acdream/tests/AcDream.App.Tests/Composition/SettingsDevToolsCompositionTests.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

524 lines
19 KiB
C#

using System.Numerics;
using System.Reflection;
using System.Runtime.CompilerServices;
using AcDream.App.Combat;
using AcDream.App.Composition;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Settings;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.Core.Player;
using AcDream.Core.Spells;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Settings;
using AcDream.UI.ImGui;
using Silk.NET.Input;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
namespace AcDream.App.Tests.Composition;
public sealed class SettingsDevToolsCompositionTests
{
[Fact]
public void DisabledFrontendAppliesSettingsAndAcquiresNothingOptional()
{
using var fixture = new Fixture(enabled: false);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
Assert.Equal(1, fixture.Startup.DisplayCalls);
Assert.Equal(1, fixture.Startup.AudioCalls);
Assert.Equal(0, fixture.Factory.Calls);
Assert.Equal(
[SettingsDevToolsCompositionPoint.SettingsApplied],
fixture.Points);
}
[Fact]
public void UnsupportedInputDisablesBeforeAcquiringFrontendResources()
{
using var fixture = new Fixture(inputSupported: false);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.Null(fixture.Factory.Input);
Assert.Null(fixture.Factory.Bootstrap);
Assert.Equal(1, fixture.Factory.Calls);
}
[Fact]
public void EnabledFrontendPublishesOneCompleteOwnerAfterEveryEdge()
{
using var fixture = new Fixture();
SettingsDevToolsResult result = fixture.Compose();
Assert.Same(fixture.Publication.Owner, result.DevTools);
Assert.Equal(
Enum.GetValues<SettingsDevToolsCompositionPoint>(),
fixture.Points);
Assert.True(fixture.Factory.Input!.Activated);
Assert.Equal(4, fixture.Factory.Backend!.LayoutCalls);
Assert.Equal(1, fixture.Publication.PublishCalls);
}
[Theory]
[MemberData(nameof(OptionalFailurePoints))]
public void OptionalPrefixFailureDisablesOnlyAfterCompleteReverseCleanup(
int pointValue)
{
var point = (SettingsDevToolsCompositionPoint)pointValue;
using var fixture = new Fixture(failurePoint: point);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.Null(fixture.Publication.Owner);
Assert.Equal(
Enum.GetValues<SettingsDevToolsCompositionPoint>()
.TakeWhile(candidate => candidate <= point),
fixture.Points);
if (fixture.Factory.Input is { } input)
Assert.True(input.IsDisposalComplete);
if (fixture.Factory.Bootstrap is { } bootstrap)
Assert.Equal(1, bootstrap.DisposeCalls);
if (fixture.Factory.Backend is { } backend)
Assert.Equal(1, backend.DisposeCalls);
}
public static TheoryData<int> OptionalFailurePoints()
{
var data = new TheoryData<int>();
foreach (SettingsDevToolsCompositionPoint point in
Enum.GetValues<SettingsDevToolsCompositionPoint>())
{
if (point is SettingsDevToolsCompositionPoint.SettingsApplied
or SettingsDevToolsCompositionPoint.DevToolsPublished)
{
continue;
}
data.Add((int)point);
}
return data;
}
[Fact]
public void FailureAfterPublicationPropagatesToLifetimeOwner()
{
using var fixture = new Fixture(
failurePoint: SettingsDevToolsCompositionPoint.DevToolsPublished);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.NotNull(fixture.Publication.Owner);
Assert.False(fixture.Publication.Owner!.IsDisposalComplete);
}
[Fact]
public void CleanupFailurePropagatesAndRetrySkipsCompletedOperations()
{
using var fixture = new Fixture(
failurePoint: SettingsDevToolsCompositionPoint.InitialLayoutApplied,
backendDisposeFailures: 1);
var failure = Assert.Throws<CompositionAcquisitionException>(fixture.Compose);
Assert.False(failure.IsCleanupComplete);
Assert.Equal(1, fixture.Factory.Backend!.DisposeCalls);
Assert.True(fixture.Factory.Input!.IsDisposalComplete);
failure.RetryCleanup();
Assert.True(failure.IsCleanupComplete);
Assert.Equal(2, fixture.Factory.Backend.DisposeCalls);
Assert.Equal(1, fixture.Factory.Input.DisposeCalls);
}
[Fact]
public void BootstrapConstructionWithoutCleanupOwnerAbortsHostStartup()
{
var bootstrapFailure = (ImGuiBootstrapperConstructionException)
Activator.CreateInstance(
typeof(ImGuiBootstrapperConstructionException),
BindingFlags.Instance | BindingFlags.NonPublic,
binder: null,
args: [new InvalidOperationException("partial Silk construction")],
culture: null)!;
using var fixture = new Fixture(bootstrapFailure: bootstrapFailure);
Assert.Throws<ImGuiBootstrapperConstructionException>(fixture.Compose);
Assert.True(fixture.Factory.Input!.IsDisposalComplete);
Assert.Null(fixture.Publication.Owner);
Assert.DoesNotContain(
fixture.Logs,
message => message.Contains("devtools disabled", StringComparison.Ordinal));
}
[Fact]
public void GameWindowUsesProductionPhaseAndDoesNotRetainHostClosures()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new SettingsDevToolsCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("new AcDream.UI.ImGui.ImGuiBootstrapper(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("getPlayerPosition: () => GetDebugPlayerPosition()", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_runtimeSettings.ApplyStartup(", source,
StringComparison.Ordinal);
}
private sealed class Fixture : IDisposable
{
private readonly SettingsDevToolsCompositionPoint? _failurePoint;
private readonly InputDispatcher _dispatcher;
private readonly FrameProfiler _profiler = new();
public Fixture(
bool enabled = true,
SettingsDevToolsCompositionPoint? failurePoint = null,
int backendDisposeFailures = 0,
bool inputSupported = true,
Exception? bootstrapFailure = null)
{
_failurePoint = failurePoint;
Factory = new Factory(
backendDisposeFailures,
inputSupported,
bootstrapFailure);
Publication = new Publication();
Startup = new StartupTarget();
Settings = new RuntimeSettingsController(
new Storage(),
QualitySettings.From,
static _ => { });
_dispatcher = InputDispatcher.CreateDetached(
new KeyboardSource(),
new MouseSource(),
new KeyBindings());
_dispatcher.Attach();
var camera = new CameraController(new OrbitCamera(), new FlyCamera());
Host = new HostInputCameraResult(
null!,
null!,
null!,
null!,
null,
null,
null,
_dispatcher,
camera,
null);
Platform = new GameWindowPlatformResult<GL, IInputContext>(null!, null!);
Content = (ContentEffectsAudioResult)RuntimeHelpers.GetUninitializedObject(
typeof(ContentEffectsAudioResult));
Dependencies = new SettingsDevToolsDependencies(
DispatchProxy.Create<IView, ViewProxy>(),
Settings,
Startup,
new HostQuiescenceGate(),
GameRuntimeTestFactory.Create(),
enabled
? new SettingsDevToolsOptionalDependencies(
new Facts(),
new KeyBindingTarget(),
new DeferredCanonicalWorldEntityCountSource(),
new DeferredRenderFrameDiagnosticsSource(),
new DeferredDevToolsPlayerModeCommands())
: null,
new RuntimeDiagnosticCommandSlot(),
new CombatFeedbackSlot(),
new KeyBindings(),
_profiler,
new FramebufferResizeController(new ViewportAspectState()),
Logs.Add);
}
public List<SettingsDevToolsCompositionPoint> Points { get; } = [];
public List<string> Logs { get; } = [];
public Factory Factory { get; }
public Publication Publication { get; }
public StartupTarget Startup { get; }
public RuntimeSettingsController Settings { get; }
public SettingsDevToolsDependencies Dependencies { get; }
public HostInputCameraResult Host { get; }
public GameWindowPlatformResult<GL, IInputContext> Platform { get; }
public ContentEffectsAudioResult Content { get; }
public SettingsDevToolsResult Compose() =>
new SettingsDevToolsCompositionPhase(
Dependencies,
Publication,
Factory,
point =>
{
Points.Add(point);
if (point == _failurePoint)
throw new InvalidOperationException($"fault at {point}");
}).Compose(Platform, Host, Content);
public void Dispose()
{
Dependencies.Runtime.Dispose();
Publication.Owner?.Dispose();
_dispatcher.Dispose();
_profiler.Dispose();
}
}
private sealed class Publication : IGameWindowSettingsDevToolsPublication
{
public DevToolsCompositionOwner? Owner { get; private set; }
public int PublishCalls { get; private set; }
public void PublishDevTools(DevToolsCompositionOwner value)
{
if (Owner is not null)
throw new InvalidOperationException("duplicate publication");
Owner = value;
PublishCalls++;
}
}
private sealed class Factory(
int backendDisposeFailures,
bool inputSupported,
Exception? bootstrapFailure)
: ISettingsDevToolsCompositionFactory
{
public int Calls { get; private set; }
public InputContext? Input { get; private set; }
public Bootstrap? Bootstrap { get; private set; }
public Backend? Backend { get; private set; }
public bool IsSupported(IInputContext input)
{
Calls++;
return inputSupported;
}
public IDevToolsInputContext CreateInputContext(
IInputContext input,
HostQuiescenceGate quiescence)
{
Calls++;
return Input = new InputContext();
}
public IImGuiBootstrapper CreateBootstrap(
GL gl,
IView window,
IInputContext input)
{
Calls++;
if (bootstrapFailure is not null)
throw bootstrapFailure;
return Bootstrap = new Bootstrap();
}
public ImGuiPanelHost CreatePanelHost()
{
Calls++;
return new ImGuiPanelHost();
}
public IDevToolsFrameBackend CreateBackend(
IImGuiBootstrapper bootstrap,
ImGuiPanelHost panels)
{
Calls++;
return Backend = new Backend(
(Bootstrap)bootstrap,
backendDisposeFailures);
}
}
private sealed class InputContext : IDevToolsInputContext
{
public bool Activated { get; private set; }
public int DisposeCalls { get; private set; }
public bool IsDisposalComplete { get; private set; }
public nint Handle => 0;
public IReadOnlyList<IGamepad> Gamepads { get; } = [];
public IReadOnlyList<IJoystick> Joysticks { get; } = [];
public IReadOnlyList<IKeyboard> Keyboards { get; } = [];
public IReadOnlyList<IMouse> Mice { get; } = [];
public IReadOnlyList<IInputDevice> OtherDevices { get; } = [];
#pragma warning disable CS0067
public event Action<IInputDevice, bool>? ConnectionChanged;
#pragma warning restore CS0067
public void Activate() => Activated = true;
public void Deactivate() => Activated = false;
public void Dispose()
{
DisposeCalls++;
Activated = false;
IsDisposalComplete = true;
}
}
private sealed class Bootstrap : IImGuiBootstrapper
{
public int DisposeCalls { get; private set; }
public void BeginFrame(float deltaSeconds) { }
public void Render() { }
public void AbortFrame() { }
public void Dispose() => DisposeCalls++;
}
private sealed class Backend(
Bootstrap bootstrap,
int remainingDisposeFailures) : IDevToolsFrameBackend
{
private int _remainingDisposeFailures = remainingDisposeFailures;
public int DisposeCalls { get; private set; }
public int LayoutCalls { get; private set; }
public void BeginFrame(float deltaSeconds) { }
public void AbortFrame() { }
public bool BeginMainMenuBar() => false;
public void EndMainMenuBar() { }
public bool BeginMenu(string label) => false;
public void EndMenu() { }
public bool MenuItem(string label, string? shortcut = null, bool selected = false) => false;
public void Separator() { }
public void RenderPanels(AcDream.UI.Abstractions.PanelContext context) { }
public void RenderDrawData() { }
public void SetWindowLayout(
string title,
Vector2 position,
Vector2 size,
DevToolsPanelLayoutCondition condition) => LayoutCalls++;
public void Dispose()
{
DisposeCalls++;
if (_remainingDisposeFailures-- > 0)
throw new InvalidOperationException("backend cleanup failed");
bootstrap.Dispose();
}
}
private sealed class StartupTarget : IRuntimeSettingsStartupTarget
{
public int DisplayCalls { get; private set; }
public int AudioCalls { get; private set; }
public void ApplyDisplay(DisplaySettings display) => DisplayCalls++;
public void ApplyAudio(AudioSettings audio) => AudioCalls++;
}
private sealed class Storage : IRuntimeSettingsStorage
{
public SettingsStore? LayoutStore => null;
public string Location => "memory://settings";
public DisplaySettings LoadDisplay() => DisplaySettings.Default;
public AudioSettings LoadAudio() => AudioSettings.Default;
public GameplaySettings LoadGameplay() => GameplaySettings.Default;
public ChatSettings LoadChat() => ChatSettings.Default;
public CharacterSettings LoadCharacter(string toonKey) => CharacterSettings.Default;
public void SaveDisplay(DisplaySettings display) { }
public void SaveAudio(AudioSettings audio) { }
public void SaveGameplay(GameplaySettings gameplay) { }
public void SaveChat(ChatSettings chat) { }
public void SaveCharacter(string toonKey, CharacterSettings character) { }
}
private sealed class KeyBindingTarget : IRuntimeKeyBindingTarget
{
public void Apply(KeyBindings bindings) { }
}
private sealed class Facts : IDevToolsRuntimeFacts
{
public Vector3 PlayerPosition => default;
public float PlayerHeadingDegrees => 0;
public uint PlayerCellId => 0;
public bool PlayerOnGround => false;
public bool InPlayerMode => false;
public bool InFlyMode => false;
public float VerticalVelocity => 0;
public int EntityCount => 0;
public int AnimatedCount => 0;
public int VisibleLandblocks => 0;
public int TotalLandblocks => 0;
public int ShadowObjectCount => 0;
public float NearestObjectDistance => float.PositiveInfinity;
public string NearestObjectLabel => "-";
public bool Colliding => false;
public bool CollisionWireframesVisible => false;
public int StreamingRadius => 0;
public float MouseSensitivity => 1;
public float ChaseDistance => 0;
public bool RmbOrbitHeld => false;
public string HourName => "0";
public float DayFraction => 0;
public string Weather => "Clear";
public int ActiveLights => 0;
public int RegisteredLights => 0;
public int ParticleCount => 0;
public float Fps => 60;
public float FrameMilliseconds => 16.7f;
}
private sealed class KeyboardSource : IKeyboardSource
{
#pragma warning disable CS0067
public event Action<Key, ModifierMask>? KeyDown;
public event Action<Key, ModifierMask>? KeyUp;
#pragma warning restore CS0067
public bool IsHeld(Key key) => false;
public ModifierMask CurrentModifiers => ModifierMask.None;
}
private sealed class MouseSource : IMouseSource
{
#pragma warning disable CS0067
public event Action<MouseButton, ModifierMask>? MouseDown;
public event Action<MouseButton, ModifierMask>? MouseUp;
public event Action<float, float>? MouseMove;
public event Action<float>? Scroll;
#pragma warning restore CS0067
public bool IsHeld(MouseButton button) => false;
public bool WantCaptureMouse => false;
public bool WantCaptureKeyboard => false;
}
public class ViewProxy : DispatchProxy
{
protected override object? Invoke(MethodInfo? targetMethod, object?[]? args)
{
if (targetMethod?.Name == "get_Size")
return new Vector2D<int>(1280, 720);
Type type = targetMethod?.ReturnType ?? typeof(void);
if (type == typeof(void))
return null;
return type.IsValueType ? Activator.CreateInstance(type) : null;
}
}
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.");
}
}