acdream/tests/AcDream.Core.Tests
Erik f4f0101d2c phase(N.4) Task 14: pending-spawn list integration test
Verifies Task 12's GpuWorldState wiring preserves the pending-spawn
list mechanism:

1. Live entity parked before its landblock loads — pending count = 1,
   adapter not called yet.
2. Landblock arrives with its own atlas-tier entity AND drains the
   pending live entity. Adapter sees ONLY the atlas-tier GfxObj
   (server-spawned drained entity is filtered by ServerGuid != 0).
3. Live entity arriving AFTER landblock load goes straight to flat
   view; adapter is not re-invoked.
4. Landblock unload decrements match load increments.

Three integration tests confirm the existing pending-spawn drain
semantics work correctly with the new adapter, and per-instance-tier
entities (server-spawned) never leak into WB's atlas pipeline.

To exercise the adapter code path (which GpuWorldState gates on
WbFoundationFlag.IsEnabled) without requiring the env var set before
process startup, WbFoundationFlag gains an internal
ForTestsOnly_ForceEnable() method and AcDream.App exposes internals
to AcDream.Core.Tests via InternalsVisibleTo.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:02:30 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes 2026-05-06 16:46:23 +02:00
Physics fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering phase(N.4) Task 14: pending-spawn list integration test 2026-05-08 14:02:30 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(app): Phase A.1 — pending-spawn list in GpuWorldState (proper fix) 2026-04-11 23:19:40 +02:00
Terrain fix(terrain): align per-cell triangle geometry with ACE's ConstructPolygons convention 2026-04-21 13:20:59 +02:00
Textures test(N.3): update SurfaceDecoderTests to match isAdditive split 2026-05-08 11:34:32 +02:00
Vfx feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
World phase(N.1): delete legacy scenery code path; WB is the only path 2026-05-08 10:37:55 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00