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>
161 lines
6.1 KiB
C#
161 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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/// <summary>
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/// The dungeon streaming gate (#133 FPS). AC dungeons have no adjacent
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/// landblocks (ACE <c>LandblockManager.GetAdjacentIDs</c> returns empty for a
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/// dungeon); they sit packed in the ocean grid, so the normal 25×25 window
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/// pulls in ~129 unrelated neighbor dungeons + their emitters. When the player
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/// is inside a sealed dungeon cell, <c>Tick(insideDungeon: true)</c> collapses
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/// streaming to the single dungeon landblock and unloads the neighbors.
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/// </summary>
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public class StreamingControllerDungeonGateTests
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{
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private static uint Encode(int x, int y) => ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
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private static LoadedLandblock MakeLb(int x, int y) => new LoadedLandblock(
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Encode(x, y),
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Heightmap: null!,
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Entities: Array.Empty<WorldEntity>());
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private sealed record Harness(
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StreamingController Ctrl,
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List<(uint Id, LandblockStreamJobKind Kind)> Loads,
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List<uint> Unloads,
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Func<int> ClearCalls,
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GpuWorldState State);
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private static Harness Make()
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{
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var loads = new List<(uint, LandblockStreamJobKind)>();
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var unloads = new List<uint>();
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int clearCalls = 0;
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var state = new GpuWorldState();
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var ctrl = new StreamingController(
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enqueueLoad: (id, kind) => loads.Add((id, kind)),
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enqueueUnload: unloads.Add,
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drainCompletions: _ => Array.Empty<LandblockStreamResult>(),
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 4,
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farRadius: 12,
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clearPendingLoads: () => clearCalls++);
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return new Harness(ctrl, loads, unloads, () => clearCalls, state);
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}
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[Fact]
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public void EntersDungeon_CancelsPending_UnloadsNeighbors_KeepsCenter()
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{
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var h = Make();
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uint center = Encode(0, 7);
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h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock
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h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon
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h.State.AddLandblock(MakeLb(1, 7)); // another neighbor
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h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
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Assert.Equal(1, h.ClearCalls()); // in-flight window load cancelled
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Assert.Contains(Encode(0, 8), h.Unloads); // neighbor unloaded
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Assert.Contains(Encode(1, 7), h.Unloads); // neighbor unloaded
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Assert.DoesNotContain(center, h.Unloads); // dungeon landblock kept
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Assert.DoesNotContain(h.Loads, l => l.Id == center); // already loaded → no reload
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}
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[Fact]
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public void EntersDungeon_CenterNotLoaded_EnqueuesCenterLoad()
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{
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var h = Make(); // empty state — the dungeon landblock isn't resident yet
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h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true);
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Assert.Equal(1, h.ClearCalls());
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Assert.Contains(h.Loads, l => l.Id == Encode(0, 7)
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&& l.Kind == LandblockStreamJobKind.LoadNear);
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}
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[Fact]
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public void StayingCollapsed_SweepsStragglerThatFinishedAfterTheEdge()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse edge
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h.Unloads.Clear();
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// A Load the worker had already dequeued before ClearLoads now completes.
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h.State.AddLandblock(MakeLb(0, 8));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // sweep
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Assert.Contains(Encode(0, 8), h.Unloads);
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Assert.DoesNotContain(Encode(0, 7), h.Unloads);
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}
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[Fact]
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public void StayingCollapsed_DoesNotReClearOrReloadCenter()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse (clear #1)
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h.Loads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: true); // stay collapsed
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Assert.Equal(1, h.ClearCalls()); // clear only fired on the edge
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Assert.Empty(h.Loads); // no spurious center reloads
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}
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[Fact]
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public void Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand()
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{
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// Regression: the live run thrashed collapse↔expand because CurrCell
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// momentarily resolved to null (insideDungeon=false) while the player
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// stayed in the dungeon landblock — leaking lights via reload storms.
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// The landblock-hysteresis must hold the collapse.
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: false); // CurrCell flicker, same landblock
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Assert.Empty(h.Loads); // NO full-window reload
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Assert.Empty(h.Unloads); // only the center is resident → nothing to sweep
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}
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[Fact]
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public void ExitsDungeon_RebuildsFullWindow_UnloadsStaleDungeonLandblock()
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{
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
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h.Loads.Clear();
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h.Unloads.Clear();
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// Exit through a portal to an outdoor location far from the dungeon block.
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h.Ctrl.Tick(observerCx: 100, observerCy: 100, insideDungeon: false);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
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Assert.Contains(Encode(0, 7), h.Unloads); // stale dungeon block, outside new window
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}
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[Fact]
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public void NormalOutdoorTick_Unchanged_NoCollapseNoClear()
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{
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var h = Make();
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h.Ctrl.Tick(observerCx: 100, observerCy: 100); // default insideDungeon: false
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Assert.Equal(0, h.ClearCalls());
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Assert.Empty(h.Unloads);
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// 9 near (9×9? no — nearRadius 4 → 9×9=81) + far ring loads enqueued.
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear);
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Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
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}
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}
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