feat(render) Campaign FW1: FIRST TRACE CONFORMANCE GREEN (foundry-deep)
The replay harness reconstructs the camera from a pose-stamped oracle frame (Frame quaternion w,x,y,z storage order; +Y forward / +Z up; landblock-local origin) and drives the ported walk over adapter-built cells (cell transforms from EnvCell.Position now populated). The foundry-deep fixture - the pure-interior frame shape - reproduces retail EXACTLY on every complete frame: DI + DC(ov=0, [cell]) with no landscape, 39/39. Conventions are now pinned by live retail output; the remaining nine fixtures need the outdoor world build-out (landscape blocks, terrain z-slabs, building transforms + active-view clip) and join the same gate. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -36,6 +36,11 @@ public sealed class WalkCell
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public WalkPolygon[] PortalPolygons = [];
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public uint[] StabList = [];
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/// <summary>Cell-local → landblock-local (retail <c>CEnvCell.pos</c>;
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/// the frame the flood's plane tests and projections run in).</summary>
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public Matrix4x4 WorldTransform = Matrix4x4.Identity;
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public Matrix4x4 InverseWorldTransform = Matrix4x4.Identity;
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// ---- walk state (retail: fields on CEnvCell) ----
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public int NumView;
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public readonly List<WalkPortalView> PortalViews = new();
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@ -58,12 +58,21 @@ public static class WalkWorldDatAdapter
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?? new WalkPolygon();
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}
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Matrix4x4 worldTransform =
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Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation)
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* Matrix4x4.CreateTranslation(
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envCell.Position.Origin.X,
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envCell.Position.Origin.Y,
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envCell.Position.Origin.Z);
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Matrix4x4.Invert(worldTransform, out Matrix4x4 inverse);
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return new WalkCell
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{
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CellId = cellId,
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Portals = portals,
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PortalPolygons = polygons,
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StabList = envCell.VisibleCells.Select(v => lbMask | v).ToArray(),
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WorldTransform = worldTransform,
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InverseWorldTransform = inverse,
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};
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}
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@ -0,0 +1,60 @@
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using AcDream.App.Tests.Rendering;
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using AcDream.App.Rendering.Walk;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// FW1's conformance gate, first slice: replay pose-stamped oracle
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/// fixtures through the ported walk and require the identical event
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/// sequence. The projection-light interior fixtures gate first
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/// (docs/research/2026-08-30-fw-walk-oracle/README.md, posed round);
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/// the outdoor/landscape fixtures join as the landscape world build
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/// lands.
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/// </summary>
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[Trait("Lane", "InstalledDat")]
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public sealed class WalkTraceConformanceTests
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{
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private sealed class Recorder : IWalkEventSink
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{
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public readonly List<WalkEvent> Events = new();
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public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
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}
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private static DatCollection OpenDats()
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{
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string? datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null)
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{
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Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory; see docs/release-gate.md.");
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}
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return new DatCollection(datDir!, DatAccessType.Read);
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}
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[Fact]
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public void Foundry_deep_reproduces_every_complete_frame_exactly()
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{
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IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load("posed/foundry-deep");
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Assert.NotEmpty(frames);
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using DatCollection dats = OpenDats();
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Dictionary<uint, WalkCell> cells =
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WalkWorldDatAdapter.BuildInteriorCells(dats, 0xA9B40000u);
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var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
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foreach (WalkOracleFrame frame in frames)
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{
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Assert.NotNull(frame.Pose);
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WalkCell camera = Assert.Contains(frame.Pose!.CellId, cells);
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var ctx = new WalkTraceReplayContext(frame.Pose, cells);
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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walk.WalkFrame(frame.Pose.CellId, camera, landscape, ctx, recorder);
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Assert.Equal(
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WalkTraceReplayContext.Signature(frame),
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WalkTraceReplayContext.Signature(recorder.Events));
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}
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}
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}
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110
tests/AcDream.App.Tests/Rendering/Walk/WalkTraceReplay.cs
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110
tests/AcDream.App.Tests/Rendering/Walk/WalkTraceReplay.cs
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@ -0,0 +1,110 @@
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using System.Numerics;
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using AcDream.App.Rendering.Walk;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// The FW1 conformance replay harness: reconstructs the camera state from a
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/// pose-stamped oracle frame and drives the ported walk over
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/// adapter-built world data. Convention notes (adjudicate against the
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/// fixtures, loudly, on any mismatch):
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/// <list type="bullet">
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/// <item>The dumped quaternion is retail Frame storage order w,x,y,z
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/// (q0=w) — unit-norm verified on the captures.</item>
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/// <item>Retail's frame axes: +Y forward, +Z up (the camera looks along
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/// the rotated +Y).</item>
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/// <item>Pose origin is landblock-local, the same space the adapter's
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/// cell transforms produce.</item>
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/// </list>
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/// </summary>
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public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalkContext
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{
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private sealed class BasisRayCaster(
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Vector3 right, Vector3 forward, Vector3 up,
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float halfWidth, float halfHeight, float focal) : IWalkRayCaster
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{
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public Vector3 RayThrough(float screenX, float screenY)
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{
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// Screen origin top-left, y down (the xformStart convention).
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float nx = (screenX - halfWidth) / halfWidth;
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float ny = (halfHeight - screenY) / halfHeight;
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return right * (nx / focal) + forward + up * (ny / focal);
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}
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}
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private readonly Dictionary<uint, WalkCell> _cells;
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private readonly Matrix4x4 _viewProjection;
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private readonly IWalkRayCaster _rays;
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public WalkTraceReplayContext(
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WalkOraclePose pose, Dictionary<uint, WalkCell> cells,
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float viewportWidth = 800f, float viewportHeight = 600f,
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float verticalFovRadians = 1.0f)
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{
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_cells = cells;
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WorldViewpoint = pose.Origin;
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var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0);
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Vector3 forward = Vector3.Transform(Vector3.UnitY, rotation);
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Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation);
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Vector3 right = Vector3.Transform(Vector3.UnitX, rotation);
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Matrix4x4 view = Matrix4x4.CreateLookAt(pose.Origin, pose.Origin + forward, up);
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Matrix4x4 projection = Matrix4x4.CreatePerspectiveFieldOfView(
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verticalFovRadians, viewportWidth / viewportHeight, 0.1f, 5000f);
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_viewProjection = view * projection;
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ViewportWidth = viewportWidth;
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ViewportHeight = viewportHeight;
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float focal = MathF.Tan(verticalFovRadians / 2f);
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_rays = new BasisRayCaster(
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right, forward, up, viewportWidth / 2f, viewportHeight / 2f, focal);
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// The retail CY near plane: N = forward, d = −dot(eye, forward) − znear.
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CyPlane = new WalkPlane(forward, -Vector3.Dot(pose.Origin, forward) - 0.1f);
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}
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public Vector3 ViewpointIn(WalkCell cell)
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=> Vector3.Transform(WorldViewpoint, cell.InverseWorldTransform);
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public Matrix4x4 ObjectToClip(WalkCell cell)
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=> cell.WorldTransform * _viewProjection;
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public WalkCell? GetVisible(uint cellId) => _cells.GetValueOrDefault(cellId);
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public IWalkRayCaster Rays => _rays;
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public Vector3 WorldViewpoint { get; }
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public float ViewportWidth { get; }
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public float ViewportHeight { get; }
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public WalkPlane CyPlane { get; }
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public IWalkFrameContext CellContext => this;
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public void SetActiveView(WalkPortalView views, int index) { }
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public Vector3 ViewpointInBuilding(WalkBuilding building) => WorldViewpoint;
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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=> 0; // building look-ins join the conformance surface with the landscape fixtures
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// ---- signatures for comparing walk output to oracle frames ----
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public static string Signature(IEnumerable<WalkEvent> events)
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=> string.Join("|", events.Select(e => e.Kind switch
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{
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WalkEventKind.Landscape => "LS",
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WalkEventKind.Building => $"BLD:{e.CellId:x8}",
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WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
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WalkEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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public static string Signature(WalkOracleFrame frame)
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=> string.Join("|", frame.Events.Select(e => e.Kind switch
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{
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WalkOracleEventKind.Landscape => "LS",
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WalkOracleEventKind.Building => $"BLD:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawInside => $"DI:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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}
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