Files
VoxelEngine/VoxelEngine.Tests/Streaming/ChunkStreamerTests.cs
MDietermann d1c8c22705 perf: skip renderer for chunks with empty mesh
Pure-air chunks (above terrain) and chunks where every face culls
produce a zero-length mesh from ChunkMesher.Build(). Previously
InstallResult still allocated a real ChunkRenderer (VBO + VAO) and
registered a zero-vertex draw call. With RenderDistanceVertical=2 and
a player at surface Y, the topmost vertical layer is typically all
pure air -- roughly H*H = ~289 wasted renderers per spawn.

The chunk still gets added to _ready so SpawnReady, dirty-marking and
unload bookkeeping continue to work; DrawAll's iteration over the
renderer dictionary naturally skips entries that don't exist.
2026-06-01 13:44:51 +02:00

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using OpenTK.Mathematics;
using VoxelEngine.Core;
using VoxelEngine.World;
using VoxelEngine.World.Blocks;
using VoxelEngine.World.Chunk;
using VoxelEngine.World.Persistence;
using VoxelEngine.World.Streaming;
using Xunit;
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
namespace VoxelEngine.Tests.Streaming;
// Synchronous executor: runs the submitted action on the calling thread.
internal sealed class SynchronousJobExecutor : IJobExecutor
{
public void Submit(Action work) => work();
}
// Fake renderer: never touches GL. Just records lifecycle.
internal sealed class FakeRenderer : IChunkRenderer
{
public bool Disposed { get; private set; }
public int DrawCount { get; private set; }
public float[] Mesh { get; }
public FakeRenderer(float[] mesh) { this.Mesh = mesh; }
public void Draw() => this.DrawCount++;
public void Dispose() => this.Disposed = true;
}
// Minimal mesher returning a fixed-length non-empty mesh.
internal sealed class FakeMesher : IChunkMesher
{
public float[] Build(VoxelChunk chunk, BlockRegistry registry, Func<int, int, int, bool>? neighborOpaqueOutside = null)
=> new float[6]; // one vertex worth
}
// Mesher that returns an empty mesh, simulating a pure-air chunk.
internal sealed class EmptyMesher : IChunkMesher
{
public float[] Build(VoxelChunk chunk, BlockRegistry registry, Func<int, int, int, bool>? neighborOpaqueOutside = null)
=> Array.Empty<float>();
}
public class ChunkStreamerTests
{
private static (ChunkStreamer streamer, World.World world, List<FakeRenderer> created) CreateStreamer(Configuration cfg)
{
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new FakeMesher();
var executor = new SynchronousJobExecutor();
var created = new List<FakeRenderer>();
Func<float[], IChunkRenderer> factory = m =>
{
var r = new FakeRenderer(m);
created.Add(r);
return r;
};
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
return (streamer, world, created);
}
[Fact]
public void Tick_FirstCall_LoadsAllChunksInLoadBox()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, world, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0));
// Load box H=1, V=0 → 3 × 1 × 3 = 9 chunks
Assert.Equal(9, created.Count);
for (int x = -1; x <= 1; x++)
for (int z = -1; z <= 1; z++)
{
var pos = new Vector3i(x, 0, z);
Assert.NotNull(world.GetChunk(pos));
Assert.True(streamer.IsReady(pos));
}
}
[Fact]
public void Tick_PlayerMoves_LoadsNewChunks()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, world, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0)); // loads 9
// After the second tick the 3 new x=2 chunks must be ready.
// Cardinal-neighbor dirty-marking may also produce remesh renderers, so
// we assert on world state rather than an exact renderer count.
streamer.Tick(new Vector3i(1, 0, 0));
for (int z = -1; z <= 1; z++)
{
var newPos = new Vector3i(2, 0, z);
Assert.NotNull(world.GetChunk(newPos));
Assert.True(streamer.IsReady(newPos));
}
// x=-1 column must be unloaded
for (int z = -1; z <= 1; z++)
{
Assert.Null(world.GetChunk(new Vector3i(-1, 0, z)));
Assert.False(streamer.IsReady(new Vector3i(-1, 0, z)));
}
}
[Fact]
public void Tick_RespectsMaxMeshUploadsPerFrame()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 2, // cap drains per tick
};
var (streamer, _, created) = CreateStreamer(cfg);
// With sync executor every submitted job completes immediately and
// posts into _completed. The cap throttles how many drain per Tick().
streamer.Tick(new Vector3i(0, 0, 0)); // dispatch fills the queue; drain ≤ 2
Assert.Equal(2, created.Count);
streamer.Tick(new Vector3i(0, 0, 0)); // same player chunk, drains 2 more
Assert.Equal(4, created.Count);
}
[Fact]
public void Tick_ClampsYToWorldBounds()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 2,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, world, created) = CreateStreamer(cfg);
// Player at y=0 (chunk Y = 0). V=2 wants Y ∈ [-2, 2], but valid Y is [0, 8).
// So only Y ∈ {0, 1, 2} qualifies → 1 × 3 × 1 = 3 chunks.
streamer.Tick(new Vector3i(0, 0, 0));
Assert.Equal(3, created.Count);
Assert.NotNull(world.GetChunk(new Vector3i(0, 0, 0)));
Assert.NotNull(world.GetChunk(new Vector3i(0, 1, 0)));
Assert.NotNull(world.GetChunk(new Vector3i(0, 2, 0)));
}
[Fact]
public void Tick_AppliesModificationDiffOnLoad()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new FakeMesher();
var executor = new SynchronousJobExecutor();
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk(); // all air
// Pre-record an edit before the chunk loads.
var pos = new Vector3i(0, 0, 0);
int localIndex = (5 * VoxelChunk.Size + 6) * VoxelChunk.Size + 7;
store.RecordEdit(pos, localIndex, registry.Stone.Id);
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
streamer.Tick(pos);
Assert.Equal(registry.Stone.Id, world.GetBlock(5, 6, 7).Id);
}
[Fact]
public void Tick_PlayerMovesAway_UnloadsOldChunksAndDisposesRenderer()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, world, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0)); // loads (0,0,0)
Assert.Single(created);
Assert.NotNull(world.GetChunk(new Vector3i(0, 0, 0)));
streamer.Tick(new Vector3i(5, 0, 0)); // (0,0,0) now out of range; (5,0,0) loaded
Assert.True(created[0].Disposed);
Assert.Null(world.GetChunk(new Vector3i(0, 0, 0)));
Assert.False(streamer.IsReady(new Vector3i(0, 0, 0)));
}
[Fact]
public void Tick_UnloadKeepsModificationStoreDiff()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new FakeMesher();
var executor = new SynchronousJobExecutor();
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
var pos = new Vector3i(0, 0, 0);
streamer.Tick(pos);
store.RecordEdit(pos, 0, registry.Stone.Id);
streamer.Tick(new Vector3i(99, 0, 0)); // unloads (0,0,0)
Assert.True(store.HasDiff(pos)); // diff survives unload
}
[Fact]
public void SpawnReady_FlipsTrueOnceSpawnAreaLoaded()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
SpawnReadyRadiusHorizontal = 1,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 1, // throttle to expose progression
};
var (streamer, _, _) = CreateStreamer(cfg);
Assert.False(streamer.SpawnReady);
// Tick once per chunk needed (3×3×1 = 9 chunks at this Y). Spawn area
// restricted by Y bounds (only Y=0 valid here) → 9 ticks.
for (int i = 0; i < 9; i++) streamer.Tick(new Vector3i(0, 0, 0));
Assert.True(streamer.SpawnReady);
}
[Fact]
public void MarkDirty_RemeshesChunkOnNextTick()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, _, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0));
Assert.Single(created);
var initialRenderer = created[0];
streamer.MarkDirty(new Vector3i(0, 0, 0));
streamer.Tick(new Vector3i(0, 0, 0)); // same chunk, but a remesh is queued
// Two renderers exist over the lifetime — old disposed, new live.
Assert.Equal(2, created.Count);
Assert.True(initialRenderer.Disposed);
Assert.False(created[1].Disposed);
}
[Fact]
public void Tick_LoadingChunk_MarksReadyCardinalNeighborsDirty()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, _, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0)); // load initial 3×3
int firstWave = created.Count; // 9 chunks
// Move so we load a new x=2 column. The new chunks become ready and
// mark their cardinal neighbors (x=1 column) dirty during Drain.
streamer.Tick(new Vector3i(1, 0, 0)); // dispatch + drain new loads → dirty marks set
streamer.Tick(new Vector3i(1, 0, 0)); // dispatch the queued remeshes → drain them
// Should have: 3 new loads + at least 3 remeshes of the x=1 column.
Assert.True(created.Count > firstWave + 3,
$"Expected remeshes beyond the 3 new loads; got {created.Count - firstWave}");
}
[Fact]
public void MarkDirty_OnUntrackedChunk_IsNoOp()
{
var cfg = new Configuration { RenderDistanceHorizontal = 0, RenderDistanceVertical = 0 };
var (streamer, _, created) = CreateStreamer(cfg);
streamer.MarkDirty(new Vector3i(99, 0, 99));
streamer.Tick(new Vector3i(0, 0, 0));
// Only the chunk in the load box was created; no spurious remesh.
Assert.Single(created);
}
[Fact]
public void Tick_GeneratorThrows_LogsAndDoesNotRetry()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new FakeMesher();
var executor = new SynchronousJobExecutor();
int generateCalls = 0;
Func<Vector3i, VoxelChunk> generate = _ =>
{
generateCalls++;
throw new InvalidOperationException("boom");
};
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
streamer.Tick(new Vector3i(0, 0, 0));
Assert.Equal(1, generateCalls);
Assert.False(streamer.IsReady(new Vector3i(0, 0, 0)));
// Tick again — same chunk, same position. Should NOT call generate again.
streamer.Tick(new Vector3i(0, 0, 0));
Assert.Equal(1, generateCalls);
}
[Fact]
public void InstallResult_EmptyMesh_SkipsRendererCreationButMarksReady()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new EmptyMesher();
var executor = new SynchronousJobExecutor();
int rendererFactoryCalls = 0;
Func<float[], IChunkRenderer> factory = m =>
{
rendererFactoryCalls++;
return new FakeRenderer(m);
};
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
var pos = new Vector3i(0, 0, 0);
streamer.Tick(pos);
Assert.True(streamer.IsReady(pos));
Assert.Equal(0, rendererFactoryCalls);
Assert.Equal(0, streamer.RendererCount);
}
[Fact]
public void Tick_VerticalPriorityWeight_PrefersHorizontalAtSameDistance()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 1,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 5, // player's chunk + 4 horizontal cardinals
VerticalPriorityWeight = 4,
};
var (streamer, world, _) = CreateStreamer(cfg);
// Player chunk at Y=2 so vertical neighbors Y=1 and Y=3 are valid.
var playerPos = new Vector3i(0, 2, 0);
streamer.Tick(playerPos);
// Drain budget = 5 = priority 0 (player) + 4 priority-1 (horizontal
// cardinals). With VerticalPriorityWeight=4, vertical cardinals
// (Y=1, Y=3) have priority 4 — they should NOT be among the first 5.
Assert.NotNull(world.GetChunk(playerPos));
Assert.NotNull(world.GetChunk(new Vector3i( 1, 2, 0)));
Assert.NotNull(world.GetChunk(new Vector3i(-1, 2, 0)));
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, 1)));
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, -1)));
Assert.Null(world.GetChunk(new Vector3i(0, 3, 0)));
Assert.Null(world.GetChunk(new Vector3i(0, 1, 0)));
}
}