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>
135 lines
4.5 KiB
C#
135 lines
4.5 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 SceneTransitionTests
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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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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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}
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private static void Tick(EngineContext context, float seconds)
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{
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context.Clock.Advance(seconds);
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context.Scenes.Update(context.Clock);
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}
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[Fact]
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public void TransitionSwitch_KeepsOldScene_UntilFullyCovered()
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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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Tick(context, 0.016f);
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// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
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context.Scenes.Switch(second, Transition.Fade(1f));
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Tick(context, 0.2f);
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Assert.True(context.Scenes.IsTransitioning);
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Assert.Same(first, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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Tick(context, 0.4f); // суммарно 0.6 > 0.5 — экран закрыт, своп произошёл
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Assert.Same(second, context.Scenes.Current);
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Assert.Equal(1, first.UnloadCount);
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Assert.Equal(1, second.LoadCount);
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Assert.True(context.Scenes.IsTransitioning); // идёт фаза открытия
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Tick(context, 0.6f); // открытие завершено
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Assert.False(context.Scenes.IsTransitioning);
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Assert.Same(second, context.Scenes.Current);
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}
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[Fact]
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public void Transition_UsesUnscaledTime_WorksWhilePaused()
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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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Tick(context, 0.016f);
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context.Clock.TimeScale = 0f; // игра на паузе
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context.Scenes.Switch(second, Transition.Fade(0.2f));
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Tick(context, 0.15f);
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Tick(context, 0.15f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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[Fact]
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public void SwitchDuringTransition_ReplacesPendingTarget()
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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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var third = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(1f));
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Tick(context, 0.1f);
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context.Scenes.Switch(third); // передумали, пока экран закрывается
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Tick(context, 0.5f);
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Assert.Same(third, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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}
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[Fact]
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public void SwitchDuringReveal_CoversAgain_InsteadOfHardSwap()
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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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var third = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
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Tick(context, 0.6f); // закрыто, своп на second, началось открытие
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Assert.Same(second, context.Scenes.Current);
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Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
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context.Scenes.Switch(third, Transition.Fade(1f)); // передумали во время открытия
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Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
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Assert.Same(second, context.Scenes.Current);
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Assert.True(context.Scenes.IsTransitioning);
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Tick(context, 0.6f); // полностью закрыт — теперь своп на third
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Assert.Same(third, context.Scenes.Current);
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Assert.Equal(1, third.LoadCount);
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}
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[Fact]
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public void ZeroDurationTransition_SwapsOnNextUpdates()
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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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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(0f));
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Tick(context, 0.016f);
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Tick(context, 0.016f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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}
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