Fail fast on missing terrain assets and recover empty renders
This commit is contained in:
140
scripts/test-renderer.mjs
Normal file
140
scripts/test-renderer.mjs
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import assert from "node:assert/strict";
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import { mkdir, readFile, writeFile } from "node:fs/promises";
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import { gunzipSync } from "node:zlib";
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import sharp from "sharp";
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import { renderSnapshot } from "../renderer/render.mjs";
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import { assertTerrainImage } from "../renderer/image-validation.mjs";
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// Exercise the product's rendering worker without launching a Minecraft server
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// or driving the website. A cached real export can also be supplied as argv[2].
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const output = ".cache/renderer-regression";
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const snapshot = {
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bounds: { minX: -24, minZ: -24, maxX: 24, maxZ: 24 },
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coverage: [],
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blocks: [],
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};
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for (let x = -24; x < 24; x++) {
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for (let z = -24; z < 24; z++) {
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snapshot.blocks.push([x, 63, z, "minecraft:dirt"]);
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snapshot.blocks.push([
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x,
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64,
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z,
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x > 12 && z < -12
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? "minecraft:water[level=0]"
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: "minecraft:grass_block[snowy=false]",
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]);
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}
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}
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for (let x = -4; x <= 4; x++) {
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for (let z = -4; z <= 4; z++) {
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for (let y = 65; y <= 71; y++) {
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if (Math.abs(x) === 4 || Math.abs(z) === 4 || y === 71) {
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snapshot.blocks.push([
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x,
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y,
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z,
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y === 71 ? "minecraft:oak_planks" : "minecraft:stone_bricks",
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]);
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}
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}
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}
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}
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for (let y = 65; y <= 70; y++)
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snapshot.blocks.push([-16, y, 0, "minecraft:oak_log[axis=y]"]);
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for (let x = -18; x <= -14; x++) {
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for (let z = -2; z <= 2; z++) {
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snapshot.blocks.push([
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x,
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71,
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z,
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"minecraft:oak_leaves[distance=1,persistent=true,waterlogged=false]",
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]);
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}
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}
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snapshot.blocks.push([
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5,
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65,
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0,
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"minecraft:oak_stairs[facing=east,half=bottom,shape=straight,waterlogged=false]",
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]);
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let terrain = snapshot;
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let points = [
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[-12.5, 12.5],
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[12.5, 12.5],
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[12.5, -12.5],
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[-12.5, -12.5],
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[0.5, 18.5],
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].map(([x, z], i) => ({ id: `p${i}`, x, y: 66.62, z }));
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let source = "grass, dirt, water, tree and building regression fixture";
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if (process.argv[2]) {
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const directory = process.argv[2];
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const manifest = JSON.parse(
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await readFile(`${directory}/manifest.json`, "utf8"),
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);
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terrain = JSON.parse(
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gunzipSync(await readFile(`${directory}/terrain.json.gz`)).toString(),
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);
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points = manifest.viewpoints;
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source = "cached Paper export (no server started)";
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}
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await mkdir(output, { recursive: true });
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const report = await renderSnapshot(terrain, points, output, { size: 256 });
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assert.ok(report.meshes > 0, "terrain must produce meshes");
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assert.ok(report.emittedFaces > 0, "terrain must produce faces");
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assert.ok(report.hiddenFaces > 0, "interior terrain faces must be culled");
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assert.ok(report.geometryBytes > 0, "geometry must reach the renderer");
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assert.equal(
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report.unsupported.some((s) =>
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/minecraft:(stone|dirt|grass_block|water)(\[|$)/.test(s),
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),
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false,
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);
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await assertTerrainImage(await readFile(`${output}/map.webp`), "Surface map");
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for (const point of points) {
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for (const face of ["px", "nx", "py", "ny", "pz", "nz"]) {
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const metadata = await sharp(
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await readFile(`${output}/${point.id}/${face}.webp`),
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).metadata();
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assert.equal(metadata.format, "webp");
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assert.equal(metadata.width, 256);
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assert.equal(metadata.height, 256);
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}
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await assertTerrainImage(
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await readFile(`${output}/${point.id}/ny.webp`),
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`Panorama ${point.id}, downward face`,
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);
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}
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// The earlier renderer silently accepted this case with zero meshes and faces.
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const missingModel = {
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...snapshot,
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blocks: [[0, 64, 0, "minecraft:minegeo_missing_model"]],
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};
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await assert.rejects(
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renderSnapshot(missingModel, [points[0]], `${output}/missing-model`, {
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size: 256,
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}),
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/No terrain models could be rendered/,
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);
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await writeFile(
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`${output}/verification.json`,
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JSON.stringify(
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{
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source,
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...report,
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checks: [
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"nonempty terrain",
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"valid WebP cubemap faces",
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"surface visible below every viewpoint",
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"missing model rejected",
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],
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},
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null,
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2,
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),
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);
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console.log(
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"Renderer regression passed:",
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JSON.stringify({ source, ...report }),
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);
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