test(physics): pin issue 270 animation fixes

This commit is contained in:
Erik 2026-07-31 07:47:06 +02:00
parent bb1640f777
commit 0cb60d98a0
7 changed files with 337 additions and 43 deletions

View file

@ -98,6 +98,7 @@ internal sealed class LiveSessionRuntimeFactory
private readonly LiveSessionWorldRuntime _world;
private readonly LiveSessionCommandSurface _commands;
private readonly Action<string> _log;
private readonly StaminaExhaustionEdgeTracker _staminaExhaustion = new();
public LiveSessionRuntimeFactory(
LiveSessionPlayerRuntime player,
@ -189,6 +190,7 @@ internal sealed class LiveSessionRuntimeFactory
private void ResetPlayerPresentation()
{
_staminaExhaustion.Reset();
_interaction.PlayerMode.ResetSession();
_world.SpawnClaims.Reset();
}
@ -289,13 +291,6 @@ internal sealed class LiveSessionRuntimeFactory
OnMovementStatsUpdated: () => ApplyMovementStats("stats"));
}
/// <summary>
/// Tracks the previous "stamina exhausted" state so
/// <see cref="ApplyMovementStats"/> can fire retail's exhaustion
/// notification on the EDGE only. Null = no stamina reading applied yet.
/// </summary>
private bool? _lastStaminaExhausted;
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller.
@ -328,14 +323,8 @@ internal sealed class LiveSessionRuntimeFactory
}
RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
bool exhausted = snapshot.CurrentStamina == 0;
if (_lastStaminaExhausted != exhausted)
{
bool isEdge = _lastStaminaExhausted is not null;
_lastStaminaExhausted = exhausted;
if (isEdge)
controller!.Motion.ReportExhaustion();
}
if (_staminaExhaustion.Observe(snapshot.CurrentStamina))
controller!.Motion.ReportExhaustion();
_log(
$"player: applied server movement {reason} "

View file

@ -0,0 +1,32 @@
namespace AcDream.App.Net;
/// <summary>
/// Tracks retail's stamina-exhaustion notification edge for one live-session
/// generation.
/// </summary>
internal sealed class StaminaExhaustionEdgeTracker
{
private bool? _wasExhausted;
/// <summary>
/// Observes the current stamina value and returns <see langword="true"/>
/// only when a previously initialized state changes between exhausted and
/// non-exhausted.
/// </summary>
public bool Observe(int currentStamina)
{
bool exhausted = currentStamina == 0;
if (_wasExhausted == exhausted)
return false;
bool isEdge = _wasExhausted.HasValue;
_wasExhausted = exhausted;
return isEdge;
}
/// <summary>
/// Forgets the retiring character/session sample. The first sample in the
/// next generation establishes a baseline and must not synthesize an edge.
/// </summary>
public void Reset() => _wasExhausted = null;
}

View file

@ -168,9 +168,6 @@ internal sealed class LiveEntityNetworkUpdateController
System.Numerics.Vector3 worldPos,
uint cellId)
{
if (cellId == 0)
return;
var (radius, height) = _motionRuntime.GetSetupCylinder(serverGuid, entity);
if (radius < 0.05f)
{
@ -193,33 +190,20 @@ internal sealed class LiveEntityNetworkUpdateController
// retail's first frame would (position snapped onto the floor,
// contact plane + CONTACT/ON_WALKABLE committed below). A sweep that
// finds no floor (true airborne spawn) leaves the body airborne.
AcDream.Core.Physics.ResolveResult settle = _physicsEngine.ResolveWithTransition(
worldPos,
worldPos + new System.Numerics.Vector3(0f, 0f, -0.5f),
cellId,
sphereRadius: radius,
sphereHeight: height,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: false,
body: remote.Body,
moverFlags: moverFlags,
movingEntityId: entity.Id);
if (!settle.Ok || !settle.InContact)
return; // no floor within reach — stays airborne like retail's fall
remote.Body.Position = settle.Position;
AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
if (!RemoteSpawnPlacementSettler.TrySettle(
_physicsEngine,
remote.Body,
settle.InContact,
settle.OnWalkable,
settle.CollisionNormalValid,
settle.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
worldPos,
cellId,
radius,
height,
moverFlags,
entity.Id,
remote.Movement.HitGround,
remote.Motion.LeaveGround);
remote.Motion.LeaveGround))
{
return; // no floor within reach — stays airborne like retail's fall
}
remote.Airborne = !remote.Body.OnWalkable;
}

View file

@ -0,0 +1,62 @@
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Physics;
/// <summary>
/// Performs the compressed first-gravity-frame settle used to establish
/// retail Contact/OnWalkable state for a newly materialized remote body.
/// </summary>
internal static class RemoteSpawnPlacementSettler
{
internal const float SettleDistance = 0.5f;
public static bool TrySettle(
PhysicsEngine physicsEngine,
PhysicsBody body,
Vector3 worldPosition,
uint cellId,
float sphereRadius,
float sphereHeight,
ObjectInfoState moverFlags,
uint movingEntityId,
Action hitGround,
Action leaveGround)
{
ArgumentNullException.ThrowIfNull(physicsEngine);
ArgumentNullException.ThrowIfNull(body);
ArgumentNullException.ThrowIfNull(hitGround);
ArgumentNullException.ThrowIfNull(leaveGround);
if (cellId == 0)
return false;
ResolveResult settle = physicsEngine.ResolveWithTransition(
worldPosition,
worldPosition - new Vector3(0f, 0f, SettleDistance),
cellId,
sphereRadius,
sphereHeight,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: false,
body,
moverFlags,
movingEntityId);
if (!settle.Ok || !settle.InContact)
return false;
body.Position = settle.Position;
PhysicsObjUpdate.CommitSetPositionTransition(
body,
settle.InContact,
settle.OnWalkable,
settle.CollisionNormalValid,
settle.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
hitGround,
leaveGround);
return true;
}
}

View file

@ -0,0 +1,52 @@
using AcDream.App.Net;
namespace AcDream.App.Tests.Net;
public sealed class StaminaExhaustionEdgeTrackerTests
{
[Theory]
[InlineData(100)]
[InlineData(0)]
public void FirstSample_EstablishesBaselineWithoutNotification(int stamina)
{
var tracker = new StaminaExhaustionEdgeTracker();
Assert.False(tracker.Observe(stamina));
}
[Fact]
public void RepeatedStatsTicks_DoNotRedispatchMovement()
{
var tracker = new StaminaExhaustionEdgeTracker();
Assert.False(tracker.Observe(100));
Assert.False(tracker.Observe(99));
Assert.False(tracker.Observe(50));
Assert.False(tracker.Observe(1));
}
[Fact]
public void ExhaustedStateTransitions_ReportExactlyOncePerEdge()
{
var tracker = new StaminaExhaustionEdgeTracker();
Assert.False(tracker.Observe(50));
Assert.True(tracker.Observe(0));
Assert.False(tracker.Observe(0));
Assert.True(tracker.Observe(1));
Assert.False(tracker.Observe(80));
}
[Fact]
public void Reset_PreventsCrossGenerationSyntheticEdge()
{
var tracker = new StaminaExhaustionEdgeTracker();
Assert.False(tracker.Observe(50));
Assert.True(tracker.Observe(0));
tracker.Reset();
Assert.False(tracker.Observe(75));
Assert.True(tracker.Observe(0));
}
}

View file

@ -0,0 +1,66 @@
using System.Text.RegularExpressions;
namespace AcDream.App.Tests.Physics;
public sealed class Issue270ProductionWiringTests
{
[Fact]
public void MovementStats_UseOneEdgeTrackerAndResetItWithTheSession()
{
string source = ReadSource("Net", "LiveSessionRuntimeFactory.cs");
Assert.Contains(
"_staminaExhaustion.Observe(snapshot.CurrentStamina)",
source,
StringComparison.Ordinal);
Assert.Single(
Regex.Matches(
source,
@"controller!\.Motion\.ReportExhaustion\(\);")
.Cast<Match>());
Assert.Contains(
"_staminaExhaustion.Reset();",
source,
StringComparison.Ordinal);
}
[Fact]
public void RemoteSpawnSettle_IsRetriedAndCoversBothCreationRoutes()
{
string source = ReadSource(
"Physics",
"LiveEntityNetworkUpdateController.cs");
Assert.Contains(
"if (!remote.Body.InContact)",
source,
StringComparison.Ordinal);
Assert.Equal(
3,
Regex.Matches(source, @"SeedRemoteSpawnPlacement\(").Count);
Assert.Contains(
"RemoteSpawnPlacementSettler.TrySettle(",
source,
StringComparison.Ordinal);
}
private static string ReadSource(params string[] relativePath)
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
{
return File.ReadAllText(Path.Combine(
directory.FullName,
"src",
"AcDream.App",
Path.Combine(relativePath)));
}
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}

View file

@ -0,0 +1,109 @@
using System.Numerics;
using AcDream.App.Physics;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.Physics;
public sealed class RemoteSpawnPlacementSettlerTests
{
private const uint Landblock = 0xA9B40000u;
private const uint Cell = Landblock | 0x0001u;
private const float Radius = 0.48f;
private const float Height = 1.835f;
[Fact]
public void FloorWithinFirstGravityFrame_CommitsGroundContactOnce()
{
PhysicsEngine engine = BuildFlatEngine();
PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 0.25f));
int hitGround = 0;
int leaveGround = 0;
bool settled = RemoteSpawnPlacementSettler.TrySettle(
engine,
body,
body.Position,
Cell,
Radius,
Height,
ObjectInfoState.EdgeSlide,
movingEntityId: 0x70000001u,
() => hitGround++,
() => leaveGround++);
Assert.True(settled);
Assert.True(body.InContact);
Assert.True(body.OnWalkable);
Assert.Equal(1, hitGround);
Assert.Equal(0, leaveGround);
}
[Fact]
public void MissingCell_CanRetryAfterHydrationWithoutReconstructingBody()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 0.25f));
Vector3 originalPosition = body.Position;
Assert.False(TrySettle(engine, body));
Assert.False(body.InContact);
Assert.Equal(originalPosition, body.Position);
AddFlatLandblock(engine);
Assert.True(TrySettle(engine, body));
Assert.True(body.InContact);
Assert.True(body.OnWalkable);
}
[Fact]
public void FloorOutsideSettleDistance_LeavesGenuinelyAirborneBodyUnchanged()
{
PhysicsEngine engine = BuildFlatEngine();
PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 1.25f));
Vector3 originalPosition = body.Position;
Assert.False(TrySettle(engine, body));
Assert.False(body.InContact);
Assert.False(body.OnWalkable);
Assert.Equal(originalPosition, body.Position);
}
private static bool TrySettle(PhysicsEngine engine, PhysicsBody body) =>
RemoteSpawnPlacementSettler.TrySettle(
engine,
body,
body.Position,
Cell,
Radius,
Height,
ObjectInfoState.EdgeSlide,
movingEntityId: 0x70000001u,
static () => { },
static () => { });
private static PhysicsBody AirborneBody(Vector3 position) => new()
{
Position = position,
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.None,
};
private static PhysicsEngine BuildFlatEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
AddFlatLandblock(engine);
return engine;
}
private static void AddFlatLandblock(PhysicsEngine engine) =>
engine.AddLandblock(
Landblock,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
}