Squash of 25 work commits (Sep 1–12):237da90render: the sprite lane hands the screen draw back the way it found it895b9a7particles: an emitter can ride a body's own frame914471fai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets3fcccf3sim: the whole world is implicitly editable, and one seam says where the ground is5692fabsim: the landform world proves itself — walker through the tunnel includedf4af6dfsim: terrain knows who changed it — a plan layer over player historyadbb078render: a water volume can be physics without a picturec17480frender: a non-rigid body may carry its own orientationacad401sim: an agent with no route holds and retries instead of walking into the wall22b2bf9sim + chat: the composed world surface takes a map floor; the chat gets plan toolsfaf8112web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the webd3472ebtsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant4946c9esim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap4317f58sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks9791279render: support rigged models and custom materials across viewers3ce2792sim: use deck geometry for collision and sensing c8b79ff Add portable PBR, rig and soft-body authoring support 108d423 Add transactional polygon modeling and editable asset documents 38f4d3b Refine editable modeling and firm yarn character behavior 08a2637 sim: add entity-owned lights and vehicle headlights 00d96a7 render: add clustered lights, local shadows and incremental GI cf916af render: import glTF asset extensions and wire clustered GI c6d2cca model: cut transaction memory and raise capacity limits 41af47a raytrace: add a CPU probe-ray BVH budget example c963d0a libs: the game sim splits into makepad-scene and makepad-soft-body; render, model, fab and the asset importer retarget Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
95 lines
3.3 KiB
Markdown
95 lines
3.3 KiB
Markdown
# XR Gpusim Test HOWTO
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These XR UI loopback tests are integration-test crates gated with:
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```rust
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#![cfg(gpusim)]
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```
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So run them with both:
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- `MAKEPAD=gpusim`
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- `RUSTFLAGS='--cfg gpusim'`
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`MAKEPAD=gpusim` enables the gpusim (simulated-GPU) backend in Makepad itself.
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`RUSTFLAGS='--cfg gpusim'` makes Cargo compile the integration test file at all.
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The test harnesses already use gpusim `no-draw` mode internally via
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`Cx::gpusim_no_draw_event_loop_for_draw_cycles(...)`.
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That means they still run the event loop and draw-time code paths, but skip actual GPU/UI raster work.
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Use `--release` for the loopback multiplayer tests.
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## Shooter Loopback
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Build only:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test -p makepad-xr --test ui_shooter_loopback --no-run
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```
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Single-app sanity:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback single_gpusim_shooter_app_emits_projectiles_from_synthetic_xr_updates -- --nocapture
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```
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Two-app loopback replication:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_emit_and_replicate_projectiles_over_loopback -- --nocapture
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```
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Desktop-like observer path:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_replicate_projectiles_to_desktop_like_observer -- --nocapture
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```
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Desktop-like wall-bounce regression:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_replicate_wall_bounces_to_desktop_like_observer -- --nocapture
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```
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OpenXR aim-point replication:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_emit_and_replicate_projectiles_from_openxr_aim_point -- --nocapture
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```
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Ignored long-hold regressions:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_keep_replicating_projectiles_during_long_hold -- --ignored --nocapture
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```
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shooter_loopback two_gpusim_shooter_apps_repro_frozen_observer_projectiles -- --ignored --nocapture
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```
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## Shared Object Loopback
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Build only:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test -p makepad-xr --test ui_shared_object_loopback --no-run
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```
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Single-app shared-cube sanity:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shared_object_loopback single_gpusim_shared_cube_app_grabs_moves_and_releases_cube -- --nocapture
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```
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Two-app shared-cube loopback:
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```sh
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RUSTFLAGS='--cfg gpusim' MAKEPAD=gpusim cargo test --release -p makepad-xr --test ui_shared_object_loopback two_gpusim_shared_cube_apps_take_over_and_release_cube_over_loopback -- --nocapture
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```
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## Notes
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- These multiplayer tests bind localhost UDP/TCP ports. If you run them in a restricted sandbox, socket bind can fail.
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- `--nocapture` is useful because test failures include detailed app state dumps.
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- The shooter harness uses bounded gpusim draw cycles, so peer discovery still needs some real-time slack; if you add new long-running cases, prefer copying the existing `run_test_app_with_limits(...)` pattern.
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