Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners. Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects. Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register. Co-Authored-By: Codex <noreply@openai.com>
115 lines
4.2 KiB
C#
115 lines
4.2 KiB
C#
using System.Collections.Generic;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class StreamingControllerTests
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{
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private sealed class FakeStreamer
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{
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public List<uint> Loads { get; } = new();
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public List<uint> Unloads { get; } = new();
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public Queue<LandblockStreamResult> Pending { get; } = new();
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public void EnqueueLoad(uint id, LandblockStreamJobKind _) => Loads.Add(id);
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public void EnqueueUnload(uint id) => Unloads.Add(id);
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public IReadOnlyList<LandblockStreamResult> DrainCompletions(int max)
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{
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var batch = new List<LandblockStreamResult>();
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while (batch.Count < max && Pending.Count > 0)
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batch.Add(Pending.Dequeue());
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return batch;
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}
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}
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[Fact]
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public void FirstTick_EnqueuesWholeVisibleWindow()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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enqueueLoad: fake.EnqueueLoad,
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enqueueUnload: fake.EnqueueUnload,
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drainCompletions: fake.DrainCompletions,
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 2,
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farRadius: 2);
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// Center at (50, 50); no landblocks loaded yet.
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controller.Tick(observerCx: 50, observerCy: 50);
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// 5×5 window = 25 loads enqueued (nearRadius==farRadius so all go to ToLoadNear), 0 unloads.
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Assert.Equal(25, fake.Loads.Count);
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Assert.Empty(fake.Unloads);
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}
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[Fact]
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public void SecondTick_SamePosition_EnqueuesNothing()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, nearRadius: 2, farRadius: 2);
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controller.Tick(50, 50);
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fake.Loads.Clear();
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controller.Tick(50, 50);
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Assert.Empty(fake.Loads);
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Assert.Empty(fake.Unloads);
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}
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[Fact]
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public void DrainingLoadedResult_AddsToState()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var applied = new List<LoadedLandblock>();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(build, _) => applied.Add(build.Landblock), state, nearRadius: 2, farRadius: 2);
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// Note: LoadedLandblock's actual fields are LandblockId, Heightmap,
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// Entities (positional record). Adjust if the first positional arg
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// name differs.
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const uint landblockId = 0x3232FFFFu;
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var lb = new LoadedLandblock(landblockId, new LandBlock(), System.Array.Empty<WorldEntity>());
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// A.5 T10-T12 follow-up: use a real empty mesh instance instead of
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// default! so any future test that flows MeshData through the apply
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// callback gets a non-null reference to inspect rather than an NRE.
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var stubMesh = new AcDream.Core.Terrain.LandblockMeshData(
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System.Array.Empty<AcDream.Core.Terrain.TerrainVertex>(),
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System.Array.Empty<uint>());
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fake.Pending.Enqueue(new LandblockStreamResult.Loaded(landblockId, LandblockStreamTier.Near, lb, stubMesh));
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controller.Tick(50, 50);
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Assert.Single(applied);
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Assert.True(state.IsLoaded(landblockId));
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}
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[Fact]
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public void DrainingUnloadedResult_RemovesFromState()
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{
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var state = new GpuWorldState();
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, nearRadius: 2, farRadius: 2);
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const uint landblockId = 0x3232FFFFu;
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var lb = new LoadedLandblock(landblockId, new LandBlock(), System.Array.Empty<WorldEntity>());
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state.AddLandblock(lb);
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fake.Pending.Enqueue(new LandblockStreamResult.Unloaded(landblockId));
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controller.Tick(50, 50);
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Assert.False(state.IsLoaded(landblockId));
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}
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}
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