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chore(testing): add unit tests and update core render/network pipelines
- add new tests: - test_blp_loader.cpp - test_dbc_loader.cpp - test_entity.cpp - test_frustum.cpp - test_m2_structs.cpp - test_opcode_table.cpp - test_packet.cpp - test_srp.cpp - CMakeLists.txt - add docs and progress tracking: - TESTING.md - perf_baseline.md - update project config/build: - .gitignore - CMakeLists.txt - test.sh - core engine updates: - application.cpp - game_handler.cpp - world_socket.cpp - adt_loader.cpp - asset_manager.cpp - m2_renderer.cpp - post_process_pipeline.cpp - renderer.cpp - terrain_manager.cpp - game_screen.cpp - add profiler header: - profiler.hpp
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25 changed files with 2042 additions and 96 deletions
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@ -8,6 +8,7 @@
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#include "audio/ambient_sound_manager.hpp"
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#include "core/coordinates.hpp"
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#include "core/memory_monitor.hpp"
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#include "core/profiler.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/m2_loader.hpp"
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@ -188,6 +189,7 @@ bool TerrainManager::initialize(pipeline::AssetManager* assets, TerrainRenderer*
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}
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void TerrainManager::update(const Camera& camera, float deltaTime) {
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ZoneScopedN("TerrainManager::update");
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if (!streamingEnabled || !assetManager || !terrainRenderer) {
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return;
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}
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@ -1236,6 +1238,7 @@ void TerrainManager::workerLoop() {
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}
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void TerrainManager::processReadyTiles() {
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ZoneScopedN("TerrainManager::processReadyTiles");
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// Move newly ready tiles into the finalizing deque.
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// Keep them in pendingTiles so streamTiles() won't re-enqueue them.
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{
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