Remove the missing-thumbnail mocking

Leaves the plain chain: own thumbnail, other.bmp, drawn wagon.
This commit is contained in:
maj00r
2026-09-04 22:19:02 +02:00
parent 6a21a2fd27
commit 7849ef9729
3 changed files with 34 additions and 132 deletions

View File

@@ -6,83 +6,50 @@ namespace StarterNG.Tests;
public class MiniTextureIndexTests
{
private static readonly string[] Names =
{
"ep07", "et22", "111a", "112a", "203v", "401k", "en57", "sm42", "st44", "412w",
"406r", "424z", "621z", "z1kd", "gags", "eaos", "falns", "uacs", "sgs", "kbs"
};
private static MiniTextureIndex Build(int? missRate)
private static MiniTextureIndex Build(params string[] thumbnails)
{
var files = new InMemoryFileSystem();
foreach (string name in Names)
foreach (string name in thumbnails)
files.WithFile(TestInstallation.At("textures", "mini", name + ".bmp"), "bitmap");
files.WithFile(TestInstallation.At("textures", "mini", "other.bmp"), "bitmap");
var environment = new FakeEnvironment();
if (missRate is { } rate)
environment.With(MiniTextureIndex.MissRateVariable, rate.ToString());
return new MiniTextureIndex(files, new GamePaths(TestInstallation.Root), environment);
return new MiniTextureIndex(files, new GamePaths(TestInstallation.Root));
}
[Fact]
public void Setting_the_variable_to_zero_shows_the_installation_as_it_is()
public void A_thumbnail_is_found_by_name_whatever_its_case()
{
var index = Build(missRate: 0);
var index = Build("ep07", "other");
Assert.Equal(0, index.SimulatedMissRate);
Assert.All(Names, name => Assert.True(index.Has(name)));
Assert.True(index.Has("EP07"));
Assert.EndsWith("ep07.bmp", index.PathFor("ep07"));
}
[Fact]
public void The_temporary_default_still_hides_half_the_thumbnails()
public void A_vehicle_naming_an_unknown_thumbnail_gets_other_bmp()
{
// Guards the testing default in MiniTextureIndex.DefaultMissRate. When
// that goes back to 0 for release, this test is what says so - change it
// together with the constant, do not delete it quietly.
var index = Build(missRate: null);
Assert.Equal(50, index.SimulatedMissRate);
Assert.Contains(Names, name => !index.Has(name));
}
[Fact]
public void The_debug_variable_hides_roughly_the_share_it_names()
{
var index = Build(missRate: 50);
int hidden = Names.Count(name => !index.Has(name));
// Twenty names is a small sample, so this only asserts that the switch
// bites and does not take everything with it.
Assert.InRange(hidden, 3, Names.Length - 3);
}
[Fact]
public void A_hidden_thumbnail_stays_hidden_rather_than_flickering()
{
var index = Build(missRate: 50);
string hidden = Names.First(name => !index.Has(name));
for (int i = 0; i < 20; i++)
Assert.False(index.Has(hidden));
}
[Fact]
public void A_hidden_thumbnail_falls_back_to_other_bmp_like_an_unknown_one()
{
var index = Build(missRate: 50);
string hidden = Names.First(name => !index.Has(name));
Assert.EndsWith("other.bmp", index.PathFor(hidden));
}
[Fact]
public void An_unknown_name_still_falls_back_to_other_bmp_in_a_normal_run()
{
var index = Build(missRate: 0);
var index = Build("ep07", "other");
Assert.False(index.Has("nie-ma-takiej"));
Assert.EndsWith("other.bmp", index.PathFor("nie-ma-takiej"));
}
[Fact]
public void Without_other_bmp_there_is_nothing_to_fall_back_to()
{
var index = Build("ep07");
// The views draw their own stand-in wagon from here on; see
// MiniTextures.MissingVisual.
Assert.Null(index.PathFor("nie-ma-takiej"));
Assert.Null(index.FallbackPath);
}
[Fact]
public void An_installation_with_no_thumbnails_at_all_resolves_nothing()
{
var index = Build();
Assert.False(index.Has("ep07"));
Assert.Null(index.PathFor("ep07"));
}
}

View File

@@ -43,19 +43,13 @@ public sealed class AppServices
Localization = new LocalizationService(log);
Sceneries = new SceneryRepository(files, paths, log, new SceneryParser(clock, Random));
SceneryImages = new SceneryImageLocator(files);
MiniTextures = new MiniTextureIndex(files, paths, environment);
MiniTextures = new MiniTextureIndex(files, paths);
Vehicles = new TexturesTxtVehicleRepository(files, paths, log, new TexturesTxtParser());
Physics = new FizPhysicsRepository(files, paths, log);
MissingAssets = new MissingAssetScanner(files, paths);
SceneryTexts = new SceneryTranslations(files, log);
Timetables = new TimetableLocator(files);
LoadWeights = new LoadWeightsRepository(files, paths, log);
// Leaves a trail when the thumbnail debug switch is on, so a run with
// missing minis is never mistaken for a broken installation.
if (MiniTextures is MiniTextureIndex { SimulatedMissRate: > 0 } debugMinis)
log.Log($"{MiniTextureIndex.MissRateVariable}={debugMinis.SimulatedMissRate}: " +
"ukrywam ten procent miniatur pojazdow");
Library = new GameLibrary(Vehicles, Sceneries, MiniTextures, Physics, log);
State = new AppState();

View File

@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using StarterNG.Application.Abstractions;
@@ -19,55 +18,26 @@ public sealed class MiniTextureIndex : IMiniTextureIndex
/// <summary>Thumbnail shown when a vehicle names one we do not have.</summary>
private const string FallbackName = "other";
/// <summary>
/// Set to 0-100 to override <see cref="DefaultMissRate"/>: the percentage of
/// thumbnails that behave as if the installation did not have their file, so
/// the vehicle falls back to other.bmp exactly as one naming an unknown
/// thumbnail would. Set it to 0 to see the installation as it really is.
/// </summary>
public const string MissRateVariable = "STARTER_DEBUG_MISSING_MINI";
/// <summary>
/// TEMPORARY, FOR TESTING THE MISSING-THUMBNAIL DRAWING. Half the vehicles in
/// every consist will show the other.bmp stand-in instead of their own
/// picture, whether or not the installation is complete.
///
/// Set this back to 0 before release - it is the whole of the switch, and
/// MiniTextureIndexTests.The_temporary_default_still_hides_half_the_thumbnails
/// fails the moment it changes, so nothing ships it by accident.
/// </summary>
private const int DefaultMissRate = 50;
private readonly IFileSystem _files;
private readonly IGamePaths _paths;
private readonly int _missRate;
private readonly object _gate = new();
private Dictionary<string, string>? _index;
public MiniTextureIndex(IFileSystem files, IGamePaths paths, IEnvironment? environment = null)
public MiniTextureIndex(IFileSystem files, IGamePaths paths)
{
_files = files;
_paths = paths;
_missRate = ReadMissRate(environment);
}
/// <summary>
/// Percentage of thumbnails currently being hidden on purpose; 0 in a normal
/// run.
/// </summary>
public int SimulatedMissRate => _missRate;
public void Preload() => Index();
public bool Has(string? miniName) =>
!string.IsNullOrEmpty(miniName) &&
!IsSimulatedMiss(miniName) &&
Index().ContainsKey(miniName.ToLowerInvariant());
!string.IsNullOrEmpty(miniName) && Index().ContainsKey(miniName.ToLowerInvariant());
public string? PathFor(string? miniName)
{
if (!IsSimulatedMiss(miniName) && !string.IsNullOrEmpty(miniName) &&
if (!string.IsNullOrEmpty(miniName) &&
Index().TryGetValue(miniName.ToLowerInvariant(), out string? path))
return path;
@@ -77,35 +47,6 @@ public sealed class MiniTextureIndex : IMiniTextureIndex
public string? FallbackPath =>
Index().TryGetValue(FallbackName, out string? path) ? path : null;
/// <summary>
/// Whether this name is one of the thumbnails the debug switch is hiding.
/// Decided from the name itself rather than a random draw, so a vehicle keeps
/// the same answer every time the strip is rebuilt and can actually be looked
/// at.
/// </summary>
private bool IsSimulatedMiss(string? miniName) =>
_missRate > 0 && !string.IsNullOrEmpty(miniName) && Bucket(miniName) < _missRate;
/// <summary>FNV-1a over the lower-cased name, folded into 0-99.</summary>
private static int Bucket(string name)
{
uint hash = 2166136261;
foreach (char c in name.ToLowerInvariant())
{
hash ^= c;
hash *= 16777619;
}
return (int)(hash % 100);
}
private static int ReadMissRate(IEnvironment? environment)
{
string? raw = environment?.GetVariable(MissRateVariable);
return int.TryParse(raw, NumberStyles.Integer, CultureInfo.InvariantCulture, out int rate)
? Math.Clamp(rate, 0, 100)
: DefaultMissRate;
}
private Dictionary<string, string> Index()
{
lock (_gate)