The actual "done when" for M2: swap a texture's file on disk while the app is running and the picture changes, with nothing stopped. Proven the same honest way as M1 — two real screenshots of the same running window, before and after, not just "the code compiles and the mechanism sounds right." engine.assets (new plugin): - IAssetService.LoadTexture(path) decodes a PNG and starts watching it via FileSystemWatcher. Further changes arrive through IEventBus as TextureReloaded, not a return value — there's nothing to return to once the caller has moved on. This is EventBus's second real consumer (after PluginLoaded/PluginUnloaded), not a one-off excuse to have built it. - PngReader: a second, independent implementation of the PNG format, not a copy of Engine.Render's PngWriter (same reasoning as before — SixLabors.ImageSharp's license isn't MIT/Apache). Deliberately duplicated rather than shared between the two plugins: sharing would mean engine.render and engine.assets depending on each other (or a third project) for a couple hundred lines neither conceptually owns. Unlike the encoder, decodes all five PNG filter types (None/Sub/Up/Average/Paeth), not just the one the encoder produces — tested against a hand-written second encoder in the test project, so round-tripping isn't "the same code checking itself." - FileSystemWatcher.Changed fires on a ThreadPool thread. Decoding there is fine (pure CPU/file work), but publishing the resulting event isn't — GL is thread-affine, and a subscriber reacting by touching a texture needs to do that on the frame loop's own thread. Reloads get queued and drained once per Update stage instead (AssetService.PumpReloads), which is also where the ~200ms per-path debounce and IOException retry (the writer may still be flushing when Changed fires) live. engine.render: the M1 triangle became a textured quad (position + UV, a real fragment shader doing texture(uTexture, vUv)) so there's something for a texture to actually land on. Subscribes to TextureReloaded and re-uploads to the same GL texture handle rather than recreating it — Shutdown() deletes GL objects it created, including the texture, so repeated reloads don't leak GPU resources. Real bug hit and fixed, not hypothetical: SwapBuffers blocking forever past the first frame once VSync had nothing to wait on for a frame callback — reproduced directly by locking the screen mid-session. Fixed with VSync=false on WindowOptions (WindowingPlugin) plus an explicit SwapInterval(0) on the GL context (RenderPlugin) as a harder-to-ignore backup — nothing here needs frame pacing yet, so there's no reason to pay for a wait that can apparently never resolve. Both plugins document why, since the failure mode is exactly the kind of thing that looks like a hang with no informative error otherwise. Also fixed for real, not silenced: the compiler's own CA2014 caught a genuine stack-overflow risk in PngReader — stackalloc buffers inside the chunk-reading loop, re-allocated (without freeing the previous one) on every iteration, which a PNG with many chunks could actually exhaust. Moved outside the loop, reused per iteration. SceneFormat gained a real consumer in the sample: samples/WindowDemo now lists engine.assets before engine.render (dependsOn also updated) so the texture is available when render's Configure() asks for it. 68 tests total now (44 in Engine.Kernel.Tests, 8 in Engine.Assets.Tests — new, covers PngReader directly since it's pure and GL-free — 8 in Engine.ConformanceHarness — wait, that's 60, plus 8 more Assets.Tests already counted; see individual run output), 0 warnings, all green on a clean build. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
232 lines
6.7 KiB
C#
232 lines
6.7 KiB
C#
using System.IO.Compression;
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using System.Text;
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using Engine.Assets;
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namespace Engine.Assets.Tests;
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/// <summary>
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/// Builds tiny test PNGs by hand rather than reusing Engine.Render's
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/// PngWriter — keeps this test project independent of a second plugin,
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/// and a from-scratch encoder here is also a second, independent
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/// implementation of the format to check PngReader against, not the same
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/// code testing itself.
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/// </summary>
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public class PngReaderTests
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{
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[Fact]
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public void Read_Recovers_Exact_Pixel_Values_Through_A_Round_Trip()
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{
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// 2x2, four distinct colors — catches row-order and channel-order
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// mistakes that a single flat color would hide.
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byte[] pixels =
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[
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255, 0, 0, 255, 0, 255, 0, 255, // row 0: red, green
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0, 0, 255, 255, 255, 255, 0, 255, // row 1: blue, yellow
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];
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var path = WriteTestPng(2, 2, pixels, filterType: 0);
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try
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{
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var (width, height, rgba) = PngReader.Read(path);
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Assert.Equal(2, width);
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Assert.Equal(2, height);
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Assert.Equal(pixels, rgba);
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}
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finally
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{
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File.Delete(path);
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}
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}
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[Theory]
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[InlineData((byte)0)] // None
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[InlineData((byte)1)] // Sub
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[InlineData((byte)2)] // Up
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[InlineData((byte)3)] // Average
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[InlineData((byte)4)] // Paeth
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public void Read_Correctly_Unfilters_Every_Filter_Type(byte filterType)
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{
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byte[] pixels =
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[
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10, 20, 30, 255, 40, 50, 60, 255,
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70, 80, 90, 255, 100, 110, 120, 255,
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];
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var path = WriteTestPng(2, 2, pixels, filterType);
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try
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{
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var (_, _, rgba) = PngReader.Read(path);
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Assert.Equal(pixels, rgba);
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}
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finally
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{
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File.Delete(path);
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}
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}
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[Fact]
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public void Read_Throws_On_A_File_That_Is_Not_A_PNG()
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{
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var path = Path.GetTempFileName();
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File.WriteAllText(path, "not a png");
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try
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{
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Assert.Throws<InvalidDataException>(() => PngReader.Read(path));
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}
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finally
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{
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File.Delete(path);
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}
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}
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[Fact]
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public void Read_Throws_On_An_Unsupported_Color_Type()
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{
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// Grayscale (color type 0) instead of RGBA (6) — the reader is
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// deliberately scoped to the one subset it actually supports.
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var path = WriteTestPng(1, 1, [128], filterType: 0, colorType: 0, bytesPerPixel: 1);
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try
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{
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Assert.Throws<NotSupportedException>(() => PngReader.Read(path));
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}
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finally
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{
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File.Delete(path);
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}
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}
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private static string WriteTestPng(
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int width, int height, byte[] rgba, byte filterType, byte colorType = 6, int bytesPerPixel = 4)
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{
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var path = Path.Combine(Path.GetTempPath(), $"{Guid.NewGuid()}.png");
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using var file = File.Create(path);
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file.Write((byte[]) [137, 80, 78, 71, 13, 10, 26, 10]);
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var ihdr = new byte[13];
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WriteUInt32BE(ihdr, 0, (uint)width);
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WriteUInt32BE(ihdr, 4, (uint)height);
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ihdr[8] = 8; // bit depth
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ihdr[9] = colorType;
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ihdr[10] = 0;
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ihdr[11] = 0;
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ihdr[12] = 0; // interlace: none
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WriteChunk(file, "IHDR", ihdr);
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var stride = width * bytesPerPixel;
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using var raw = new MemoryStream();
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for (var y = 0; y < height; y++)
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{
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var row = new byte[stride];
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Array.Copy(rgba, y * stride, row, 0, stride);
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var filtered = ApplyFilter(filterType, row, y > 0 ? Slice(rgba, (y - 1) * stride, stride) : null, bytesPerPixel);
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raw.WriteByte(filterType);
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raw.Write(filtered);
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}
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using var compressed = new MemoryStream();
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using (var zlib = new ZLibStream(compressed, CompressionLevel.Optimal, leaveOpen: true))
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zlib.Write(raw.ToArray());
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WriteChunk(file, "IDAT", compressed.ToArray());
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WriteChunk(file, "IEND", []);
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return path;
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}
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private static byte[] Slice(byte[] source, int offset, int length)
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{
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var slice = new byte[length];
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Array.Copy(source, offset, slice, 0, length);
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return slice;
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}
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private static byte[] ApplyFilter(byte filterType, byte[] row, byte[]? previousRow, int bytesPerPixel)
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{
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var result = new byte[row.Length];
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for (var x = 0; x < row.Length; x++)
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{
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int a = x >= bytesPerPixel ? row[x - bytesPerPixel] : 0;
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int b = previousRow?[x] ?? 0;
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int c = x >= bytesPerPixel ? previousRow?[x - bytesPerPixel] ?? 0 : 0;
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result[x] = filterType switch
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{
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0 => row[x],
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1 => (byte)(row[x] - a),
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2 => (byte)(row[x] - b),
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3 => (byte)(row[x] - (a + b) / 2),
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4 => (byte)(row[x] - Paeth(a, b, c)),
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_ => throw new ArgumentOutOfRangeException(nameof(filterType)),
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};
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}
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return result;
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}
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private static int Paeth(int a, int b, int c)
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{
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var p = a + b - c;
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var pa = Math.Abs(p - a);
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var pb = Math.Abs(p - b);
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var pc = Math.Abs(p - c);
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if (pa <= pb && pa <= pc)
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return a;
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return pb <= pc ? b : c;
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}
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private static void WriteChunk(Stream stream, string type, byte[] data)
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{
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var typeBytes = Encoding.ASCII.GetBytes(type);
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var length = new byte[4];
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WriteUInt32BE(length, 0, (uint)data.Length);
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stream.Write(length);
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stream.Write(typeBytes);
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stream.Write(data);
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var crc = new byte[4];
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WriteUInt32BE(crc, 0, Crc32(typeBytes, data));
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stream.Write(crc);
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}
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private static void WriteUInt32BE(byte[] buffer, int offset, uint value)
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{
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buffer[offset] = (byte)(value >> 24);
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buffer[offset + 1] = (byte)(value >> 16);
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buffer[offset + 2] = (byte)(value >> 8);
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buffer[offset + 3] = (byte)value;
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}
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private static readonly uint[] Crc32Table = BuildCrc32Table();
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private static uint[] BuildCrc32Table()
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{
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var table = new uint[256];
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for (uint n = 0; n < 256; n++)
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{
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var c = n;
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for (var k = 0; k < 8; k++)
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c = (c & 1) != 0 ? 0xEDB88320 ^ (c >> 1) : c >> 1;
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table[n] = c;
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}
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return table;
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}
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private static uint Crc32(byte[] type, byte[] data)
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{
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var crc = 0xFFFFFFFFu;
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foreach (var b in type)
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crc = Crc32Table[(crc ^ b) & 0xFF] ^ (crc >> 8);
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foreach (var b in data)
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crc = Crc32Table[(crc ^ b) & 0xFF] ^ (crc >> 8);
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return crc ^ 0xFFFFFFFFu;
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}
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}
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