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radar-layer-cases.md

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Radar layers acceptance cases

Russian version | Procedure | Reference

Scope and preparation

These cases define observable acceptance criteria for generated radar layers. Prepare the client, maps, captures, and automated checks using the verification procedure. Record each execution separately with its source/build identity and result; the cases remain applicable across runs.

Automated geometry and GL checks complement these observations. They do not establish live engine ordering, movement reachability, or hardware frame times.

Runtime cases

Perform applicable cases in modes 5 and 6, including expanded radar. Save dumps and screenshots/video using the procedure. A mismatch with the pass condition is a failure; record its exact trigger and actual result.

Action Expected result What to save on failure
de_dust2 routes across terrain rises and small platforms One automatic layer remains selected across the route Extra layers or local image changes; map/layers/assignment reasons
de_dust2 layer image compared with top Continuous original contours and floor coverage in modes 5 and 6 Stepped cutouts, missing edge strips, or interior gaps; paired images
cs_assault with the shipped correction, inside the warehouse and on its roof One layer; warehouse interior visible; exterior coverage retained; roof markers stay on the main layer Roof obscures interior, missing exterior geometry, or extra layer; correction path and paired images
cs_747 terminal lower floors and roof with the shipped correction Lower floors retain visible paths; terminal roof at Z 384 is independently selectable and remains rendered Roof covers the selected lower floor, lost roof geometry, or the wrong floor is selected; coordinates, layer dump, paired images
Small bridge or raised platform above a passage Surrounding layer remains selected Additional layer or marker dimming caused only by the small overlap; positions/dump
SCP routes on stacked floors with overlapping XY The radar shows the floor on which the player stands The radar shows the wrong floor or splits the map into incorrect layers; save the layer dump and player coordinates
SCP without a layer correction or entry-point metadata Layer and whole-map images omit roofs blocked from player access by collision. Open areas and separate rooms remain visible. As the player moves, the radar selects the corresponding floor A roof covers a floor, open areas or separate rooms disappear, or the wrong floor is selected; save the layer dump and paired images
adv_university staircase between adjacent floors All 16 treads retain visible contours; the radar shows the floor on which the player stands Missing stair strip or wrong layer; route, paired images, transitions
SCP analysis while entering or switching maps Frames continue during background analysis. The radar shows only the map to which the client is currently connected Freeze, stale layer, repeated preparation; capture_ms, analysis_ms, waiting_reason
Reset/video change, mode 5 to 6, or shutdown during analysis The radar does not show stale data after a map or video reset. Switching between modes 5 and 6 preserves the analysis. The client exits without hanging Hang, obsolete result, duplicate analysis; exact sequence and dump
Stairs and oscillation near a boundary Confirmation after 0.15 s beyond margin; no boundary image oscillation Early/repeated switch; active/candidate/since/reason
Jump, crouch, fall, exact landing Jump/crouch retain layer; fall confirms lower; exact landing selects immediately Wrong layer/delay; transition video/reason
Lift or moving platform through heights While the elevator moves, layer changes use the configured confirmation delay. Elevator movement is not treated as teleportation Wrong floor or repeated detection of movement as teleportation; route/source/reason
Vertical teleport Destination selects immediately Old image/pending timer; before/after dump
TAB full map in modes 5/6 during play and observation Current player layer fits within the common retained bounds of all layers at 120% size with at least 3 HUD pixels of inset; switching floors preserves center/scale; observed player determines the layer; other-floor indicators remain screen-vertical Top image replaces the selected floor, wrong source, incorrect fit, or layer cache regenerated on TAB
Player data suppressed briefly, then longer than 150 ms Frozen last authorized marker during the grace period, then one question mark per player; fade expires 4.5 seconds after loss; same-player return restores live marker Flicker on a brief gap, duplicate marks, lifetime extended by missing frames, or another player clears the mark
Known player dies or disconnects while data is missing Lost-data mark removed; death retains the normal death-mark rules Stale question mark or disconnected-player death mark
Switch the observed player or observer mode When observing a player, the radar shows that player’s floor. Switching players selects the new floor immediately Local/stale target layer; source/active/reason
Free camera above geometry and outside bounds The radar promptly shows the floor below the camera. If there is no floor below it, the nearest floor is selected Stale/unassigned layer/pause; camera position/reason
View an area with a hole in the floor or a partial floor above it Where the selected floor has a surface, that floor is shown. Openings reveal the nearest other floor: a lower floor is darkened, while an upper floor keeps its color; pixels with no geometry remain transparent; common scale and XY alignment Missing context, covered active floor, wrong shading, stretch or misalignment; images/bounds
Other-floor marker at rotating radar edge Opacity multiplier 0.4; screen-vertical indicator close to the marker; composite fits shape; A/B arrows follow letter height; bomb arrows follow marker size in TAB Wrong opacity, distant/rotated/clipped arrow, or oversized TAB bomb arrow; screenshot/height
Player/death/sound/history/trail floor changes Recorded XYZ retained; only active-layer endpoint pairs form trail segments Lost height/bridge between floors; history sequence
Objective volumes spanning floors If any target volume intersects the selected floor, its marker is fully opaque. Otherwise, the marker uses the appearance for another floor Center-only result despite intersection; volume bounds/active
Other-floor smoke Recorded XYZ determines relative-floor style Wrong opacity/arrow; smoke origin/active
Scoreboard and radar text, scoped/unscoped All required labels remain visible, are not duplicated, and are not covered by the map or scope image Missing/duplicate/covered text; screenshots
Map smoothing on/off in generated modes, at rotating/fitted/follow scales Map-image edges become smoother while opaque details inside the map remain sharp; toggle preserves cached images, analysis, and GL state Interior blur, dark edge halo, missing contour pixels, regenerated images, or mask/flash artifacts
Map shifting on/off at edges and corners, both shapes and rotated views Follow view retains a 30% radius inset for round and 20% half-width inset for square map edges without changing zoom; the marker of the player followed by the radar remains inside the rim; tiles and markers stay aligned; Apply/discard/defaults include the toggle Missing marker of the player followed by the radar, scale change, marker/image drift, jump at the clamping threshold, or incorrect toggle restoration
Video reset After changing the video mode, the map is visible again and the stock HUD has no rendering artifacts. Use diagnostics to verify the per-frame generation limit Stale texture/broken HUD/resource failure; cache/settings
Same-name reconnect, then another map Geometry/images/selection reset; current map in dump Old map/image/IDs; map/bounds/cache before/after
Client clock correction up to 10 ms Marker fades, reports, trails and selection retained Group fade-in, Radar reports cleared or history restarted
Respawn, round reset, client time rewind beyond 10 ms Selection/history reset; geometry/images/failure state retained until resource reset Respawn-only reanalysis/retry or stale history; analysis/cache/source
Reproducible generation failure, then map/video/mode reset Usable whole-map fallback, no per-frame retry; reset permits retry Blank radar/repeated attempts/no retry; state/cache/trigger
Active layer with floor height changes and tall walls In both modes, floor brightness varies with height within the selected layer. Walls remain fully visible. The height of an adjacent floor does not affect brightness Compressed floor contrast, clipped details, or brightness affected by another floor
Pending analysis or layer material in modes 5/6 Advanced radar shows the matching top image and ordinary markers until the layer is ready; top waiting keeps the advanced frame Stock radar, missing markers, repeated top generation, or discarded layer cache
Pending GL error before map generation The map is created if its preparation and rendering succeed. A GL error during these operations produces a diagnostic message, and the faulty image is not used False texture-storage failure or a hidden allocation/render error
Repeated radar_layers_dump State reported without analysis/image generation Command-only analysis/cache changes; consecutive output

Automatic structure and determinism are verified on the measured fixture. Correspondence to intended game floors and visual quality require the developer's map-specific runtime assessment.