Collisions: init bucket heads to -1 (QueryAabb hung before the first rebuild), reset query stamps on truncated QueryAabb (later queries silently dropped entities), inside-origin raycasts hit at fraction 0 for circles too, exactly-touching boxes now pair like touching circles. Graphics: render into the letterbox viewport so the picture matches ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the transform pivot rather than the quad center; lock-free snapshot LayerRegistry (parallel submit read it unsynchronized); validate InitialCapacity; warn when UseRenderer2D drops options of a later scene. Core: scenes are explicitly single-use (re-loading threw silently duplicated systems/entities before — now it throws), Scene.RegisterUnload for per-scene resources, a switch requested during the reveal phase covers again instead of hard-swapping, borderless fullscreen (HardwareModeSwitch off), InputCapture service for input-suppressing overlays, host disposes the transition renderer and IDisposable services on shutdown. Input: game input reads as released while InputCapture is held; mouse position and wheel freeze so deltas stay zero. DevConsole: holds InputCapture while open (typing no longer drives the camera), Revision increments only under the lock, quoted command arguments, history capped at 256. UI: scene Desktop skips Myra input processing while the console is open (clicks no longer fall through), is disposed on scene unload, and Myra init no longer depends on a process-static flag. Audio: validate channel count/sample rate before stopping the previous track, empty looped oggs no longer hang FillBuffers, the instance stops when a non-looping track drains (IsPlaying was stuck true). Atlases: metadata v2 stores per-source size+mtime snapshots, so timestamp-preserving copies and renames invalidate correctly; loader checks the version and disposes pages on partial load failure; shared pages never exceed a non-POT MaxPageSize; oversized items pack first onto exact-size pages instead of splitting an open shared page; the CLI validates numeric options. Assets.Generator: file names are escaped in XML docs and string literals, members no longer collide with the enclosing class (CS0542), and the Assets root is resolved against build_property.projectdir so nested "Assets" directories do not shift region paths. Pathfinding: queries throw when the grid was resized after construction; generation stamps survive int overflow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
56f2a85478
commit
501d81e19f
@@ -182,4 +182,59 @@ public class CollisionWorldTests
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Assert.False(scene.World.Raycast(new Vector2(0f, 0f), new Vector2(100f, 0f), out _));
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}
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[Fact]
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public void QueryAabb_BeforeFirstRebuild_ReturnsZero()
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{
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// До первого EndRebuild хэш пуст; запрос не должен зависать и что-то находить.
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var world = new CollisionWorld();
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Span<Entity> results = new Entity[4];
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Assert.Equal(0, world.QueryAabb(new RectF(-10f, -10f, 20f, 20f), results));
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}
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[Fact]
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public void QueryAabb_TruncatedResults_DoNotPoisonNextQuery()
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{
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var (context, scene) = CreateScene();
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for (var i = 0; i < 3; i++)
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{
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Spawn(scene, new Vector2(i * 5f, 0f), Collider.Circle(4f));
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}
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Tick(context);
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var area = new RectF(-10f, -10f, 40f, 20f);
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Span<Entity> tiny = new Entity[1];
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Assert.Equal(1, scene.World.QueryAabb(area, tiny)); // обрезан по размеру буфера
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Span<Entity> all = new Entity[8];
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Assert.Equal(3, scene.World.QueryAabb(area, all)); // повторный запрос видит всех
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}
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[Fact]
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public void Raycast_FromInsideCircle_HitsAtOrigin()
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{
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var (context, scene) = CreateScene();
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var entity = Spawn(scene, new Vector2(0f, 0f), Collider.Circle(10f));
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Tick(context);
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Assert.True(scene.World.Raycast(new Vector2(0f, 0f), new Vector2(100f, 0f), out var hit));
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Assert.Equal(entity, hit.Entity);
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Assert.Equal(0f, hit.Fraction);
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Assert.Equal(Vector2.Zero, hit.Point);
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}
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[Fact]
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public void ExactlyTouchingBoxes_ProducePair()
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{
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var (context, scene) = CreateScene();
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Spawn(scene, new Vector2(0f, 0f), Collider.Box(20f, 20f));
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Spawn(scene, new Vector2(20f, 0f), Collider.Box(20f, 20f)); // грани соприкасаются ровно
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Tick(context);
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Assert.Equal(1, scene.World.Pairs.Length); // как и у касающихся кругов
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}
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}
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