The plugin had zero tests, and the docs make dozens of "bit-identical" and
"conservative verdict" claims that nothing machine-checks. OPSTACK-PLAN §4
Phase 0.5 asks for these before any op-stack work is built on top.
- VoxelForgeTestFixture.h — headless world (transient strate definitions ->
UVoxelSettings -> a real UVoxelStrateManager::Initialize), so the tests hit
UVoxelGenerator::GetDensityAt where the ~30 thread_local caches actually live.
One strate per archetype, pinned via FixedStrates so slot index -> archetype
is stable across seeds.
- DensityPurity — 10k points re-sampled in shuffled order on the same thread and
on N worker threads, asserting BIT equality. AVoxelWorld::ValidateDeterminism
is game-thread only and structurally cannot see worker-cache divergence, which
is how AUDIT C2 stayed hidden. Includes a flat-field canary so a collapsed
noise field (AUDIT C1) can't make the test pass vacuously, and a diff-layer
pass that exercises the direct-mapped DiffSlots cache.
- ClassifyTileSoundness — scans tiles for a non-Mixed verdict, then brute-forces
the exact mesher lattice (g in [-1, Cells+1], margin included) and asserts every
sample is on the claimed side of IsoLevel 0. A false AllSolid/AllAir is an
invisible collisionless hole; T1.d v1 was reverted for exactly that in June.
Errors out rather than passing if no tile yielded a verdict to check.
- DiffLayerContention — N reader threads running the worker call mix while the
game thread writes and Clear()s, asserting survival and a monotonic ModsVersion.
UNVERIFIED: never compiled — this module has never pulled in AutomationTest.h
and Private/Tests/ is new. See OPSTACK-PROGRESS.md for the likely error spots.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>