acdream/tests
Erik f7e38c214d fix(render #53): cache-hit fast path must fire per-entity, not per-tuple
Task 10 (commit 0cbef3c) called ApplyCacheHit inside the per-(entity, partIdx)
foreach loop, but cachedEntry.Batches is flat across all MeshRefs of the
entity. For a 3-MeshRef static building on frame 2: 3 tuples times 6 cached
batches per call = 18 instances drawn instead of 6. Severe Z-fighting and
3x perf hit on every multi-part static entity (buildings, statues, multi-
MeshRef NPCs).

This is the symmetric mirror of the Task 9 bug fixed at 00fa8ae. Both
spec section 5.2 and the plan describe the foreach as per-entity, but
_walkScratch has been per-tuple since Task 6. The implementation
faithfully ported the buggy spec.

Fix: track lastHitEntityId; the cache-hit fast path fires only on the
first tuple of each entity, and subsequent tuples skip the iteration
body via continue. Adds a regression test pinning the per-entity
amplification invariant.

Caught by code review (subagent-driven-development) before Phase 3
dispatched. The bug was invisible in the no-multi-frame-test 1702/8
baseline; would have manifested as visible Z-fighting on every multi-
part building on second-and-subsequent frames once Task 13 perf gate
captured live runs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:15:20 +02:00
..
AcDream.Core.Net.Tests feat(net): #13 register PD trailer inventory+equipped in ItemRepository 2026-05-10 09:43:46 +02:00
AcDream.Core.Tests fix(render #53): cache-hit fast path must fire per-entity, not per-tuple 2026-05-10 19:15:20 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests feat(A.5 T22.5): QualityPreset schema + tests (commit 1/2) 2026-05-10 08:37:17 +02:00