The post-Wave-5 indoor branch chaos (flickering, missing walls, GPU 100%, ~10 FPS) is caused by two interconnected pool-management bugs in EnvCellRenderer that line-by-line WB comparison surfaced in 30 minutes. Neither was found by the five post-Wave-5 speculative fixes because none of them inspected the pool path. Bug #1 — GetPooledList missing list.Clear(): The reuse branch returned pool lists with prior-frame data still inside. PrepareRenderBatches' merge phase pattern `gfxDict[k] = list; list.AddRange(...)` assumes empty lists. Without Clear(), lists grow unbounded each frame, GPU draws cumulative instance counts, and per-instance transforms become a stew of past + present data. Mirrors WB ObjectRenderManagerBase.cs:1221-1233. Bug #2 — Render uses snapshot.BatchedByCell.Count instead of PostPreparePoolIndex: The snapshot author dropped WB's PostPreparePoolIndex field calling it "scenery-only," then "compensated" in Render by setting _poolIndex to the cell count. The cell count has no relation to the pool — Prepare may have used 50+ pool lists for an 18-cell scene. Render's filter-path GetPooledList then returns lists that ARE in snapshot.BatchedByCell, corrupting the snapshot mid-Render. Restoring PostPreparePoolIndex (WB VisibilitySnapshot.cs:31) correctly places Render's pool cursor past the snapshot's owned region. Bug #3 (minor) — PopulateRecursive hardcoded isSetup:false for nested parts: Setup IDs use high-byte 0x02 (per retail). WB ObjectRenderManagerBase.cs:813 checks `(partId >> 24) == 0x02` to detect nested Setups. Our port always passed isSetup:false, silently dropping any nested Setup (its TryGetRenderData returns IsSetup=true, Render's `!IsSetup` guard skips the draw). Probably rare in EnvCells but fixed for completeness. Regression coverage: - GetPooledList_ReusedList_IsClearedBeforeReturn — would have failed pre-fix - GetPooledList_FreshList_IsAlwaysEmpty — sanity check - Snapshot_PostPreparePoolIndex_IsInitSettable — compile-time guarantee - Snapshot_PostPreparePoolIndex_DefaultsToZero — defensive default 86/86 App tests pass. Build green. The fix is the audit's primary deliverable; the GL state probe option-1 apparatus follows in a separate commit as defense-in-depth for any unidentified residual issue. Full audit + WB cross-reference in docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
204 lines
8.2 KiB
C#
204 lines
8.2 KiB
C#
// Tests for EnvCellRenderer (Phase A8, 2026-05-28).
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// These cover the pure data-handling portions of EnvCellRenderer.
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// The GL-dependent Render() and RenderModernMDIInternal() paths require a
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// GL context and are visual-verified at the render frame (Task 10).
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using System.Collections.Generic;
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using AcDream.App.Rendering.Wb;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Wb;
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public class EnvCellRendererTests
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{
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// -----------------------------------------------------------------------
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// GetEnvCellGeomId — verbatim port of WB EnvCellRenderManager.cs:94-103
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// -----------------------------------------------------------------------
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[Fact]
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public void GetEnvCellGeomId_DedupBitSet()
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{
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var id = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1, 2, 3 });
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// Bit 33 (0x2_0000_0000) must be set — distinguishes dedup geom from per-cell ids.
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Assert.NotEqual(0UL, id & 0x2_0000_0000UL);
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}
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[Fact]
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public void GetEnvCellGeomId_Deterministic()
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{
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var s = new List<ushort> { 1, 2, 3 };
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var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
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var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
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Assert.Equal(a, b);
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}
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[Fact]
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public void GetEnvCellGeomId_DiffersByEnvironmentId()
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{
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var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
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var b = EnvCellRenderer.GetEnvCellGeomId(0x43, 7, new List<ushort> { 1 });
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Assert.NotEqual(a, b);
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}
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[Fact]
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public void GetEnvCellGeomId_DiffersByCellStructure()
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{
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var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
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var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 8, new List<ushort> { 1 });
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Assert.NotEqual(a, b);
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}
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[Fact]
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public void GetEnvCellGeomId_DiffersBySurfaces()
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{
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var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
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var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 2 });
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Assert.NotEqual(a, b);
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}
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// -----------------------------------------------------------------------
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// Constructor — pure data, no GL
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// -----------------------------------------------------------------------
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[Fact]
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public void NewRenderer_NeedsPrepareIsTrue()
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{
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// GL and meshManager are null — only valid for pure-data tests (no
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// Initialize() is called, so no GL calls are made).
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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Assert.True(r.NeedsPrepare);
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}
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[Fact]
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public void NewRenderer_NotDisposed()
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{
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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Assert.False(r.IsDisposed);
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}
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// -----------------------------------------------------------------------
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// RemoveLandblock — pure data path
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// -----------------------------------------------------------------------
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[Fact]
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public void RemoveLandblock_NonExistent_DoesNotThrow()
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{
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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// Should silently no-op.
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r.RemoveLandblock(0xA9B40000u);
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Assert.True(r.NeedsPrepare);
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}
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// -----------------------------------------------------------------------
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// GetEnvCellGeomId — additional edge cases
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// -----------------------------------------------------------------------
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[Fact]
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public void GetEnvCellGeomId_EmptySurfaces_Deterministic()
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{
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var a = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
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var b = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
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Assert.Equal(a, b);
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Assert.NotEqual(0UL, a & 0x2_0000_0000UL);
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}
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[Fact]
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public void GetEnvCellGeomId_SurfaceOrderMatters()
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{
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var a = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 10, 20 });
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var b = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 20, 10 });
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// The hash is order-sensitive (matches WB's foreach loop), so
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// swapped order should produce a different id.
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Assert.NotEqual(a, b);
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}
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// (Render() requires a GL context — visual-verified in Task 10.)
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// -----------------------------------------------------------------------
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// Pool-aliasing regression tests (2026-05-28 audit findings).
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//
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// Two interconnected bugs caused the post-Wave-5 visual chaos:
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// 1. GetPooledList didn't clear reused lists, causing AddRange to grow
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// pool entries unbounded across frames.
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// 2. Render's pool cursor reset used `BatchedByCell.Count` (cell count,
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// a small int with no relation to the pool) instead of WB's
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// `PostPreparePoolIndex` (the pool high-water mark after Prepare),
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// pointing Render's GetPooledList back into snapshot-owned lists.
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//
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// These tests use reflection to verify the fixes without widening
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// EnvCellRenderer's public API. If either fix regresses, the
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// corresponding test fails fast.
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// -----------------------------------------------------------------------
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[Fact]
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public void Snapshot_PostPreparePoolIndex_IsInitSettable()
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{
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// Compile-time guarantee: the field exists and is init-only.
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// If a future refactor renames or removes it, this test won't compile.
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var s = new EnvCellVisibilitySnapshot { PostPreparePoolIndex = 42 };
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Assert.Equal(42, s.PostPreparePoolIndex);
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}
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[Fact]
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public void Snapshot_PostPreparePoolIndex_DefaultsToZero()
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{
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var s = new EnvCellVisibilitySnapshot();
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Assert.Equal(0, s.PostPreparePoolIndex);
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}
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[Fact]
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public void GetPooledList_ReusedList_IsClearedBeforeReturn()
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{
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// The bug: WB's GetPooledList clears the list before returning so
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// the merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
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// populates fresh data. The original port omitted Clear() — each
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// frame's lists grew unbounded with stale data layered on top.
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//
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// Reflection-based test that drives the private GetPooledList +
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// _poolIndex/_listPool fields. If a future refactor removes the
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// Clear() call, this test fails.
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var type = typeof(EnvCellRenderer);
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var getPooledListMethod = type.GetMethod("GetPooledList",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Assert.NotNull(getPooledListMethod);
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var poolIndexField = type.GetField("_poolIndex",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Assert.NotNull(poolIndexField);
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// First call — creates _listPool[0], _poolIndex 0 → 1.
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var first = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
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first.Add(new InstanceData());
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first.Add(new InstanceData());
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Assert.Equal(2, first.Count);
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// Reset cursor to 0 — simulates the start of the next prepare cycle.
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poolIndexField!.SetValue(r, 0);
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// Second call — returns _listPool[0] (same as first). With the fix
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// it should be cleared. Without the fix the list still has 2 items.
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var second = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
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Assert.Same(first, second); // reuses the same instance
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Assert.Empty(second); // and the data is gone
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}
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[Fact]
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public void GetPooledList_FreshList_IsAlwaysEmpty()
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{
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// Sanity check for the fresh-list branch. _poolIndex past _listPool.Count
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// should produce a brand-new empty list and grow the pool.
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var type = typeof(EnvCellRenderer);
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var getPooledListMethod = type.GetMethod("GetPooledList",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var a = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
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var b = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
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Assert.NotSame(a, b);
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Assert.Empty(a);
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Assert.Empty(b);
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}
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}
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