Aetheria/tests/Aetheria.Shared.Tests
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Filename Latest commit message Latest commit date
Meta Vens b15cbbe5de Cut 10: the hot path stops looking like, and costing like, a diagnostic
The diagnostics refactor (72c0109c) kept the debug HUD and the simulation on one
fire-control model by routing HitProbability THROUGH Inspect. That was the right
invariant implemented at the wrong level: every AI and turret evaluation, per
weapon per tick, built the full diagnostic struct and ran IsRevealed's sort, the
aim-point cell walk and HullKernel's allocations and per-cell exp -- and only
then checked whether the target was even in range. A Soul pass measured 9.87 us
and 448 B per call on paths that used to bail in nanoseconds. Operator: it made
the hot path look like a diagnostic one.

One model is now shared at the level of its factors. HitProbability runs its
cheap gates first and bails, exactly as it did before the refactor, and computes
PSensor, PSpread and POnHull only for a shot that is actually possible. Inspect
calls the same four factor functions and fills the struct unconditionally,
because a HUD wants to see why a shot is impossible. The HUD panel and its one
test consumer are unchanged.

Two tests make the design enforced rather than conventional:
- HitProbabilityMatchesInspect: exact equality across 21 configurations covering
  every gate the hot path bails on plus Precision and info sweeps. Dies when a
  factor changes in only one caller.
- GatedOutHitProbabilityAllocatesNothing: 1000 out-of-range calls allocate zero
  bytes. Dies when HitProbability is routed back through Inspect.

Both mutations verified RED and distinguished from a compile failure, with
restores checked against a hash taken before mutating.

231 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 15:18:12 +02:00
..
Aetheria.Shared.Tests.csproj Pin AetheriaStores routing with tests; make PlayerSettings readable 2026-09-14 19:12:54 +02:00
AetheriaStoresTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
BrownoutTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
CapabilityEventsTests.cs Test that capability events route only to their own kind's subscribers 2026-09-17 14:37:07 +02:00
ConditionRatioTests.cs Cut 8: pin ConditionRatio -- perfect/dead/durability/heat/power/force-unchanged 2026-09-19 04:41:43 +02:00
FireAuthorityTests.cs Fix ShieldTakesHit coincidental pass and cut3 harness stale test name 2026-09-19 22:16:25 +02:00
FireControlCut4Tests.cs Cut 6d: the dart-throw kernel replaces the coin-flip landing rule 2026-09-19 21:37:39 +02:00
FireControlCut5Tests.cs Cut 6d: the dart-throw kernel replaces the coin-flip landing rule 2026-09-19 21:37:39 +02:00
FireControlCut6cTests.cs Fire control Cut 6c.1/6c.2: Resolution becomes reciprocal, targeting degrades instead of throwing 2026-09-19 18:31:46 +02:00
FireControlCut6dTests.cs Cut 6d: tests for the dart-throw kernel invariants 2026-09-19 21:52:56 +02:00
FireControlCut6Tests.cs Cut 6d: the dart-throw kernel replaces the coin-flip landing rule 2026-09-19 21:37:39 +02:00
FireControlCut7Tests.cs Cut 7.1/7.4: the reveal re-check pin and the live-catalog test 2026-09-19 19:33:09 +02:00
FireControlCut8Tests.cs Cut 8: a removed entity is a dead entity, and re-anchor the stranded mutations 2026-09-22 00:50:57 +02:00
FireControlCut9Tests.cs Cut 10: the hot path stops looking like, and costing like, a diagnostic 2026-09-22 15:18:12 +02:00
FireControlTests.cs Fire control Cut 3: hit authority moves to FireControl 2026-09-19 14:07:07 +02:00
HeatResponseTests.cs Cut 1: close S5/S6's validation gaps, pin S7's surviving mutants 2026-09-18 18:42:10 +02:00
IffAndCombatTests.cs Test the IFF/grudge/detection rules and the weapon stance gate 2026-09-17 14:01:31 +02:00
InputCapacitorTests.cs Fire control Cut 3: hit authority moves to FireControl 2026-09-19 14:07:07 +02:00
LoadoutTests.cs Pin the targeting subsystem, reveal rule and Q4's required-equipment rule 2026-09-19 13:03:12 +02:00
PlayerSettingsSensitivityTests.cs Move mouse-look sensitivity into the PlayerSettings CultCache global 2026-09-17 17:22:09 +02:00
PowerBusTests.cs F2: gate the bus's reactors and consumers on Active, not Online 2026-09-19 05:06:31 +02:00
PowerCurveTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
PowerTierTests.cs F3: an empty tier is not a satisfied tier, and sub-epsilon demand pays its way 2026-09-19 05:15:30 +02:00
RoleAuthoringTests.cs Cut 7: refuse a stat naming a role its design lacks 2026-09-19 05:01:17 +02:00
RunSaveTests.cs Delete the persisted-behaviors feature per operator ruling 2026-09-17 05:44:37 +02:00
ShieldReserveTests.cs F4/F5: shield restore survives inactivity, and CanTakeHit stops mutating 2026-09-19 05:32:29 +02:00
StatResolverTests.cs Pin Gate 1, Gate 2 and F8's mutant fix with tests and mutations 2026-09-18 20:42:05 +02:00
TargetingSystemTests.cs Cut 6d: the dart-throw kernel replaces the coin-flip landing rule 2026-09-19 21:37:39 +02:00