c65daede2e94bb512efa254b262bc577c168fef4
4
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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adf32a4e78 |
test: re-enable hair/runtime suites, add resource-lifetime and tooling tests
Re-add test/hair.cpp and test/runtime.cpp (fixing the missing zeroerr include and enum comparisons), add graphics.resourceLifetime tests for the new release APIs, a test-source manifest check, module declared-layer check with unit tests, and a raw-string-literal regression test. |
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6809d60a67 |
feat(hex): update hex tile dimensions and enhance configuration for Kenney tileset
- Increased TILE_W and TILE_H to 55.0 and 57.0 respectively, and adjusted HEX_SIDE to 28.5 for improved hexagonal layout. - Enhanced the configureHex function to include tile width and height in the JSON configuration for better compatibility with the Kenney CC0 atlas. - Updated README files to document the new Kenney hex tileset and its usage in the project. |
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c0d9fe4a7d |
test(hex): 程序化六边形关卡套件(FOV / 光照 / 寻路 / 拾取 / 粒子) (#50)
* test(hex): add procedural hex dungeon levels for engine QA Cross-module simulation levels exercise hex tilemap procgen, FOV, 2D lighting, spatial pickup + inventory, and particles. Includes a playable examples/hex-levels demo with level select and a pipeline crawl. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): expand levels 06–15 and fog-raid pipeline Add Flow Field swarm, cell-cost detours, multi-revealer perception, FoW mask/algorithms, camera pick, dual-grid, procgen variants, QuadTree cull, multi-light, particle/stash transfer, and a fog-raid pipeline. Update the playable hex-levels demo for levels 6–9. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add fixture JSON data and data-driven hex tests Expand catalog/items/loot/seeds/perception fixtures, handcrafted maps, and particle configs. Wire the hex-levels demo to load items and particle JSON plus fixtures.nut loot tables. Register hex_level_data.cpp coverage. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): fix data fixtures assertions for zeroerr and sparse gens Avoid CHECK_EQ on bag->addItem (double-eval), and only enforce minWalkable on dungeon.bsp in the seeds matrix smoke. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): boot each level from distinct catalog configs Enrich catalog/fixtures with per-level FOV, light, cell-cost, and enable flags. Wire examples/hex-levels to apply those boot settings on level switch. Add hex.data.catalog.bootEachLevelDistinctConfig to verify each catalog entry starts with its own applied configuration. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): note per-level boot configs in data README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 16–20 and extra data-driven coverage Expand simulation with facing-cone FOV, flow+cell-cost, seed reproducibility, corner peek, equipment equip, and torchEscort / catalogRaid pipelines. Add fixture tests for perception gates, all loot tables, enable-flag consistency, seed path samples, map markers, defaults, equipment slots, and mist particles on dungeon. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): clarify expanded test coverage in README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 21–25 and broader fixture validation Cover hex world↔tile roundtrip, FOV memory clear, findGroupPath, multi-algo FOV smoke, blocked-cell sync, and costlyFogPickup pipeline. Add data tests for loot/item referential integrity, feature tags, particle schema, algorithm registration, ring-door path, categories, detection margin, and door walkability. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): expand catalog to 31 levels (0–30) and playable cycle Add levels 16–30 with distinct boot configs (facing cone, flow+cost, maze/WFC/drunkard, mist particles, raid combo). Regenerate fixtures.nut with LEVEL_IDS; main.nut cycles all catalog levels via N/B. Add simulation cases 26–30 and catalog presence tests. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(hex): harden level 02/17 against non-portable procgen paths macOS CI failed hex.level.02.dynamicFov (empty path) and hex.level.17.flowPlusCellCost (path length == 2) because spawn↔exit layouts from DTL/std distributions differ across libstdc++ vs libc++. Use handcrafted hex maps so FOV memory and flow+cost assertions are platform-stable. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com> |