- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
63 lines
2.8 KiB
GDScript
63 lines
2.8 KiB
GDScript
extends SceneTree
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const PlayerView = preload("res://ui/player_view.gd")
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var failures := 0
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func check(ok: bool, message: String) -> void:
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if not ok:
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failures += 1
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printerr("FAIL: " + message)
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func _init() -> void:
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call_deferred("run")
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func run() -> void:
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Metin2AnimPlayer.clear_clip_cache()
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var a := PlayerView.new()
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var b := PlayerView.new()
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for view in [a, b]:
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check(view.build(AssetRoot.path(), 0), "warrior builds")
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root.add_child(view)
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view.anim.set_process(false)
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var initial_paths := {}
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for view in [a, b]:
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initial_paths[String(view.anim.get("anim_path"))] = true
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check(Metin2AnimPlayer.get_clip_cache_stats().misses == initial_paths.size(),
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"two actors decode only the distinct weighted idle resources")
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a.anim.set_time(0.3)
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b.anim.set_time(0.9)
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check(not is_equal_approx(a.anim.get_time(), b.anim.get_time()), "playback clocks remain independent")
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# 40250 refuses to interrupt an active one-shot with a locomotion motion, so
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# repeatedly calling set_anim_state() is not a cache stress test. Switch
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# the same three registered resources explicitly to exercise the hot reload
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# path while preserving the actor-level interruption gate.
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# WAIT is a weighted RaceData vector; asking _motion_file("wait") again
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# would roll a new resource and make the cache expectation nondeterministic.
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# Reuse the exact wait path already bound by actor A instead.
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var hot_paths: Array[String] = [a._motion_file("run"), a._motion_file("attack"),
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String(a.anim.get("anim_path"))]
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var expected_paths := {}
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for view in [a, b]:
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expected_paths[String(view.anim.get("anim_path"))] = true
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for path in hot_paths:
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expected_paths[path] = true
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for i in 3:
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for path in hot_paths:
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for view in [a, b]:
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view.anim.set("anim_path", path)
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view.anim.set("playing", true)
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view.anim.set_time(0.2)
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var stats: Dictionary = Metin2AnimPlayer.get_clip_cache_stats()
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var expected_misses := expected_paths.size()
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check(stats.misses == expected_misses and stats.hits >= 20 - expected_misses,
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"hot motion switches reuse decoded clips across weighted wait variants")
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check(stats.entries <= 32 and stats.section_bytes <= 64 * 1024 * 1024, "cache has entry and decoded-section budget")
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check(stats.msa_misses == expected_misses and stats.msa_hits >= 20 - expected_misses,
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"hot switches reuse parsed MSA metadata across weighted wait variants")
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check(stats.msa_entries <= 128, "MSA cache has an entry limit")
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Metin2AnimPlayer.clear_clip_cache()
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check(Metin2AnimPlayer.get_clip_cache_stats().msa_entries == 0, "MSA cache clears with clips")
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a.anim.set_time(0.5)
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check(a.model.get_visual_aabb().size.length() > 0, "clearing cache does not invalidate active clip")
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a.free()
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b.free()
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await process_frame
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print("animation_cache_test: failures=%d stats=%s" % [failures, stats])
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quit(1 if failures else 0)
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