extends SceneTree ## Synthetic batch duplication, render-property, playback, ownership-boundary ## and bounded-timing regression for animated M2 instance materialization. const MATERIALIZER_SCRIPT := preload( "res://src/render/m2/m2_animated_instance_materializer.gd" ) const NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd") const MATERIALIZER_PATH := "res://src/render/m2/m2_animated_instance_materializer.gd" const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd" func _initialize() -> void: var failures: Array[String] = [] _verify_batch_contract(failures) _verify_invalid_inputs(failures) _verify_ownership_boundaries(failures) var elapsed_milliseconds := _verify_bounded_timing(failures) if not failures.is_empty(): for failure in failures: push_error("M2_ANIMATED_INSTANCE_MATERIALIZER: %s" % failure) quit(1) return print( "M2_ANIMATED_INSTANCE_MATERIALIZER PASS cases=12 instances=1000 elapsed_ms=%.3f" % elapsed_milliseconds ) quit(0) func _verify_batch_contract(failures: Array[String]) -> void: var materializer = MATERIALIZER_SCRIPT.new() var parent_root := Node3D.new() get_root().add_child(parent_root) var prototype := _make_animated_prototype() var transforms: Array = [ Transform3D(Basis.IDENTITY, Vector3.ZERO), Transform3D(Basis.IDENTITY, Vector3(1.0, 2.0, 3.0)), Transform3D(Basis.IDENTITY, Vector3(4.0, 5.0, 6.0)), ] var result: Dictionary = materializer.materialize_batch( parent_root, "World\\Doodads\\AnimatedTree.m2", prototype, transforms, 1, 2, 7, 345.0, 16.0, false, NATIVE_ANIMATOR_SCRIPT, true ) _expect_false(result.is_empty(), "valid batch returned", failures) var batch_root: Node3D = result.get("batch_root", null) _expect_same(batch_root.get_parent(), parent_root, "batch attached to supplied parent", failures) _expect_string_equal(batch_root.name, "AnimatedTree_anim_7", "batch name", failures) _expect_equal(batch_root.get_child_count(), 2, "ordered duplicate count", failures) for batch_offset in 2: var instance := batch_root.get_child(batch_offset) as Node3D var instance_index := batch_offset + 1 _expect_string_equal(instance.name, "AnimatedTree_%d" % instance_index, "instance name", failures) _expect_true(instance.transform == transforms[instance_index], "instance transform", failures) var geometry := instance.get_node("Branch/Geometry") as GeometryInstance3D _expect_float_equal(geometry.visibility_range_end, 345.0, "recursive visibility end", failures) _expect_float_equal(geometry.visibility_range_end_margin, 16.0, "recursive visibility margin", failures) _expect_equal( geometry.cast_shadow, GeometryInstance3D.SHADOW_CASTING_SETTING_OFF, "recursive shadow mode", failures ) var player := instance.get_node("AnimationPlayer") as AnimationPlayer _expect_string_equal(player.current_animation, "Stand", "playback started", failures) var animator: Node = instance.get_node("Branch/NativeAnimator") _expect_same( animator.bones, prototype.get_node("Branch/NativeAnimator").bones, "native fields copied by reference", failures ) var diagnostic_entries: Array = result.get("native_diagnostics", []) _expect_equal(diagnostic_entries.size(), 2, "one native diagnostic per instance", failures) for diagnostic_offset in diagnostic_entries.size(): var entry: Dictionary = diagnostic_entries[diagnostic_offset] _expect_equal( int(entry.get("instance_index", -1)), diagnostic_offset + 1, "diagnostic index", failures ) _expect_equal( int((entry.get("state", {}) as Dictionary).get("bones", 0)), 1, "diagnostic state", failures ) var source_geometry := prototype.get_node("Branch/Geometry") as GeometryInstance3D _expect_float_equal(source_geometry.visibility_range_end, 0.0, "prototype render state unchanged", failures) prototype.free() parent_root.free() func _verify_invalid_inputs(failures: Array[String]) -> void: var materializer = MATERIALIZER_SCRIPT.new() var prototype := Node3D.new() var parent_root := Node3D.new() _expect_true( materializer.materialize_batch( null, "a.m2", prototype, [Transform3D.IDENTITY], 0, 1, 0, 0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false ).is_empty(), "null parent rejected", failures ) _expect_true( materializer.materialize_batch( parent_root, "a.m2", prototype, [], 0, 1, 0, 0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false ).is_empty(), "empty transforms rejected", failures ) _expect_true( materializer.materialize_batch( parent_root, "a.m2", prototype, [Transform3D.IDENTITY], 0, 0, 0, 0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false ).is_empty(), "zero count rejected", failures ) _expect_equal(parent_root.get_child_count(), 0, "invalid input has no attachment", failures) prototype.free() parent_root.free() func _verify_ownership_boundaries(failures: Array[String]) -> void: var materializer_source := FileAccess.get_file_as_string(MATERIALIZER_PATH) var loader_source := FileAccess.get_file_as_string(LOADER_PATH) _expect_true( loader_source.contains("M2_ANIMATED_INSTANCE_MATERIALIZER_SCRIPT.new()"), "loader composes materializer", failures ) _expect_equal( loader_source.count("_m2_animated_instance_materializer.materialize_batch("), 1, "loader delegates once", failures ) for retained_loader_rule in [ "_set_editor_owner_recursive(batch_root)", "M2_NATIVE_ANIMATOR path=%s instance=%d", "_normalize_m2_rel_path(rel_path)", ]: _expect_true( loader_source.contains(retained_loader_rule), "loader retains %s" % retained_loader_rule, failures ) for removed_loader_rule in [ "prototype.duplicate(Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS)", "_m2_animation_playback_controller", ]: _expect_false( loader_source.contains(removed_loader_rule), "loader releases %s" % removed_loader_rule, failures ) for required_materializer_rule in [ "Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS", "_animation_playback_controller.copy_native_animator_data(", "_animation_playback_controller.start_instance_playback(", "m2_parent_root.add_child(batch_root)", ]: _expect_true( materializer_source.contains(required_materializer_rule), "materializer owns %s" % required_materializer_rule, failures ) for forbidden_dependency in [ "ResourceLoader.", "FileAccess.", "WorkerThreadPool.", "MultiMesh", ".owner =", "_m2_build_jobs", "_render_budget_scheduler", ]: _expect_false( materializer_source.contains(forbidden_dependency), "materializer omits %s ownership" % forbidden_dependency, failures ) func _verify_bounded_timing(failures: Array[String]) -> float: var materializer = MATERIALIZER_SCRIPT.new() var parent_root := Node3D.new() get_root().add_child(parent_root) var prototype := Node3D.new() var transforms: Array = [] for instance_index in 1000: transforms.append( Transform3D(Basis.IDENTITY, Vector3(float(instance_index), 0.0, 0.0)) ) var started_microseconds := Time.get_ticks_usec() var result: Dictionary = materializer.materialize_batch( parent_root, "world/timing.m2", prototype, transforms, 0, 1000, 1, 0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false ) var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0 var batch_root := result.get("batch_root", null) as Node3D _expect_equal(batch_root.get_child_count(), 1000, "timing batch complete", failures) _expect_true(elapsed_milliseconds < 1000.0, "1000 instances under 1 second", failures) prototype.free() parent_root.free() return elapsed_milliseconds func _make_animated_prototype() -> Node3D: var prototype := Node3D.new() var branch := Node3D.new() branch.name = "Branch" prototype.add_child(branch) var geometry := MeshInstance3D.new() geometry.name = "Geometry" branch.add_child(geometry) var native_animator: Node = NATIVE_ANIMATOR_SCRIPT.new() native_animator.name = "NativeAnimator" native_animator.mesh_instance_path = NodePath("../Geometry") native_animator.bones = [{"parent": -1}] native_animator.surfaces = [{"vertices": PackedVector3Array()}] native_animator.animation_length = 8.0 branch.add_child(native_animator) var player := AnimationPlayer.new() player.name = "AnimationPlayer" var library := AnimationLibrary.new() var stand := Animation.new() stand.length = 2.0 library.add_animation("Stand", stand) player.add_animation_library("", library) prototype.add_child(player) return prototype func _expect_true(condition: bool, label: String, failures: Array[String]) -> void: if not condition: failures.append(label) func _expect_false(condition: bool, label: String, failures: Array[String]) -> void: _expect_true(not condition, label, failures) func _expect_equal(actual: int, expected: int, label: String, failures: Array[String]) -> void: if actual != expected: failures.append("%s expected=%d actual=%d" % [label, expected, actual]) func _expect_float_equal(actual: float, expected: float, label: String, failures: Array[String]) -> void: if not is_equal_approx(actual, expected): failures.append("%s expected=%.6f actual=%.6f" % [label, expected, actual]) func _expect_string_equal(actual: String, expected: String, label: String, failures: Array[String]) -> void: if actual != expected: failures.append("%s expected=%s actual=%s" % [label, expected, actual]) func _expect_same(actual: Variant, expected: Variant, label: String, failures: Array[String]) -> void: if not is_same(actual, expected): failures.append(label)