acdream/tests
Erik d9e7dd65e9 fix(G.3): hysteresis on the dungeon streaming gate — stop collapse↔expand thrash (#133)
The first cut of the dungeon gate keyed expand on the per-frame insideDungeon
signal (CurrCell is a sealed EnvCell). Live, CurrCell momentarily resolves to
null mid-frame while the player stays put in the dungeon landblock, so the gate
flipped collapse→expand→collapse every few frames. Each expand re-streamed the
full 25×25 window; the unloads couldn't keep up (MaxCompletionsPerFrame=4), so
registered lights leaked to 212k and FPS spiked to single digits between the
~199 fps collapsed frames.

Fix: once collapsed, key the gate on the STABLE observer landblock, not CurrCell.
Stay collapsed while the player remains in the dungeon landblock (_collapsedCenter);
expand only when the observer actually moves to a different landblock (portal/
teleport out). CurrCell flicker no longer thrashes.

Regression test added (Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand).
Build green; 60 streaming tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 22:43:18 +02:00
..
AcDream.App.Tests test(#95): headless dungeon-flood diagnostic — measure visible-cell count on 0x0007 2026-06-13 18:52:00 +02:00
AcDream.Core.Net.Tests fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
AcDream.Core.Tests fix(G.3): hysteresis on the dungeon streaming gate — stop collapse↔expand thrash (#133) 2026-06-13 22:43:18 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests feat(physics): Cluster A — indoor BSP collision probe 2026-05-19 14:24:07 +02:00