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5
Commits
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34d1fdb63b |
refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC) |
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9f8863e71f |
Merge pull request #56 from EVEngine/cursor/fix-repeated-window-render-init
fix(graphics): rebuild Vulkan surface/swapchain and ImGui context when native window is recreated |
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bed4ce5cd2 |
fix(graphics): rebuild Vulkan surface/swapchain and ImGui context when native window is recreated
Repeatedly closing/reopening a window and re-initializing the render system (single-process unit_test run) crashed because: - The Vulkan surface/swapchain stayed bound to the destroyed native window. SDL can hand back the same pointer for a recreated window, so pointer identity could not detect the stale surface; present() then hit getSurfaceCapabilitiesKHR: ErrorUnknown. - The ImGui context and Vulkan present-overlay survived the window, so a later present() drew into an unrelated window via the stale overlay. - headlessImGuiWalk destroyed the ImGui context while the UI backend's real context was still current (CreateContext only auto-switches current when GImGui is NULL), leaving a dangling context for later present() calls. Fix: - Window::close() calls Graphics::onNativeWindowDestroyed(); the Vulkan backend drops the surface/swapchain and fires registered window-destroyed callbacks (UI backend tears down its ImGui context here). - initWithWindow() rebuilds the swapchain synchronously and no longer relies on pointer identity to detect a stale surface. - ImGuiBackend owns its ImGui context explicitly and shuts it down via the window-destroyed hook; shutdown() switches to its own context first. - headlessImGuiWalk switches to and from its private ImGui context. Test-only fixes exposed once the suite can run to completion: - animation_skinned: Animation::create() returns the process-wide singleton; do not wrap it in unique_ptr (delete left a dangling ModuleManager pointer). - particles attach tests: emitters live in a process-wide ECS; detach (and clear skin sources) before local skeletons are destroyed. |
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a6901a0691 |
feat(android): run zeroerr unit_test suite as an Android test app
Adds EVENGINE_ANDROID_TEST_APP build mode: the unit_test sources are compiled into libmain.so (SDL entry) and packaged by the existing Gradle APK along with the test assets, so the full zeroerr suite can run on a device via adb logcat. - test/main.cpp: Android runner with LogcatBuf (cout/cerr -> logcat), chdir to <files>/evengine_test, SDL_Init; keeps SDL_main symbol unmangled. - test/PathBesideSource.h: shared pathBesideThisSource helper that maps __FILE__ to the on-device unpacked tree on Android. - EVTestActivity: unpacks assets/test + assets/examples to internal storage and passes an optional --testcase filter from an intent extra. - test/CMakeLists.txt: builds `main` instead of unit_test on Android, excludes desktop-only devtools tests, links Android system libs. - Makefile: build/android-debug-test, sync/android-test-assets, run/android-test-debug, log/android-test targets. - Gradle wrapper bumped to 8.5 for Java 21 compatibility. |
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6be72c4c8f |
feat(particles): 2D/3D dynamic bone emission + expanded tests (#48)
* feat(particles): emit from Spine and IK 2D/3D dynamic bones Extend ParticleEmitter attach beyond AnimPose to SpineSkeleton and IK Skeleton2D/Skeleton3D, with getAttachKind and broader unit tests. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(particles): expand dynamic bone attach coverage Add edge cases (null/OOB, invalid plane), multi-emitter, rate-tracking, pause/detach sync, Spine scale via module update, IK offset/yz/Solver3D, AnimPose clip sampling, and empty skin-filter fallback. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(particles): add attach lifetime, forces, and skin plane cases New particles_attach_more.cpp covers emitter life/buffer on bones, rebind, scale extremes, emission area, radial origin, Solver2D step tracking, Spine rotated offsets, preset/stop/start, and skin xz/yz. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(particles): add reset/config/force/skin-filter attach cases particles_attach_extra.cpp covers reset/moveTo/applyConfig with attach, ellipse+tangential forces, dt edge cases, kind cycling, Spine rate bob, Solver3D step, skin filter/buffer, and CesiumMan attach-by-name. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com> |