Publication(publicationFailure);
RuntimeOptions options = RuntimeOptions.Parse("dat", static _ => null)
with { RetailUi = retailUi };
GameRuntime runtime = GameRuntimeTestFactory.Create(
new NoopCombatOperations(),
new NoopCombatTargetOperations(),
new NoopCombatModeOperations(),
new NoopSpellOperations());
Dependencies = new InteractionRetainedUiDependencies(
Options: options,
Gl: null!,
GpuDevice: null!,
CurrentGpuFrame: null!,
Window: null!,
Input: null!,
Dats: null!,
DatLock: new object(),
TextureCache: null!,
DebugFont: null,
HostQuiescence: null!,
RetainedInputCapture: null!,
InputDispatcher: null,
Settings: null!,
Runtime: runtime,
CombatAttackOperations: new NoopCombatOperations(),
CombatTargetOperations: new RuntimeCombatTargetOperationsSlot(),
SpellCastOperations: new RuntimeSpellCastOperationsSlot(),
MagicCatalog: null!,
StackSplitQuantity: null!,
UiRegistry: null,
CombatModeCommands: null!,
PlayerIdentity: null!,
PlayerMode: null!,
SelectionCameraFactory: static _ => Stub<SelectionCameraSource>(),
FrameDiagnostics: new DeferredRenderFrameDiagnosticsSource(),
ExistingVitals: null,
Toast: null,
ClientTime: static () => 0d,
Log: static _ => { });
}
public InteractionRetainedUiDependencies Dependencies { get; }
public FakeFactory Factory { get; }
public Publication Publication { get; }
public List<InteractionRetainedUiCompositionPoint> Points { get; } = [];
public InteractionRetainedUiResult Compose() =>
new InteractionRetainedUiCompositionPhase(
Dependencies,
new RetailUiRuntimeLease(),
Publication,
Factory,
point =>
{
Points.Add(point);
if (_failurePoint == point)
throw new InvalidOperationException($"fault at {point}");
}).Compose();
public void Dispose() => Dependencies.Runtime.Dispose();
}
private sealed class FakeFactory : IInteractionRetainedUiCompositionFactory
{
private readonly Dictionary<object, string> _names =
new(ReferenceEqualityComparer.Instance);
public List<string> Releases { get; } = [];
public int RetainedUiCalls { get; private set; }
public IDisposable BindCombatTarget(
InteractionRetainedUiDependencies dependencies,
DeferredSelectionUiAuthority selection) =>
new NoopDisposable();
public ExternalContainerLifecycleController CreateExternalContainerLifecycle(
InteractionRetainedUiDependencies dependencies,
DeferredLiveSessionUiAuthority session) =>
Resource<ExternalContainerLifecycleController>("external container");
public ItemInteractionController CreateItemInteraction(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings) =>
Resource<ItemInteractionController>("item interaction");
public MagicRuntime CreateMagicRuntime(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings,
ItemInteractionController itemInteraction) =>
Resource<MagicRuntime>("magic runtime");
public RetainedUiComposition CreateRetainedUi(
InteractionRetainedUiDependencies dependencies,
InteractionUiLateBindings lateBindings,
RetailUiRuntimeLease lease,
RuntimeCombatAttackState combatAttack,
ItemInteractionController itemInteraction,
MagicRuntime magic,
Action<InteractionRetainedUiCompositionPoint> checkpoint)
{
RetainedUiCalls++;
_names.Add(lease, "retained UI lease");
foreach (InteractionRetainedUiCompositionPoint point in UiPoints)
checkpoint(point);
return new RetainedUiComposition(
Stub<UiHost>(),
Stub<RetailUiRuntime>(),
Stub<AcDream.UI.Abstractions.Panels.Vitals.VitalsVM>(),
Stub<AcDream.UI.Abstractions.Panels.Chat.ChatVM>(),
Stub<CharacterSheetProvider>(),
null);
}
public void Release(IDisposable resource)
{
string name = _names.TryGetValue(resource, out string? found)
? found
: resource switch
{
InteractionUiLateBindings => "late bindings",
RetailUiRuntimeLease => "retained UI lease",
_ => throw new InvalidOperationException(
$"Unknown test resource {resource.GetType().Name}"),
};
Releases.Add(name);
}
private T Resource<T>(string name) where T : class
{
T value = Stub<T>();
_names.Add(value, name);
return value;
}
}
private sealed class NoopCombatOperations
: IRuntimeCombatAttackOperations
{
public bool CanStartAttack() => false;
public void PrepareAttackRequest() { }
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack() { }
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
}
private sealed class NoopDisposable : IDisposable
{
public void Dispose() { }
}
private sealed class NoopSpellOperations : IRuntimeSpellCastOperations
{
public uint LocalPlayerId => 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId,
SpellMetadata spell,
bool showMessage) => false;
public void StopCompletely() { }
public void SendUntargeted(uint spellId) { }
public void SendTargeted(uint targetId, uint spellId) { }
public void DisplayMessage(string message) { }
public void IncrementBusy() { }
}
private sealed class NoopCombatTargetOperations
: IRuntimeCombatTargetOperations
{
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
}
private sealed class NoopCombatModeOperations
: IRuntimeCombatModeOperations
{
public bool IsInWorld => false;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest() { }
public void SendChangeCombatMode(CombatMode mode) { }
}
private sealed class Publication(bool fail)
: IGameWindowInteractionRetainedUiPublication
{
public InteractionRetainedUiResult? Result { get; private set; }
public void PublishInteractionRetainedUi(InteractionRetainedUiResult result)
{
if (fail)
throw new InvalidOperationException("publication failed");
Result = result;
}
}
private static T Stub<T>() where T : class =>
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
private static string FindRepoRoot()
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
return directory.FullName;
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}