CI / build-test (push) Failing after 1m7s
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>
153 lines
4.3 KiB
C#
153 lines
4.3 KiB
C#
using MrGameEng.Core;
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using Xunit;
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namespace MrGameEng.Core.Tests;
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public class SceneManagerTests
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{
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private sealed class TrackingScene : Scene
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{
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public int LoadCount;
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public int UnloadCount;
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public int UpdateCount;
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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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public override void Update(GameClock clock)
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{
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UpdateCount++;
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base.Update(clock);
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}
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}
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[Fact]
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public void Switch_IsDeferred_UntilNextUpdate()
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{
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var context = new EngineContext();
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var scene = new TrackingScene();
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context.Scenes.Switch(scene);
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Assert.Null(context.Scenes.Current);
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Assert.Equal(0, scene.LoadCount);
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context.Scenes.Update(context.Clock);
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Assert.Same(scene, context.Scenes.Current);
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Assert.Equal(1, scene.LoadCount);
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Assert.Equal(1, scene.UpdateCount);
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Assert.True(scene.IsLoaded);
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}
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[Fact]
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public void Switch_UnloadsPreviousScene_AndLoadsNext()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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context.Scenes.Update(context.Clock);
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context.Scenes.Switch(second);
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context.Scenes.Update(context.Clock);
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Assert.Equal(1, first.UnloadCount);
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Assert.False(first.IsLoaded);
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Assert.Same(second, context.Scenes.Current);
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Assert.Equal(1, second.LoadCount);
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}
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[Fact]
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public void Switch_ToNull_UnloadsCurrentScene()
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{
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var context = new EngineContext();
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var scene = new TrackingScene();
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context.Scenes.Switch(scene);
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context.Scenes.Update(context.Clock);
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context.Scenes.Switch(null);
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context.Scenes.Update(context.Clock);
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Assert.Null(context.Scenes.Current);
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Assert.Equal(1, scene.UnloadCount);
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}
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[Fact]
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public void Update_WithoutScene_DoesNothing()
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{
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var context = new EngineContext();
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context.Scenes.Update(context.Clock);
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context.Scenes.Draw(context.Clock);
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Assert.Null(context.Scenes.Current);
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}
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private sealed class CallbackScene(Action<Scene> onLoad) : Scene
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{
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protected override void OnLoad() => onLoad(this);
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}
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[Fact]
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public void Switch_BackToLoadedSceneInstance_Throws()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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context.Scenes.Update(context.Clock);
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context.Scenes.Switch(second);
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context.Scenes.Update(context.Clock);
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// Повторная загрузка молча задвоила бы системы и сущности — должен быть отказ.
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context.Scenes.Switch(first);
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Assert.Throws<InvalidOperationException>(() => context.Scenes.Update(context.Clock));
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}
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[Fact]
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public void RegisterUnload_RunsOnUnload_InReverseOrder()
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{
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var context = new EngineContext();
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var order = new List<int>();
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var scene = new CallbackScene(s =>
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{
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s.RegisterUnload(() => order.Add(1));
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s.RegisterUnload(() => order.Add(2));
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});
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context.Scenes.Switch(scene);
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context.Scenes.Update(context.Clock);
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Assert.Empty(order);
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context.Scenes.Switch(null);
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context.Scenes.Update(context.Clock);
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Assert.Equal([2, 1], order);
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}
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private sealed class DisposableService : IDisposable
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{
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public int DisposeCount;
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public void Dispose() => DisposeCount++;
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}
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[Fact]
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public void DisposeServices_DisposesEachServiceOnce_AndSkipsExcept()
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{
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var registry = new ServiceRegistry();
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var service = new DisposableService();
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var host = new DisposableService();
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registry.Add(service);
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registry.Add<IDisposable>(host); // host зарегистрирован, но его освобождает вызывающий
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registry.DisposeServices(except: host);
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Assert.Equal(1, service.DisposeCount);
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Assert.Equal(0, host.DisposeCount);
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Assert.Null(registry.GetOrDefault<DisposableService>());
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}
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}
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