fix(client): use tick-based invalidation for world renderer

Count-based dirty tracking missed content changes when tile/visibility
count stayed the same (e.g., door opening, player moving through
corridor). Now re-renders all layers when GameState.current_tick
advances, which correctly handles every snapshot change.

Adds 3 tests for tick advancement and same-count-different-content
scenarios. 68 total tests, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 00:24:30 +01:00
co-authored by Claude Opus 4.6
parent aa3a3fea7d
commit 6ff6be9a78
2 changed files with 34 additions and 12 deletions
+11 -12
View File
@@ -8,30 +8,29 @@ extends Node2D
@onready var fog_renderer = $FogOverlay
@onready var entity_renderer = $Entities
var _last_tile_count: int = 0
var _last_visible_count: int = 0
var _last_tick: int = -1
func _ready() -> void:
print("WorldRenderer: Initialized")
# Called each frame to update visuals from game state
# Called each frame to update visuals from game state.
# Uses tick-based invalidation — re-renders all layers when a new snapshot arrives.
func update_from_state() -> void:
var tile_count := GameState.visible_tiles.size()
var visible_count := GameState.visible_positions.size()
var tick := GameState.current_tick
if tick == _last_tick:
return
_last_tick = tick
# Update tiles when tile data changes (new chunks loaded, D-012)
# Update tiles (may include new chunks or modified tiles)
if tile_renderer and tile_renderer.has_method("update_tiles"):
if tile_count > 0 and tile_count != _last_tile_count:
if GameState.visible_tiles.size() > 0:
tile_renderer.update_tiles(GameState.visible_tiles)
if fog_renderer and fog_renderer.has_method("register_tile_positions"):
fog_renderer.register_tile_positions(GameState.visible_tiles)
_last_tile_count = tile_count
# Update fog overlay when visibility changes
# Update fog overlay from visibility data
if fog_renderer and fog_renderer.has_method("update_fog"):
if visible_count != _last_visible_count:
fog_renderer.update_fog(GameState.visible_positions, GameState.player_position)
_last_visible_count = visible_count
fog_renderer.update_fog(GameState.visible_positions, GameState.player_position)
# Update entity sprites
if entity_renderer and entity_renderer.has_method("update_entities"):
+23
View File
@@ -31,6 +31,12 @@ func test_tile_size_constant() -> void:
# -- GameState: tile and visibility data --
func test_game_state_tick_advances() -> void:
GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
assert_that(GameState.current_tick).is_equal(1)
GameState.apply_snapshot({"tick": 2, "tiles": _test_tiles})
assert_that(GameState.current_tick).is_equal(2)
func test_game_state_stores_tiles() -> void:
GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
assert_that(GameState.visible_tiles.size()).is_equal(5)
@@ -49,6 +55,23 @@ func test_game_state_clears_old_visible_positions() -> void:
assert_that(GameState.visible_positions.size()).is_equal(2)
assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
func test_game_state_same_count_different_tiles_new_tick() -> void:
var tiles_a := [{"x": 0, "y": 0, "z": 0, "type": "floor"}]
var tiles_b := [{"x": 0, "y": 0, "z": 0, "type": "door"}]
GameState.apply_snapshot({"tick": 1, "tiles": tiles_a})
assert_that(GameState.visible_tiles[0].type).is_equal("floor")
GameState.apply_snapshot({"tick": 2, "tiles": tiles_b})
assert_that(GameState.current_tick).is_equal(2)
assert_that(GameState.visible_tiles[0].type).is_equal("door")
func test_game_state_same_count_different_visibility_new_tick() -> void:
GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]})
assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_true()
GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}]})
assert_that(GameState.current_tick).is_equal(2)
assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true()
func test_game_state_warns_on_missing_player() -> void:
GameState.player_entity_id = 999
GameState.player_position = Vector2(5, 5)