acdream/tests/AcDream.Core.Tests/World/WorldTimeDebugTests.cs
Erik ec1bbb4f43 feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).

Post-review fixes folded into this commit:

H1: AttachLocal (is_parent_local=1) follows live parent each frame.
    ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
    let the owning subsystem refresh AnchorPos every tick — matches
    ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
    parent frame when is_parent_local != 0. Drops the renderer-side
    cameraOffset hack that only worked when the parent was the camera.

H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
    retail-faithful (1 - translucency) opacity formula. The code was
    right; the comment was a leftover from an earlier hypothesis and
    would have invited a wrong "fix".

M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
    and restores them to Repeat at end-of-pass, so non-sky renderers
    that share the GL handle can't silently inherit clamped wrap state.

M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
    weather-flagged AND bit 0x08 is clear, matching retail
    GameSky::UpdatePosition 0x00506dd0. The old code applied it to
    every post-scene object — a no-op today (every Dereth post-scene
    entry happens to be weather-flagged) but a future post-scene-only
    sun rim would have been pushed below the camera.

M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
    handles from the per-entity tracking dictionaries, fixing a slow
    leak where naturally-expired emitters' handles stayed in the
    ConcurrentBag forever during long sessions.

M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
    can't ever overlap the object-index range. Synthetic IDs stay in
    the reserved 0xFxxxxxxx space.

New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
  single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking

dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-28 22:47:11 +02:00

72 lines
2.7 KiB
C#

using System;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.World;
public sealed class WorldTimeDebugTests
{
[Fact]
public void SetDebugTime_OverridesDayFraction()
{
var service = new WorldTimeService(SkyStateProvider.Default());
service.SyncFromServer(0); // server tick 0 (= Morntide-and-Half)
service.SetDebugTime(0.5f); // force noon (Midsong-and-Half)
Assert.InRange(service.DayFraction, 0.499, 0.501);
}
[Fact]
public void ClearDebugTime_RestoresServerTime()
{
// Post tick-0-offset fix: DayFraction(tick) = ((tick + 7/16 * DayTicks) % DayTicks) / DayTicks.
// Pick a server tick whose real-world meaning is straightforward to verify.
// Sync to (0.25 - 7/16) * DayTicks negative means "3 slots before midnight
// past Morntide-and-Half", which in positive terms is 13/16 of the day
// past Morntide-and-Half, but simpler: sync to "1/16 past midnight" =
// ticks giving fraction 1/16. Required tick offset from 0 to land at
// fraction 1/16: solve (t + 7/16*D) mod D = 1/16*D
// → t = (1/16 - 7/16) * D mod D = -6/16 * D mod D = 10/16 * D.
double targetFraction = 1.0 / 16.0; // Darktide-and-Half
double syncTick = targetFraction * DerethDateTime.DayTicks - DerethDateTime.OriginOffsetTicks;
while (syncTick < 0) syncTick += DerethDateTime.DayTicks;
var service = new WorldTimeService(SkyStateProvider.Default());
service.SyncFromServer(syncTick);
service.SetDebugTime(0.5f);
service.ClearDebugTime();
Assert.InRange(service.DayFraction, targetFraction - 0.01, targetFraction + 0.01);
}
[Fact]
public void SyncFromServer_ClearsDebugOverride()
{
var service = new WorldTimeService(SkyStateProvider.Default());
service.SetDebugTime(0.75f);
service.SyncFromServer(0); // tick 0 = Morntide-and-Half → fraction 7/16
Assert.InRange(service.DayFraction, 7.0 / 16.0 - 0.01, 7.0 / 16.0 + 0.01);
}
[Fact]
public void SetProvider_AcceptsNewKeyframes()
{
var service = new WorldTimeService(SkyStateProvider.Default());
var custom = new SkyStateProvider(new[]
{
new SkyKeyframe(
Begin: 0f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
DirColor: System.Numerics.Vector3.One,
DirBright: 1f,
AmbColor: System.Numerics.Vector3.One,
AmbBright: 1f,
FogColor: System.Numerics.Vector3.Zero,
FogDensity: 0f),
});
service.SetProvider(custom);
Assert.Equal(1, custom.KeyframeCount);
}
}